Factory not showing icons for vehicle production

Factory not showing icons for vehicle production

Discuss game development here, from a distinct game project to an accessible third-party mutator, down to the interaction and design of individual units if you like.

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nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Factory not showing icons for vehicle production

Post by nightovizard »

Some time ago I started doing a game on Spring, and so far I did not have any problems.

But I tried to make a vehicle factory using the examplegame as a base for it, and it works because it produces the units the examplegame has. The problem is that it does not work with my custom vehicles, no icon appears to produce my tank, and I don't know what is wrong with it. Looks like the factory is not detecting the tank file or something similar. Here the scripts:

Factory unitDef:

Code: Select all

 local unitName = "simplefactory"

local unitDef =
{
-- Internal settings	
	Category = "LAND",
	ObjectName = "factory.s3o",	
	TEDClass = "PLANT",
	script = "simplefactory.lua",
	buildPic = "placeholder.png",
-- Unit limitations and properties
	Description = "a simple factory that builds mobile units",
	MaxDamage = 1500,
	Name = "Simple Factory",
	RadarDistance = 0,
	SightDistance = 400,	
	Upright = 1,	
	levelground = 1,
	--cost
	buildCostMetal = 200,
	buildCostEnergy = 0,
	buildTime = 25,
	--economy	
	EnergyStorage = 0,
	EnergyUse = 0,
	MetalStorage = 0,
	EnergyMake = 0, 
	MakesMetal = 0, 
	MetalMake = 0,	
-- Pathfinding and related
	FootprintX = 5,
	FootprintZ = 5,
	MaxSlope = 10,	
	YardMap ="ooooo occco occco occco occco",

-- Building	
	Builder = true,
    Reclaimable = false,
	ShowNanoSpray = true,
	CanBeAssisted = false,	
	workerTime = 1,
	buildoptions = 
	{
	"simplehover",
	"Tank",
	"simpleattackvehicle",
	"attackvehicledoublebarrel",
	"hovereffects",
	"simplewalker",
	"buildervehicle",
	"helicopter",
	"attackvehiclerocket",
	"attackvehiclemultimissile",
	},
}

return lowerkeys({ [unitName] = unitDef }) 


I can build every vehicle except the Tank. And I don't know why...

Tank unitDef:

Code: Select all

 local unitName = "Tank"

local unitDef = {
name = "Tank",
Description = "MBT",
objectName = "Tank.s3o",
script = "Tank.lua",
BuildPic = "placeholder.png",
--cost
buildCostMetal = 100,
buildCostEnergy = 0,
buildTime = 5,
--Health
maxDamage = 500,
idleAutoHeal = 0,
--Movement
Acceleration = 0.2,
BrakeRate = 0.3,
FootprintX = 2,
FootprintZ = 2,
MaxSlope = 15,
MaxVelocity = 5.0,
MaxWaterDepth = 20,
MovementClass = "Default2x2",
TurnRate = 900,

sightDistance = 500,

Builder = false,
CanAttack = true,
CanGuard = true,
CanMove = true,
CanPatrol = true,
CanStop = true,
LeaveTracks = false, 

Category = [[LAND]],

weapons = {
[1]={name  = "cannon",
	onlyTargetCategory = [[LAND]],
	},
},
}

return lowerkeys({ [unitName] = unitDef }) 
This is the unitDef of one of the vehicles it allows me to produce:

Code: Select all

 local unitName = "simpleattackvehicle"

local unitDef = {
name = "Boomer",
Description = "a simple, mobile attack unit. shoots stuff.",
objectName = "simpleattackvehicle.s3o",
script = "simpleattackvehicle.lua",
buildPic = "placeholder.png",
--cost
buildCostMetal = 100,
buildCostEnergy = 0,
buildTime = 5,
--Health
maxDamage = 300,
idleAutoHeal = 0,
--Movement
Acceleration = 0.2,
BrakeRate = 0.3,
FootprintX = 2,
FootprintZ = 2,
MaxSlope = 15,
MaxVelocity = 5.0,
MaxWaterDepth = 20,
MovementClass = "Default2x2",
TurnRate = 900,

sightDistance = 500,

Builder = false,
CanAttack = true,
CanGuard = true,
CanMove = true,
CanPatrol = true,
CanStop = true,
LeaveTracks = false, 

