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PostPosted: Sun Apr 13, 2014 8:20 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
OS/X no longer giving Lua errors or crashing. Yay!

Did find this though:

Attachment:
Screen Shot 2014-04-13 at 4.19.02 PM.png
Screen Shot 2014-04-13 at 4.19.02 PM.png [ 29.87 KiB | Viewed 997 times ]

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PostPosted: Sun Apr 13, 2014 8:55 pm 
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Uruivellas

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Great news, Doc. Yeah, gotta look into that.

Frogbeard, from what I can see in the code, that last line is ok. I found it in some of my saves too. It was worth a shot.

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PostPosted: Sun Apr 13, 2014 9:18 pm 
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Yeek

Joined: Sun Feb 09, 2014 1:14 am
Posts: 14
Since I'm a glutton for punishment, I took a new character, leveled it up to 14, and decided to change the font on the lore popup. Again it took the changes, saved, and now this character won't load either.
So I took another look at the log, and found another reference to an error: I've quoted a portion ( the error is mentioned after the 'p 5' lines:

Any further ideas?

Code:
[DISPLAY MODE] Tileset: shockbolt
[DISPLAY MODE] Size: 48x48
Loading tileset attachements from    /data/gfx/shockbolt/attachements.lua
[GAME] Creating FBOs
[SHADER] using permcached shader main_fbo[]
[SHADER] using permcached shader full_fbo[]
Loading savefile    /save//
[STEAM] grabbed savezip from steam: /save//world.teaw of size 7415
Loading savefile    /save/yams/
[STEAM] grabbed savezip from steam: /save/yams/game.teag of size 300651
[STEAM] grabbed savezip from steam: /save/yams/game.teag of size 300651
[SHADER] Loading from /data/gfx/shaders/shield.lua
[SHADER] Loaded shader with totalname   shield[color=vec3(1,1,0.3),horizontalScrollingSpeed=-0.2,shieldIntensity=0.1,tick_start=11430883,time_factor=2000,verticalScrollingSpeed=-1]
New GL Shader program 5
New GL Shader 6 of type 35632
[SHADER] created fragment shader from /data/gfx/shaders/shield.frag
*p 5: Uniform: 0: 1406 aadjust
*p 5: Uniform: 1: 1406 antialiasingRadius
*p 5: Uniform: 2: 8B51 color
*p 5: Uniform: 3: 1406 ellipsoidalFactor
*p 5: Uniform: 4: 1406 horizontalScrollingSpeed
*p 5: Uniform: 5: 8B50 impact
*p 5: Uniform: 6: 8B51 impact_color
*p 5: Uniform: 7: 1406 impact_tick
*p 5: Uniform: 8: 1406 impact_time
*p 5: Uniform: 9: 1406 oscillationSpeed
*p 5: Uniform: 10: 1406 shieldIntensity
*p 5: Uniform: 11: 8B5E tex
*p 5: Uniform: 12: 1406 tick
*p 5: Uniform: 13: 1406 tick_start
*p 5: Uniform: 14: 1406 time_factor
*p 5: Uniform: 15: 1406 verticalScrollingSpeed
*p 5: Uniform: 16: 1406 wobblingPower
*p 5: Uniform: 17: 1406 wobblingSpeed
error deserializing   d={}
setLoaded('engine.ui.Dialog-0x20dafde0', d)
d["ui"]="metal"
d["iw"]=406
d["particles"]={}

d["focus_ui_id"]=2
d["font"]=
d["iy"]=33
d["b1"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["ui_by_ui"]={[loadObject('engine.ui.Button-0x313ffd28')]={["x"]=175,
["ui"]=loadObject('engine.ui.Button-0x313ffd28'),
["y"]=91,
["bottom"]=3,
["hcenter"]=0,
}


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PostPosted: Mon Apr 14, 2014 2:26 am 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
I think this might be the culprit: d["font"]=
Did you change the font the first time as well, or just the size? If you did change the font style, what did you change it to, and was it the same one for this error?

