blank screen (technical question)
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- Halfling
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- Joined: Wed Apr 13, 2011 6:43 pm
blank screen (technical question)
So i have been playing around with LUA and thought i plugged in everything i needed to make a brand new race of characters.
they are labeled homonculus. to keep things simple i copied everything from higher, and just replaced the words.
i put them under construct, added the newbirthoption header
now when i start tome the screen is blank. what did i do wrong?
they are labeled homonculus. to keep things simple i copied everything from higher, and just replaced the words.
i put them under construct, added the newbirthoption header
now when i start tome the screen is blank. what did i do wrong?
Re: blank screen (technical question)
Literally everything is blank, or just the game window? If it's the former, you have some sort of error in the module. For me it's typically forgetting commas.
Sorry about all the parentheses (sometimes I like to clarify things).
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- Halfling
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- Joined: Wed Apr 13, 2011 6:43 pm
Re: blank screen (technical question)
the game window, when i go to new game it loads, then stays black. the mouse is visible roving around though.
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: blank screen (technical question)
I went and removed the offending code and the game starts up as normal.
I will post it here, hopefully someone can tell me what the problem is
I will post it here, hopefully someone can tell me what the problem is
Code: Select all
newBirthDescriptor
{
type = "subrace",
name = "Homunculus",
desc = {
"Creatures created by magic to fight it's effects.",
"They have strange abilities even they cannot understand.",
"They possess an unnatural intelligence and their presence is uncomfortable for every race in Maj 'Eyal",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +1 Strength, +1 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * -1 Magic, +1 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 11",
"#GOLD#Experience penalty:#LIGHT_BLUE# 15%",
},
inc_stats = { str=1, mag=-1, dex=1, wil=1 },
experience = 1.00,
talents_types = { ["wild-gift/antimagic""]={true, 0} },
talents = {
[ActorTalents.Resolve]=1,
},
copy = {
moddable_tile = "human_#sex#",
moddable_tile_base = "base_higher_01.png",
life_rating = 11,
default_wilderness = {"playerpop", "allied"},
starting_zone = "trollmire",
starting_quest = "start-allied",
starting_intro = "higher",
},
}
Re: blank screen (technical question)
Could be the extra quotation mark here.
hamrkveldulfr wrote: talents_types = { ["wild-gift/antimagic""]={true, 0} },
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: blank screen (technical question)
Lukep and bricks, i appreciate your help immensely.
I looked into the quotation mark and that caused me to notice several other problems as well, so i went ahead and repaired them.
unfortunately the problem persists.
so i dump the line again, maybe i am missing some redundancies or conflicts
That is everything directly south of Darkgod's disclaimer
I looked into the quotation mark and that caused me to notice several other problems as well, so i went ahead and repaired them.
unfortunately the problem persists.
so i dump the line again, maybe i am missing some redundancies or conflicts
Code: Select all
---------------------------------------------------------
-- Constructs --
---------------------------------------------------------
newBirthDescriptor{
type = "race",
name = "Construct",
locked = function() return profile.mod.allow_build.construct and true or "hide" end,
locked_desc = "",
desc = {
"Constructs are not natural creatures.",
"The most usual contructs are golems, but they can vary in shape, form and abilities.",
},
descriptor_choices =
{
subrace =
{
__ALL__ = "disallow",
["Runic Golem"] = "allow",
["Homunculus"] = "allow",
},
},
random_escort_possibilities = { {"trollmire", 2, 3}, {"ruins-kor-pul", 1, 2}, {"daikara", 1, 5}, {"old-forest", 1, 5}, {"dreadfell", 1, 8}, {"reknor", 1, 1}, },
}
newBirthDescriptor
{
type = "subrace",
name = "Runic Golem",
locked = function() return profile.mod.allow_build.construct_runic_golem and true or "hide" end,
locked_desc = "",
desc = {
"Runic Golems are creatures made of solid rock and animated using arcane forces.",
"They cannot be of any class, but they have many intrinsic abilities.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +3 Strength, -2 Dexterity, +3 Constitution",
"#LIGHT_BLUE# * +2 Magic, +2 Willpower, -5 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 13",
"#GOLD#Experience penalty:#LIGHT_BLUE# 50%",
},
descriptor_choices =
{
sex =
{
__ALL__ = "disallow",
Male = "allow",
},
class =
{
__ALL__ = "allow",
None = "allow",
},
subclass =
{
__ALL__ = "allow",
},
},
inc_stats = { str=300, con=300, wil=200, mag=200, dex=200, cun=500 },
talents_types = {
["psionic/finer-energy-manipulations"]={true, 0.3},
["golem/fighting"]={true, 0.3},
},
talents = {
[ActorTalents.T_MANA_POOL]=1,
[ActorTalents.T_STAMINA_POOL]=1,
},
copy = {
resolvers.generic(function(e) e.descriptor.class = "Golem" e.descriptor.subclass = "Golem" end),
resolvers.genericlast(function(e) e.faction = "undead" end),
default_wilderness = {"playerpop", "allied"},
starting_zone = "ruins-kor-pul",
starting_quest = "start-allied",