Category = [[LAND]],

weapons = {
[1]={name  = "MachineGun",
	onlyTargetCategory = [[LAND]],
	},
},
}

return lowerkeys({ [unitName] = unitDef }) 
It makes no sense, it should work, but it does not.
Another thing I have tried is changing the objectName = "simpleattackvehicle.s3o", of the vehicle unitDef that can be produced, for objectName = "Tank.s3o", and the model it loads is my tank, but obviously the attributes are of the other vehicle. and when I try to change other things, the same problem appears again.

So what could be wrong with it? The name? I don't see why 1 works, and the other not.

By the way if you want to know about the game:
http://www.moddb.com/games/project-supremacy
Last edited by nightovizard on 16 May 2014, 00:02, edited 1 time in total.
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Factory not showing icons for vehicle production

Post by zwzsg »

Can the tank be built by another factory? Can the tank can be cheated in? (by typing in console /cheat then /give tank)

In short, are you sure the problem is really that the factory cannot build the tank, and not that the tank failed to load?

What does infolog.txt say?

Oh, and what about spelling it "tank" instead of "Tank"?
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

zwzsg wrote:Can the tank be built by another factory? Can the tank can be cheated in? (by typing in console /cheat then /give tank)

In short, are you sure the problem is really that the factory cannot build the tank, and not that the tank failed to load?

What does infolog.txt say?

Oh, and what about spelling it "tank" instead of "Tank"?
No, It cannot be built in any factory, but I know the model can be built and be ingame, shot, etc... because I can set it as the starting unit, or change the model that another unit uses for the tank, and it works.
I haven't tried the console yet.

Well it says a lot of things:

Code: Select all

 [f=0000000] Using map: ArcticPlainsV2.1
[f=0000000] Using game: Project Supremacy
[f=0000000] Using game archive: Project supremacy.sdz
[f=0000000] recording demo: demos/20140516_000953_ArcticPlainsV2_96.sdf
[f=0000000] PreGame::GameDataReceived: 20 ms
[f=0000000] [PreGame::UpdateClientNet] user number 0 (team 0, allyteam 0)
[f=0000000] [LuaIntro] Searching for new Widgets
[f=0000000] [LuaIntro] Scanning: LuaIntro/Addons/
[f=0000000] [LuaIntro] Scanning: LuaIntro/Widgets/
[f=0000000] [LuaIntro] Scanning: LuaIntro/SystemAddons/
[f=0000000] [LuaIntro] Scanning: LuaIntro/SystemWidgets/
[f=0000000] [LuaIntro] Scanning: LuaIntro/chili/
[f=0000000] [LuaIntro] Found new widget "SpringLogo"
[f=0000000] [LuaIntro] Found new widget "LoadTexture"
[f=0000000] [LuaIntro] Found new widget "LoadProgress"
[f=0000000] [LuaIntro] Found new widget "Main"
[f=0000000] [LuaIntro] Found new widget "Music"
[f=0000000] [LuaIntro] Loading widgets   <>=vfs  **=raw  ()=unknown
[f=0000000] [LuaIntro] Loading widget:      LoadProgress           <loadprogress.lua>
[f=0000000] [LuaIntro] Loading widget:      Main                   <main.lua>
[f=0000000] [LuaIntro] Loading widget:      Music                  <music.lua>
[f=0000000] [LuaIntro] Error: Failed to load: bg_texture.lua  (error = 2, LuaIntro/Addons/bg_texture.lua, [string "LuaIntro/Addons/bg_texture.lua"]:18: bad argument #1 to 'random' (interval is empty))
[f=0000000] [LuaIntro] LuaIntro v1.0 (Lua 5.1)
[f=0000000] Parsing Map Information
[f=0000000] Loading SMF
[f=0000000] Loading Map (103 MB)
[f=0000000] Loading Radar Icons
[f=0000000] Loading GameData Definitions
[f=0000000] [unitdefs.lua] Error: removed the "Tank" entry from the "vehiclefactory" build menu
[f=0000000] Loading all definitions:  0.010000
[f=0000000] Game::LoadDefs (GameData): 11 ms
[f=0000000] Loading Sound Definitions
[f=0000000] [Sound]  parsed 3 sounds from gamedata/sounds.lua
[f=0000000] [Sound] Error: Unable to open audio file: sounds/incoming_chat.wav
[f=0000000] Game::LoadDefs (Sound): 1 ms
[f=0000000] Creating Smooth Height Mesh
[f=0000000] SmoothHeightMesh::MakeSmoothMesh: 76 ms
[f=0000000] Creating QuadField & CEGs
[f=0000000] [CDamageArrayHandler] number of ArmorDefs: 2
[f=0000000] Warning: [CDamageArrayHandler] ArmorDefs contains sub-table "heavyarmor" in <key, value> format which is deprecated as of Spring 95.0 and will not be parsed anymore (UPDATE YOUR armordefs.lua ASAP)!