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PostPosted: Mon Apr 14, 2014 2:31 am 
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Wayist

Joined: Sat Nov 05, 2011 5:08 pm
Posts: 18
I cannot start a new game with this addon enabled. The loading screen keeps flashing at 100% indefinitely and the log file has this at the end:
(note: I tried deleting the game and doing a fresh install, as well as moving my old T-Engine folder in my User folder)
(note 2: I run the game windowed [non-borderless])

Code:
===   other   POSSESSION
[FACTION] tried to redefine   Enemies
[FACTION] added   enemies   Enemies
[FACTION] added   undead   Undead
[FACTION] added   allied-kingdoms   Allied Kingdoms
[FACTION] added   shalore   Shalore
[FACTION] added   thalore   Thalore
[FACTION] added   iron-throne   Iron Throne
[FACTION] added   the-way   The Way
[FACTION] added   angolwen   Angolwen
[FACTION] added   keepers-of-reality   Keepers of Reality
[FACTION] added   dreadfell   Dreadfell
[FACTION] added   temple-of-creation   Temple of Creation
[FACTION] added   water-lair   Water lair
[FACTION] added   assassin-lair   Assassin lair
[FACTION] added   rhalore   Rhalore
[FACTION] added   zigur   Zigur
[FACTION] added   vargh-republic   Vargh Republic
[FACTION] added   sunwall   Sunwall
[FACTION] added   orc-pride   Orc Pride
[FACTION] added   sandworm-burrowers   Sandworm Burrowers
[FACTION] added   victim   Victim
[FACTION] added   slavers   Slavers
[FACTION] added   sorcerers   Sorcerers
[FACTION] added   fearscape   Fearscape
[FACTION] added   sher'tul   Sher'Tul
Loading entities file from file   /data/general/stores/basic.lua
===   physical   STONE_VINE
Loading entities file from file   /data/general/objects/brotherhood-artifacts.lua
Loading entities file from file   /data/general/objects/scrolls.lua
Loading entities file from file   /data/general/objects/gem.lua
Lua Error: /hooks/marson-ui/load.lua:127: attempt to index field 'marson' (a nil value)
   At [C]:-1 __index
   At /hooks/marson-ui/load.lua:127 assign
   At /hooks/marson-ui/load.lua:194
   At [string "return function(l, self, data) local ok=false..."]:1
   At /mod/load.lua:309
   At [C]:-1 require
   At /engine/Module.lua:158 load
   At /engine/Module.lua:796 instanciate
   At /engine/utils.lua:1902 showMainMenu
   At /engine/init.lua:153
   At [C]:-1 dofile
   At /loader/init.lua:196


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PostPosted: Mon Apr 14, 2014 3:37 am 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Thanks, Pucker. That's an easy fix, at least. I also changed the default lore font to match the dialog font.

Still mucking with that $%@ levelup dialog.

I went through and changed font types a bunch of times, making sure to hit each one, but haven't seen frogbeard's error.

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PostPosted: Mon Apr 14, 2014 1:19 pm 
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Yeek

Joined: Sun Feb 09, 2014 1:14 am
Posts: 14
I'm also guessing it's the

d["font"]=

in the engine.ui.Dialog-0x0dc85c28 file. I created another character, changed a font size this time, and the same thing happened. I went back and looked at all the characters this is affecting and they all have no data for the "font" field. What should go there? (I'm assuming that if I modify this by hand it will de-vault my character, but that's fine if it helps us figure out this issue.)

To answer your questions, the first time this happened, I only changed the fonts.loresize from 20 to 36. The second time, I only changed the lorestyle to "Hamlet Or Not." And the third time, once again, just fonts.loresize.

One other thing to note: At one point I changed the fonts.dialogsize to 18 and this change did not cause any issues.

The marson.cfg file is getting correctly updated with each change I make; here is the latest for your reference:

Code:
marson = {}
marson.tooltip_alpha = 0.75
marson.view_scrolling = "Original"
marson.fonts = {}
marson.fonts.dialogsize = 18
marson.fonts.lorestyle = "HamletOrNot"
marson.fonts.loresize = 18
marson.play_ambient_sounds = true
marson.explore_behavior = "Original"
marson.shield_sound = 0
marson.font_size = 20
marson.dialog_alpha = 1
marson.inventory_tooltip = "Big Screen"
marson.hotkey_scale = 3


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PostPosted: Mon Apr 14, 2014 1:26 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Frogbeard, I'm glad you posted yesterdays error report. While going through some of those functions, it made me realize that I was using a "changed" variable that already existed. When I was flagging the Font dialog to reboot ToME when the dialog closed, I was also telling the dialog to redraw itself. I'm not sure if that would lead to a savefile corruption, but such things can get unpredictable. I don't know if this fixes the issue, as I couldn't even reproduce the corruption before the fix, but at least that's one possibility taken care of.

--

Just saw your last post. You seem to be able to trigger the corruption with regularity. Can you try it now with the newest update?

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PostPosted: Mon Apr 14, 2014 1:36 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
frogbeard wrote:
I'm also guessing it's the

d["font"]=

in the engine.ui.Dialog-0x0dc85c28 file.


If I'm interpreting this right, that file shouldn't even exist. When saving the current game state, it's saving the dialog that's currently up on the screen, and there shouldn't be one displayed during a save.

