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 'Encountered a problem' 
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A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
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Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Post 'Encountered a problem'
Dauss> I have some code that breaks the game, can you help D:
<Grifugh> what's the uh
<Grifugh> game break
<Dauss> Hold on
<Dauss> Also ♥♥♥♥ what is the site for dumping code again
<Grifugh> rafb.net/paste
<Dauss> http://rafb.net/p/cvcoww20.html
<Grifugh> okay
<Grifugh> what is the error
<Dauss> Not sure exactly, it usually just crashes the game on the third line and refuses to tell me why. 'Encountered a problem'
<Dauss> Let me try loading it again and see if it says something different
<Dauss> Could not match property
<Dauss> At line 8
<Grifugh> wait
<Grifugh> what
<Grifugh> you have an mopixel with a sprite
<Grifugh> well there's your problem
<Grifugh> SpriteFile = ContentFile
<Grifugh> FilePath = Base.rte/Effects/Gibs/MetalDarkTinyA.bmp
<Grifugh> baleet
<Dauss> This was told to me that it would fix.
<Dauss> Before it was a color
<Dauss> And it still crashed
<Grifugh> what
<Dauss> Anyways let me try now
<Grifugh> 's cool
<Grifugh> no
<Grifugh> it won't work now
<Dauss> Oh
<Grifugh> probably
<Dauss> Ok
<Dauss> what should I do then?
<Grifugh> uh
<Grifugh> hmm
<Grifugh> I do not have CC on this computer
<Grifugh> let me go try and find a copy of MOPixel code
<Dauss> D:
<Dauss> OK
<Dauss> Ok*
<Dauss> Yeah it's doing what it did before now
<Dauss> Crashing with no error.
<Grifugh> http://rafb.net/p/l6SOTz76.html
<Grifugh> try that
<Dauss> Crashing on line 1.
<Dauss> 'Encountered a problem and needs to close.'
<Grifugh> add whitespace at the beginning
<Grifugh> just hit enter a few times
<Dauss> wat
<Dauss> Ok >_>
<Dauss> 10 lines of space,
<Dauss> Still crashing on line 1.
<Grifugh> okay
<Grifugh> see so the problem isn't the code
<Grifugh> it's that CC doesn't like you
<Dauss> >_>
<Grifugh> this is helping
<Dauss> Ok
<Grifugh> okay
<Grifugh> add the following code to the very beginning
<Grifugh> you'll have to tab it
<Dauss> Ok
<Grifugh> AddAmmo = TDExplosive
<Grifugh> CopyOf = Frag Grenade
<Dauss> ._.
<Dauss> Same thing still
<Grifugh> line 1?
<Dauss> Mhm
<Grifugh> okay what's the filename of your .ini
<Dauss> BROKENCODE.ini
<Dauss> :P
<Grifugh> seriously
<Grifugh> it matters
<Dauss> That is the file name :|
<Dauss> I named it that because it was broken
<Dauss> Before it was a part of explosives.ini in landmine.rte
<Dauss> But I put it in another file to seperate it
<Dauss> Oh
<Dauss> We have progress.
<Grifugh> oh?
<Dauss> Now there's a problem in index.ini
<Grifugh> oh wow
<Dauss> Nevermind,
<Dauss> Same problem
<Grifugh> okay
<Grifugh> comment out Brokencode.ini in index.ini
<Dauss> I have, it loads the rest of the mod fine
<Grifugh> okay
<Grifugh> so CC hates your .ini
<Grifugh> make a new one
<Grifugh> copy the code in
<Dauss> Ok
<Dauss> But it was hating the code before when it was part of the original ini
<Grifugh> leave brokencode.ini with the "Addammo = frag grenade" part
<Grifugh> and leave it uncommented
<Grifugh> we're making an empty .ini for the game to load past to check if it will load with it empty
<Grifugh> but cc doesn't actually load EMPTY inis so we have to leave pointless code
<Dauss> What kind of encoding am I looker for here?
<Grifugh> in this case addammo = tdexplosive
<Grifugh> hmm?
<Grifugh> oh um
<Grifugh> save as > all files > newini.ini
<Grifugh> default encoding should work
<Grifugh> ANSI iirc
<Dauss> It looks like a regular notepad text file, and not like the others.
<Grifugh> hmm.
<Grifugh> are you on XP or vista
<Dauss> Nevermind I fixed it
<Dauss> XP
<Dauss> >: |
<Dauss> It loads BROKENCODE now just fine,
<Dauss> And crashes on the new one
<Dauss> Line 1
<Grifugh> hmm.
<Grifugh> hmmmmmmmm.
<Grifugh> hmm hmm hmm hmm hmm.
<Dauss> Do I make a mod making post? : |
<Grifugh> try adding the sticky bomb coding into a working .ini that isn't brokencode
<Dauss> I put it back into the original explosives.ini
<Dauss> It crashes at line 300
<Dauss> Same thing, encountered a problem