[f=0000000] [RegisterAssimpModelFormats] supported Assimp model formats: *.3ds;*.blend;*.dae;*.lwo;
[f=0000000] Creating Unit Textures
[f=0000000] Creating Sky
[f=0000000] Loading Weapon Definitions
[f=0000000] Warning: WeaponDef (bomb) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (rocket) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (rocket2) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (swarmmissile) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Loading Unit Definitions
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for bomber is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for bomber is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for cube is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for cube is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for fighter is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for fighter is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for gunship is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for gunship is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for tank is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for tank is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for vehiclefactory is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for vehiclefactory is missing!
[f=0000000] Loading Feature Definitions
[f=0000000] Reading Estimate PathCosts [8]
[f=0000000] Reading Estimate PathCosts [32]
[f=0000000] [CPathManager] pathing data checksum: d446cde7
[f=0000000] [IPathManager::GetInstance] using DEFAULT path-manager
[f=0000000] Initializing Map Features
[f=0000000] [Sound] Error: Unable to open audio file: sounds/mappoint.wav
[f=0000000] Creating ShadowHandler & DecalHandler
[f=0000000] Creating GroundDrawer
[f=0000000] Loading Map Tiles
[f=0000000] Loading Square Textures
[f=0000000] CSMFGroundTextures::ConvolveHeightMap: 3 ms
[f=0000000] Switching to ROAM Mesh Rendering
[f=0000000] Creating TreeDrawer
[f=0000000] Creating ProjectileDrawer & UnitDrawer
[f=0000000] Creating Projectile Textures
[f=0000000] Warning: [CCEG::Load] blacksmoke: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Warning: [CCEG::Load] redsmoke: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Warning: [CCEG::Load] smoketrail: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Creating Water
[f=0000000] Game::LoadInterface (Camera&Mouse): 100 ms
[f=0000000] [Sound] Error: Unable to open audio file: sounds/multiselect.wav
[f=0000000] Game::LoadInterface (Console): 16 ms
[f=0000000] [Sound] Error: Unable to open audio file: FailedCommand
[f=0000000] [Sound] Error: CSound::GetSoundId: could not find sound: FailedCommand
[f=0000000] Loading LuaRules
[f=0000000] Loaded SYNCED gadget:  SpawnPlayer         <spawnplayer.lua>
[f=0000000] Loaded SYNCED gadget:  Lua unit script framework  <unit_script.lua>
[f=0000000] Loading LuaGaia
[f=0000000] Error: Lua LoadCode pcall error = 0, LuaGaia/main.lua, [string "LuaGaia/main.lua"]:1: attempt to call global 'AllowUnsafeChanges' (a nil value)
[f=0000000] Loading LuaUI
[f=0000000] LuaSocketEnabled: yes
[f=0000000] Using LUAUI_DIRNAME = LuaUI/
[f=0000000] Reloaded ctrlpanel from file: LuaUI/ctrlpanel.txt
[f=0000000] LuaUI: bound F11 to the widget selector
[f=0000000] LuaUI: bound CTRL+F11 to tweak mode
[f=0000000] LuaUI v0.3
[f=0000000] Initializing PathCache
[f=0000000] Finalizing
[f=0000000] Loaded DecalsDrawer: Legacy
[f=0000000] Connection attempt from (Local)nightovizard
[f=0000000]  -> Version: 96.0
[f=0000000]  -> Connection established (given id 0)
[f=0000000] Player (Local)nightovizard finished loading and is now ingame
[f=0000000] GameID: 393b7553958ea9b6da2a238c83885d71
[f=0000491] [SpringApp::ShutDown][1]
[f=0000491] [ThreadPool::SetThreadCount][1] #wanted=0 #current=7
[f=0000491] [ThreadPool::SetThreadCount][2] #threads=0
[f=0000491] [SpringApp::ShutDown][2]
[f=0000491] [~CGame][1]
[f=0000491] [~CGame][2]
[f=0000491] [~CGame][3]
[f=0000491] [~CGame][4]
[f=0000491] [~CGame][5]
[f=0000491] [~CGame][6]
[f=0000491] [~CGame][7]
[f=0000491] [~CGame][8]
[f=0000491] [CCollisionHandler] dis-/continuous tests: 0/86574
[f=0000491] [~CGame][9]
[f=0000491] [~CGame][10]
[f=0000491] [~CPathCache(32x32)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000491] [~CPathCache(32x32)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000491] [~CPathCache(128x128)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000491] [~CPathCache(128x128)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000491] Statistics for RectangleOptimizer: 0%
[f=0000491] Statistics for RectangleOptimizer: 0%
[f=0000491] [~CGame][11]
[f=0000491] [~CGame][12]
[f=0000491] [~CGame][13]
[f=0000491] [~CGame][14]
[f=0000491] [~CGame][15]
[f=0000491] [~CGameServer][1]
[f=0000491] [~CGameServer][2]
[f=0000491] [~CGame][16]
[f=0000491] [Sound] [~CSound][1] soundThread=06066B50
[f=0000491] [Sound] [~CSound][2]
[f=0000491] [Sound] [~CSound][3]
[f=0000491] [~CGame][17]
[f=0000491] [SpringApp::ShutDown][3]
[f=0000491] [SpringApp::ShutDown][4]
[f=0000491] Statistics for local connection:
Received: 1443 bytes
Sent: 5243 bytes