If you want to recover the characters, my thought is to remove any dialog files in the save and any references to them. I want to look through more save games of my own to be sure, but I have to head out for a bit. I'll pick this up when I get back.

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PostPosted: Mon Apr 14, 2014 1:58 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
Most recent update seems to have broken saves, is that expected?

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PostPosted: Mon Apr 14, 2014 2:02 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Doctornull wrote:
Most recent update seems to have broken saves, is that expected?

In what way? I just tried loading one before going out the door, and I could load it.

I'll try more when I get back.

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PostPosted: Mon Apr 14, 2014 2:38 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
Marson wrote:
Doctornull wrote:
Most recent update seems to have broken saves, is that expected?

In what way? I just tried loading one before going out the door, and I could load it.

I'll try more when I get back.
Steam updated this addon (only) and after updating, loading a save made last night hangs the game. This is reproducible.

Starting a new game works fine.

Here's the log:

Code:
[SHADER] Loaded shader with totalname   shield[aadjust=3,color=vec3(0.3,1,1),ellipsoidalFactor=1,llpow=1,tick_start=7777,time_factor=-10000]
New GL Shader program 19
*p 19: Uniform: 0: 1406 wobblingSpeed
*p 19: Uniform: 1: 1406 oscillationSpeed
*p 19: Uniform: 2: 8B5E tex
*p 19: Uniform: 3: 1406 horizontalScrollingSpeed
*p 19: Uniform: 4: 1406 tick_start
*p 19: Uniform: 5: 8B51 impact_color
*p 19: Uniform: 6: 1406 wobblingPower
*p 19: Uniform: 7: 8B51 color
*p 19: Uniform: 8: 1406 tick
*p 19: Uniform: 9: 1406 ellipsoidalFactor
*p 19: Uniform: 10: 1406 antialiasingRadius
*p 19: Uniform: 11: 1406 impact_time
*p 19: Uniform: 12: 8B50 impact
*p 19: Uniform: 13: 1406 time_factor
*p 19: Uniform: 14: 1406 shieldIntensity
*p 19: Uniform: 15: 1406 impact_tick
*p 19: Uniform: 16: 1406 verticalScrollingSpeed
*p 19: Uniform: 17: 1406 aadjust
[SHADER] Loading from /data/gfx/shaders/flamewings.lua
[SHADER] Loaded shader with totalname   flamewings[tick_start=7777]
[SHADER] Loading from /data/gfx/shaders/flamewings.lua
[SHADER] Loaded shader with totalname   flamewings[tick_start=7777]
error deserializing   d={}
setLoaded('engine.ui.Dialog-0x4a4e7cd0', d)
d["ui"]="metal"
d["iw"]=406
d["particles"]={}

d["focus_ui_id"]=2
d["font"]=
d["iy"]=33
d["b1"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["ui_by_ui"]={[loadObject('engine.ui.Button-0x4a8a6758')]={["x"]=175,
["ui"]=loadObject('engine.ui.Button-0x4a8a6758'),
["y"]=91,
["bottom"]=3,
["hcenter"]=0,
}
,
[loadObject('engine.ui.Textzone-0x4a4e7f38')]={["x"]=8,
["ui"]=loadObject('engine.ui.Textzone-0x4a4e7f38'),
["top"]=3,
["y"]=36,
["left"]=3,
}
,
}

d["b2"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["b3"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["overs"]={}

d["w"]=416
d["h"]=140
d["focus_ui"]={["x"]=175,
["ui"]=loadObject('engine.ui.Button-0x4a8a6758'),
["y"]=91,
["bottom"]=3,
["hcenter"]=0,
}

d["title_tex"]={[2]=128,
[3]=32,
[4]=1.3913043478261,
[5]=1.4545454545455,
[6]=92,
[7]=22,
["w"]=92,
["h"]=22,
}

d["color"]={["r"]=255,
["b"]=255,
["g"]=255,
}

d["b4"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["display_y"]=352
d["mouse"]=loadObject('engine.Mouse-0x431c2500')
d["__CLASSNAME"]="engine.ui.Dialog"
d["b7"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["ih"]=99
d["ix"]=5
d["display_x"]=432
d["__hidden"]=true
d["b9"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["b5"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["alpha"]=255
d["title"]="Running..."
d["first_display"]=true
d["b8"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}