Halp


Mon Nov 17, 2008 1:09 am
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Location: Flint Hills
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Post Re: 'Encountered a problem'
Code:
   AddGib = Gib
      GibParticle = MOSRotating
   ParticleCount = 4
   Particle = MOPixel
[...]


...what exactly are you trying to do here?


Mon Nov 17, 2008 6:20 am
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A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
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Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Post Re: 'Encountered a problem'
Azukki wrote:
Code:
   AddGib = Gib
      GibParticle = MOSRotating
   ParticleCount = 4
   Particle = MOPixel
[...]


...what exactly are you trying to do here?


Make it gib sticky particles.

That is also probably wrong... But it crashes before that, right at the beginning of the file.


Mon Nov 17, 2008 10:50 pm
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Joined: Sat Jan 13, 2007 11:04 pm
Posts: 2932
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Post Re: 'Encountered a problem'
Azukki pretty much pointed out the problem. Its right there.

You have a MOSRotating gib that has not been assigned what it is. You have no CopyOf of some MOSRotating or anything like that and that code continues with the default TDE's old crappy gib system.

I suggest modders use only gibs on TDE's whether its timed or not, the reason is that the TDE will release both those particles and the gibs when it either explodes through its timer or is gibbed by other means. And another reason is that gibs allow more control over the particles in terms of speed and spread and various other things.

EDIT: I got it working, hold on. These thing are so horribly coded that I must atleast fix the horridness too.

EDIT: Here, rest is up to you.

Attachment:
Landmine.rte.zip


Mon Nov 17, 2008 10:56 pm
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Post Re: 'Encountered a problem'
numgun wrote:
I suggest modders use only gibs on TDE's whether its timed or not, the reason is that the TDE will release both those particles and the gibs when it either explodes through its timer or is gibbed by other means. And another reason is that gibs allow more control over the particles in terms of speed and spread and various other things.

Agreed thoroughly.
I'm planning on having only gibs on the grenade templates from the next update onward.

By the way the velocity of TDE particles is 30 25-50, in case anyone wants to convert something to use gibs instead without immediately changing the function.


Last edited by Azukki on Tue Nov 18, 2008 6:01 am, edited 1 time in total.



Mon Nov 17, 2008 11:27 pm
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A HUMAN BRAIN, SAFELY INSULATED FROM THE TERRORS OF HYPERSPACE
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Joined: Sun Jan 28, 2007 8:54 pm
Posts: 1070
Location: Somewhere beyond the endless sea of hyperspace, fighting for your right to call a planet home.
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Post Re: 'Encountered a problem'
Thanks all, much appreciated.

Yeah Numgun, they are no where close to being finetuned enough to be mines, but I'm working on them. When they're done I hope they'll be a pretty decent approximation of the real thing.


Tue Nov 18, 2008 2:08 am
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Post Re: 'Encountered a problem'
numgun wrote:
EDIT: I got it working, hold on. These thing are so horribly coded that I must atleast fix the horridness too.


You're hilarious.


Tue Nov 18, 2008 2:29 am
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