[f=0000491] Writing demo: demos/20140516_000953_ArcticPlainsV2_96.sdf
[f=0000491] [SpringApp::ShutDown][5]
[f=0000491] [SpringApp::ShutDown][6]
[f=0000491] [SpringApp::ShutDown][7]
[f=0000491] [SpringApp::ShutDown][8]
[f=0000491] [SpringApp::ShutDown][9]
[SpringApp::ShutDown][10]
[SpringApp::ShutDown][11]
[WatchDog::Uninstall][1] hangDetectorThread=060666D0
[WatchDog::Uninstall][2]
[WatchDog::Uninstall][3]
[SpringApp::ShutDown][12]
[SpringApp::Run] exitCode=0
 
The only errors I have seen are sounds, explosions, etc... But it because these are missing. But that should not have relation with that problem I have with the factory as all the units work properly.

Then why:
[f=0000000] [unitdefs.lua] Error: removed the "Tank" entry from the "vehiclefactory" build menu
?
User avatar
zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Re: Factory not showing icons for vehicle production

Post by zwzsg »

Code: Select all

[f=0000000] [unitdefs.lua] Error: removed the "Tank" entry from the "vehiclefactory" build menu
It doesn't exactly say why though. I still say try with lowercase.
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

zwzsg wrote:

Code: Select all

[f=0000000] [unitdefs.lua] Error: removed the "Tank" entry from the "vehiclefactory" build menu
It doesn't exactly say why though. I still say try with lowercase.
So could the problem be that? That I used uppercases? it's something I did not consider, gonna try with lowercases now. Thanks :)

EDIT:

I can't believe this, after changing to lowercase its working... now an icon appears to produce the tank. the problem is that the tank is not being produced. It starts building itself and disappears.