d["__stack_id"]=1
d["frame"]={["title_x"]=0,
["ox1"]=-42,
["b5"]="ui/dialogframe_5.png",
["b6"]="ui/dialogframe_6.png",
["b7"]="ui/title_dialogframe_7.png",
["b8"]="ui/title_dialogframe_8.png",
["b2"]="ui/dialogframe_2.png",
["b9"]="ui/title_dialogframe_9.png",
["b1"]="ui/dialogframe_1.png",
["b4"]="ui/dialogframe_4.png",
["title_y"]=-18,
["title_h"]=32,
["ox2"]=42,
["title_w"]=4,
["b3"]="ui/dialogframe_3.png",
["oy2"]=42,
["w"]=500,
["oy1"]=-42,
["h"]=224,
["a"]=0.75,
["shadow"]={["y"]=15,
["x"]=15,
["a"]=0.375,
}
,
}

d["uis"]={[1]={["x"]=8,
["ui"]=loadObject('engine.ui.Textzone-0x4a4e7f38'),
["top"]=3,
["y"]=36,
["left"]=3,
}
,
[2]={["x"]=175,
["ui"]=loadObject('engine.ui.Button-0x4a8a6758'),
["y"]=91,
["bottom"]=3,
["hcenter"]=0,
}
,
}

d["setuped"]=true
d["key"]=loadObject('engine.KeyBind-0x4727aba0')
d["b6"]={["w"]=64,
["tw"]=64,
["h"]=64,
["th"]=64,
}


return d   [string "d={}..."]:9: unexpected symbol near '='
Lua Error: /engine/class.lua:325: bad argument #1 to 'setfenv' (number expected, got nil)
   At [C]:-1
   At [C]:-1 setfenv
   At /engine/class.lua:325 deserialize
   At /engine/class.lua:343 load
   At /engine/Savefile.lua:395 loadObject
   At [string "d={}..."]:886 deserialize
   At /engine/class.lua:343 load
   At /engine/Savefile.lua:395 loadObject
   At [string "d={}..."]:60 deserialize
   At /engine/class.lua:343 load
   At /engine/Savefile.lua:395 loadObject
   At [string "d={}..."]:290 deserialize
   At /engine/class.lua:343 load
   At /engine/Savefile.lua:395 loadReal
   At /engine/Savefile.lua:466 loadGame
   At /engine/Module.lua:816 instanciate
   At /engine/utils.lua:1902 showMainMenu
   At /engine/init.lua:153
   At [C]:-1 dofile
   At /loader/init.lua:196

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PostPosted: Mon Apr 14, 2014 2:50 pm 
Offline
Yeek

Joined: Sun Feb 09, 2014 1:14 am
Posts: 14
Still happening with the newest update. I'm trying to determine exactly when the game pushes the engine.ui.dialog file into the save file.
I started a brand new character, and tried to save/load after each of the following steps:
(1) after char creation - OK
(2) after level up screen - OK
(3) after first "lore" popup - OK
(4) Went to game options, changed tooltip font scaling from 3 to 2 - OK
I unarchived and checked the game folder within the save after each step, and the engine.ui.dialog was not present.
(5) Went to game options, changed loresize from 18 to 20 - FAIL
At that point, the game.teag file contained engine.ui.xxx files, including the .dialog file with the "font = " line.

I then tried manually deleting that line, recreating the game.teag archive (using 7zip, not sure if that is acceptable), and still couldn't load, but it occurs to me as I'm typing this that the game was probably pulling the save from the cloud, not from the local disk, so my change wouldn't get noticed.

This is very confusing, and must be frustrating for you since I know from experience it's impossible to track down an error if you can't reproduce it.

Edited to add: just say DoctorNull's post, I'm guessing his problem is related to mine?

DoctorNull: can you try to reproduce the issue with a new character my way? New character, play for a couple levels and at least one lore dialog, then change the lore options (font and/or size), find your next piece of lore, and then try to reload the character.


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PostPosted: Mon Apr 14, 2014 2:58 pm 
Offline
Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
frogbeard wrote:
Edited to add: just say DoctorNull's post, I'm guessing his problem is related to mine?

DoctorNull: can you try to reproduce the issue with a new character my way? New character, play for a couple levels and at least one lore dialog, then change the lore options (font and/or size), find your next piece of lore, and then try to reload the character.
I'll try.

An easy way to test this for you is Infinite Farportal: it gives you a lore pop-up immediately, and another one very soon after.

EDIT: Note that I didn't change any options to get my game-hang.

EDIT2: okay, so I start out (with three lore popups), change an option, save, reload => fine
do some shoping, save, reload => fine
change zones, save, reload => HANG

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PostPosted: Mon Apr 14, 2014 4:42 pm 
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Uruivellas

Joined: Thu Jan 16, 2014 4:56 am
Posts: 645
Would one of you upload a broken save somewhere? Maybe if I pull it apart I'll get a better idea of what's going on.

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