blood_color = colors.GREY,
resolvers.inventory{ id=true, {defined="ORB_SCRYING"} },
resolvers.generic(function(e) e.hotkey[10] = {"inventory", "Orb of Scrying"} end),
mana_regen = 0.5,
mana_rating = 7,
inscription_restrictions = { ["inscriptions/runes"] = true, },
resolvers.inscription("RUNE:_MANASURGE", {cooldown=25, dur=10, mana=620}),
resolvers.inscription("RUNE:_SHIELDING", {cooldown=14, dur=5, power=100}),
resolvers.inscription("RUNE:_PHASE_DOOR", {cooldown=7, range=10}),
type = "construct", subtype="golem", image = "npc/alchemist_golem.png",
starting_intro = "ghoul",
life_rating=13,
poison_immune = 1,
cut_immune = 1,
stun_immune = 1,
fear_immune = 1,
construct = 1,
moddable_tile = "runic_golem",
moddable_tile_nude = true,
},
experience = 0.5,
}
newBirthDescriptor
{
type = "subrace",
name = "Homunculus",
desc = {
"Creatures created by magic to fight it's effects.",
"They have strange abilities even they cannot understand.",
"They possess an unnatural intelligence and their presence is uncomfortable for every race in Maj 'Eyal",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +1 Strength, +1 Dexterity, +0 Constitution",
"#LIGHT_BLUE# * -1 Magic, +1 Willpower, +0 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 11",
"#GOLD#Experience penalty:#LIGHT_BLUE# 15%",
},
descriptor_choices =
{
sex =
{
__ALL__ = "disallow",
Male = "allow",
},
class =
{
__ALL__ = "allow",
None = "allow",
},
subclass =
{
__ALL__ = "allow",
},
},
inc_stats = { str=1, mag=-1, dex=1, wil=1 },
experience = 1.00,
talents_types = { ["wild-gift/antimagic"]={true, 0} },
talents = {
[ActorTalents.Resolve]=1,
},
copy = {
moddable_tile = "human_#sex#",
moddable_tile_base = "base_higher_01.png",
life_rating = 11,
default_wilderness = {"playerpop", "allied"},
starting_zone = "trollmire",
starting_quest = "start-allied",
starting_intro = "higher",
},
}
Re: blank screen (technical question)
Don't notice anything here, my usual way of making something new is to change one line at a time from an existing thing (not copy/pasted to a new one, at least at first), so it's much easier to tell where you went wrong.
Re: blank screen (technical question)
Talent names need to be capatilized so [ActorTalents.Resolve]=1, should be [ActorTalents.RESOLVE]=1,
Also, though I don't think this would cause an error, birth names only need to be in brackets if it's two words, so "Homunculus" would be fine rather then ["Homunculus"].
Next time it does the black screen on you though you'll want to exit (or crash) the game and check the log file before rebooting. It should flush to stdout on exit and tell you what kinda error it's throwing.
If you don't know how to read the errors post that in this thread and we'll walk you through it.
Also, though I don't think this would cause an error, birth names only need to be in brackets if it's two words, so "Homunculus" would be fine rather then ["Homunculus"].
Next time it does the black screen on you though you'll want to exit (or crash) the game and check the log file before rebooting. It should flush to stdout on exit and tell you what kinda error it's throwing.
If you don't know how to read the errors post that in this thread and we'll walk you through it.
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: blank screen (technical question)
Alright, loaded it up again with those tweaks, still getting the lonely cursor.
I checked STDout and it is completely empty, the log itself is very long, and i am unsure of what constitutes regular running and what is flawed programs.
I will attach it, or if you know what i should be looking for i have no problem hunting myself
I checked STDout and it is completely empty, the log itself is very long, and i am unsure of what constitutes regular running and what is flawed programs.
I will attach it, or if you know what i should be looking for i have no problem hunting myself
- Attachments
-
- te4_log.txt
- (93.95 KiB) Downloaded 215 times
Re: blank screen (technical question)
Sorry, the log is right. What you're looking for is a lua error. It should be offset a bit.
Something like...
But starting with a lua error. Generally it'll be the last thing you see.
Was this log taken after the program was exited or before?
Something like...
Code: Select all
stack traceback:
/engine/utils.lua:1139: in function </engine/utils.lua:1138>
[C]: ?
[C]: in function 'xpcall'
/engine/utils.lua:1138: in function 'require_first'
/engine/interface/ActorInventory.lua:23: in main chunk
[C]: in function 'require'
/mod/load.lua:38: in main chunk
[C]: in function 'require'
/engine/Module.lua:138: in function 'load'
/engine/Module.lua:293: in function 'instanciate'
/engine/utils.lua:1070: in function 'showMainMenu'
/engine/init.lua:114: in main chunk
[C]: in function 'dofile'
/loader/init.lua:137: in main chunk
Was this log taken after the program was exited or before?
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- Halfling
- Posts: 84
- Joined: Wed Apr 13, 2011 6:43 pm
Re: blank screen (technical question)
I thank you all for your help, i think i found my problem! seems construct is set for only one race and by adding a second race it was causing the game to misfire.
i added my homunculus to the human tree and it works fine.
again, thank you all, i will find the problem eventually and post it once i find
i added my homunculus to the human tree and it works fine.
again, thank you all, i will find the problem eventually and post it once i find