Code: Select all

 [f=0000000] Using map: ArcticPlainsV2.1
[f=0000000] Using game: Project Supremacy
[f=0000000] Using game archive: Project supremacy.sdz
[f=0000000] recording demo: demos/20140516_003150_ArcticPlainsV2_96.sdf
[f=0000000] PreGame::GameDataReceived: 24 ms
[f=0000000] [PreGame::UpdateClientNet] user number 0 (team 0, allyteam 0)
[f=0000000] [LuaIntro] Searching for new Widgets
[f=0000000] [LuaIntro] Scanning: LuaIntro/Addons/
[f=0000000] [LuaIntro] Scanning: LuaIntro/Widgets/
[f=0000000] [LuaIntro] Scanning: LuaIntro/SystemAddons/
[f=0000000] [LuaIntro] Scanning: LuaIntro/SystemWidgets/
[f=0000000] [LuaIntro] Scanning: LuaIntro/chili/
[f=0000000] [LuaIntro] Found new widget "SpringLogo"
[f=0000000] [LuaIntro] Found new widget "LoadTexture"
[f=0000000] [LuaIntro] Found new widget "LoadProgress"
[f=0000000] [LuaIntro] Found new widget "Main"
[f=0000000] [LuaIntro] Found new widget "Music"
[f=0000000] [LuaIntro] Loading widgets   <>=vfs  **=raw  ()=unknown
[f=0000000] [LuaIntro] Loading widget:      LoadProgress           <loadprogress.lua>
[f=0000000] [LuaIntro] Loading widget:      Main                   <main.lua>
[f=0000000] [LuaIntro] Loading widget:      Music                  <music.lua>
[f=0000000] [LuaIntro] Error: Failed to load: bg_texture.lua  (error = 2, LuaIntro/Addons/bg_texture.lua, [string "LuaIntro/Addons/bg_texture.lua"]:18: bad argument #1 to 'random' (interval is empty))
[f=0000000] [LuaIntro] LuaIntro v1.0 (Lua 5.1)
[f=0000000] Parsing Map Information
[f=0000000] Loading SMF
[f=0000000] Loading Map (103 MB)
[f=0000000] Loading Radar Icons
[f=0000000] Loading GameData Definitions
[f=0000000] Loading all definitions:  0.011000
[f=0000000] Game::LoadDefs (GameData): 11 ms
[f=0000000] Loading Sound Definitions
[f=0000000] [Sound]  parsed 3 sounds from gamedata/sounds.lua
[f=0000000] [Sound] Error: Unable to open audio file: sounds/incoming_chat.wav
[f=0000000] Game::LoadDefs (Sound): 1 ms
[f=0000000] Creating Smooth Height Mesh
[f=0000000] SmoothHeightMesh::MakeSmoothMesh: 81 ms
[f=0000000] Creating QuadField & CEGs
[f=0000000] [CDamageArrayHandler] number of ArmorDefs: 2
[f=0000000] Warning: [CDamageArrayHandler] ArmorDefs contains sub-table "heavyarmor" in <key, value> format which is deprecated as of Spring 95.0 and will not be parsed anymore (UPDATE YOUR armordefs.lua ASAP)!

[f=0000000] [RegisterAssimpModelFormats] supported Assimp model formats: *.3ds;*.blend;*.dae;*.lwo;
[f=0000000] Creating Unit Textures
[f=0000000] Creating Sky
[f=0000000] Loading Weapon Definitions
[f=0000000] Warning: WeaponDef (bomb) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (rocket) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (rocket2) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (swarmmissile) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Loading Unit Definitions
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for bomber is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for bomber is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for cube is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for cube is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for fighter is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for fighter is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for gunship is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for gunship is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for tank is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for tank is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for vehiclefactory is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for vehiclefactory is missing!
[f=0000000] Loading Feature Definitions
[f=0000000] Reading Estimate PathCosts [8]
[f=0000000] Reading Estimate PathCosts [32]
[f=0000000] [CPathManager] pathing data checksum: d446cde7
[f=0000000] [IPathManager::GetInstance] using DEFAULT path-manager
[f=0000000] Initializing Map Features
[f=0000000] [Sound] Error: Unable to open audio file: sounds/mappoint.wav
[f=0000000] Creating ShadowHandler & DecalHandler
[f=0000000] Creating GroundDrawer
[f=0000000] Loading Map Tiles
[f=0000000] Loading Square Textures
[f=0000000] CSMFGroundTextures::ConvolveHeightMap: 3 ms
[f=0000000] Switching to ROAM Mesh Rendering
[f=0000000] Creating TreeDrawer
[f=0000000] Creating ProjectileDrawer & UnitDrawer
[f=0000000] Creating Projectile Textures
[f=0000000] Warning: [CCEG::Load] blacksmoke: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Warning: [CCEG::Load] redsmoke: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Warning: [CCEG::Load] smoketrail: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Creating Water
[f=0000000] Game::LoadInterface (Camera&Mouse): 99 ms
[f=0000000] [Sound] Error: Unable to open audio file: sounds/multiselect.wav
[f=0000000] Game::LoadInterface (Console): 16 ms
[f=0000000] [Sound] Error: Unable to open audio file: FailedCommand
[f=0000000] [Sound] Error: CSound::GetSoundId: could not find sound: FailedCommand
[f=0000000] Loading LuaRules
[f=0000000] Loaded SYNCED gadget:  SpawnPlayer         <spawnplayer.lua>
[f=0000000] Loaded SYNCED gadget:  Lua unit script framework  <unit_script.lua>
[f=0000000] Loading LuaGaia
[f=0000000] Error: Lua LoadCode pcall error = 0, LuaGaia/main.lua, [string "LuaGaia/main.lua"]:1: attempt to call global 'AllowUnsafeChanges' (a nil value)
[f=0000000] Loading LuaUI
[f=0000000] LuaSocketEnabled: yes
[f=0000000] Using LUAUI_DIRNAME = LuaUI/
[f=0000000] Reloaded ctrlpanel from file: LuaUI/ctrlpanel.txt
[f=0000000] LuaUI: bound F11 to the widget selector
[f=0000000] LuaUI: bound CTRL+F11 to tweak mode
[f=0000000] LuaUI v0.3
[f=0000000] Initializing PathCache
[f=0000000] Finalizing
[f=0000000] Loaded DecalsDrawer: Legacy
[f=0000000] Connection attempt from (Local)nightovizard
[f=0000000]  -> Version: 96.0
[f=0000000]  -> Connection established (given id 0)
[f=0000000] Player (Local)nightovizard finished loading and is now ingame
[f=0000000] GameID: 5e4075532c01a4ccabf7629f83885d71
[f=0005179] [SpringApp::ShutDown][1]
[f=0005179] [ThreadPool::SetThreadCount][1] #wanted=0 #current=7
[f=0005179] [ThreadPool::SetThreadCount][2] #threads=0
[f=0005179] [SpringApp::ShutDown][2]
[f=0005179] [~CGame][1]
[f=0005179] [~CGame][2]
[f=0005179] [~CGame][3]
[f=0005179] [~CGame][4]
[f=0005179] [~CGame][5]
[f=0005179] [~CGame][6]
[f=0005179] [~CGame][7]
[f=0005179] [~CGame][8]
[f=0005179] [CCollisionHandler] dis-/continuous tests: 0/613975
[f=0005179] [~CGame][9]
[f=0005179] [~CGame][10]
[f=0005179] [~CPathCache(32x32)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0005179] [~CPathCache(32x32)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0005179] [~CPathCache(128x128)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0005179] [~CPathCache(128x128)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0005179] Statistics for RectangleOptimizer: 0%
[f=0005179] Statistics for RectangleOptimizer: 0%
[f=0005179] [~CGame][11]
[f=0005179] [~CGame][12]
[f=0005179] [~CGame][13]
[f=0005179] [~CGame][14]
[f=0005179] [~CGame][15]
[f=0005179] [~CGameServer][1]
[f=0005179] [~CGameServer][2]
[f=0005179] [~CGame][16]
[f=0005179] [Sound] [~CSound][1] soundThread=05F55D70
[f=0005179] [Sound] [~CSound][2]
[f=0005179] [Sound] [~CSound][3]
[f=0005179] [~CGame][17]
[f=0005179] [SpringApp::ShutDown][3]
[f=0005179] [SpringApp::ShutDown][4]
[f=0005179] Statistics for local connection:
Received: 9154 bytes
Sent: 54594 bytes

[f=0005179] Writing demo: demos/20140516_003150_ArcticPlainsV2_96.sdf
[f=0005179] [SpringApp::ShutDown][5]
[f=0005179] [SpringApp::ShutDown][6]
[f=0005179] [SpringApp::ShutDown][7]
[f=0005179] [SpringApp::ShutDown][8]
[f=0005179] [SpringApp::ShutDown][9]
[SpringApp::ShutDown][10]
[SpringApp::ShutDown][11]
[WatchDog::Uninstall][1] hangDetectorThread=05F566D0
[WatchDog::Uninstall][2]
[WatchDog::Uninstall][3]
[SpringApp::ShutDown][12]
[SpringApp::Run] exitCode=0 
I don't see where is the problem this time. All I did was change all Tank words into tank. I might just upload the files so you can see them yourself, these lowercase change has given me many new issues...
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Factory not showing icons for vehicle production

Post by knorke »

I might just upload the files so you can see them yourself,
that would be good idea :)
I can't believe this, after changing to lowercase its working... now an icon appears to produce the tank. the problem is that the tank is not being produced. It starts building itself and disappears.
You have "Tank" but it then gets converted to "tank", unitnames always in lowercase.

Try to figure out if the unit really disappears or if it just goes invisible:
With mouse draw selection box over the factory. (or press ctrl+a = select all)
Does tooltip say: Selected Units:1 or 2?
If "2" then you know the tank has just gone invisible for some reason but is technically still there...
Without the unit scripts etc it is of limited use to guess more. Uploading files would really be easiest.
[f=0000000] Error: Lua LoadCode pcall error = 0, LuaGaia/main.lua, [string "LuaGaia/main.lua"]:1: attempt to call global 'AllowUnsafeChanges' (a nil value)
AllowUnsafeChanges() is an old Lua function that eventually got removed in newer engine versions. I think (hope) it is used nowhere in SpringTutorialGame, so maybe seems you added some scripts/gadgets from elsewhere?
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

knorke wrote:
I might just upload the files so you can see them yourself,
that would be good idea :)
I can't believe this, after changing to lowercase its working... now an icon appears to produce the tank. the problem is that the tank is not being produced. It starts building itself and disappears.
You have "Tank" but it then gets converted to "tank", unitnames always in lowercase.

Try to figure out if the unit really disappears or if it just goes invisible:
With mouse draw selection box over the factory. (or press ctrl+a = select all)
Does tooltip say: Selected Units:1 or 2?
If "2" then you know the tank has just gone invisible for some reason but is technically still there...
Without the unit scripts etc it is of limited use to guess more. Uploading files would really be easiest.
[f=0000000] Error: Lua LoadCode pcall error = 0, LuaGaia/main.lua, [string "LuaGaia/main.lua"]:1: attempt to call global 'AllowUnsafeChanges' (a nil value)
AllowUnsafeChanges() is an old Lua function that eventually got removed in newer engine versions. I think (hope) it is used nowhere in SpringTutorialGame, so maybe seems you added some scripts/gadgets from elsewhere?
Ok I will attach the files :)

It seems the unit is invisible as I still can select it.

I got those scripts from other examples I found on springfiles. But I mostly used this as base: http://springfiles.com/spring/games/empty-mod

In addition, I still don't know how sounds, explosions and effects work yet, I have managed to make missiles and bombs as they are models. But when it comes to projectiles that are not models, explosion effects, weapon muzzle flashes, vehicle engine/main sound, firing weapons sounds and weapon hit sounds, I have no idea how to make those yet. Most of the examples I have found are outdated and don't work anymore. Another thing is that I don't know how to make artillery, all the units fire in a straight line.
Attachments
Project supremacy.sdz
Here are the latest files. I have a lot of problems I don't know how to fix yet. I hope that with this you will be able to help me :)
(168.24 KiB) Downloaded 4 times
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Factory not showing icons for vehicle production

Post by knorke »

bla.jpg
bla.jpg (120.66 KiB) Viewed 3754 times
All the units in "vehiclefactory" build normal for me.
But one problem is that player is not given any resources (metal, energy) so the construction never really starts.
Guess that is because http://springfiles.com/spring/games/empty-mod is old and the script that should do that fails. (probally because of the AllowUnsafeChanges thing, didnt check)
Type:
/cheat
/atm
Each /atm gives 1000 metal+energy, factory should build then..

Actually there is not even a startunit spawned but you mentioned that works?
Either wrong file uploaded or maybe you use old spring version? (96.0 is current)


Some of the problems you maybe mean (blocky graphics for explosions, no healthbars on units etc) are solved if using this as base: http://springrts.com/wiki/SpringTutorialGame
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

knorke wrote:
bla.jpg
All the units in "vehiclefactory" build normal for me.
But one problem is that player is not given any resources (metal, energy) so the construction never really starts.
Guess that is because http://springfiles.com/spring/games/empty-mod is old and the script that should do that fails. (probally because of the AllowUnsafeChanges thing, didnt check)
Type:
/cheat
/atm
Each /atm gives 1000 metal+energy, factory should build then..

Actually there is not even a startunit spawned but you mentioned that works?
Either wrong file uploaded or maybe you use old spring version? (96.0 is current)


Some of the problems you maybe mean (blocky graphics for explosions, no healthbars on units etc) are solved if using this as base: http://springrts.com/wiki/SpringTutorialGame
Thank you a lot! I'll take a look at it and see if I can get everything working.

I use the steam version, so I have the latest spring version, yes.

The unit you can spawn at the beginning of the game can be found in gamedata/sidedata.lua - startUnit = "Vehiclefactory", , and it works.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Factory not showing icons for vehicle production

Post by knorke »

The unit you can spawn at the beginning of the game can be found in gamedata/sidedata.lua - startUnit = "Vehiclefactory", , and it works.
Ah, I tested via starting spring.exe directly and there it spawned no start unit.
Via lobby it works.
Without lobby spring.exe does not assign a side/faction to player: So then the Gadgets\spawnPlayer.lua script fails to decide which startunit to use.
If you look at Gadgets\game_spawn.lua (in springcontent.sdz or SpringTutorialGame) it considers that case.
User avatar
Forboding Angel
Evolution RTS Developer
Posts: 14673
Joined: 17 Nov 2005, 02:43

Re: Factory not showing icons for vehicle production

Post by Forboding Angel »

nightovizard wrote: In addition, I still don't know how sounds, explosions and effects work yet, I have managed to make missiles and bombs as they are models. But when it comes to projectiles that are not models, explosion effects, weapon muzzle flashes, vehicle engine/main sound, firing weapons sounds and weapon hit sounds, I have no idea how to make those yet. Most of the examples I have found are outdated and don't work anymore. Another thing is that I don't know how to make artillery, all the units fire in a straight line.
Evo has tons of all of these, and wrt CEGs, and entire slew of generic shell explosions/unit explosions that were made specifically to help people like you get off to a good start with nice quality effects.

http://www.source.evolutionrts.info
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

Ok I used those files as the base for it and it is working correctly now. The only problem is that all the AA missiles are missing, they just fly doing circles and hit the ground, is anything wrong with the Wepons scripts? They are the same as the file I attached above.

Thank you forboding angel, evo rts is a pretty good game, sure that's going to be a great example :)

PD:
Nevermind, its because I had missile tracking disabled.

Edit:
these are all the errors i'm getting now:
[f=0000000] [Sound] Error: Unable to open audio file: sounds/incoming_chat.wav
[f=0000000] Loading Unit Definitions
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for bomber is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for bomber is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for cube is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for cube is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for fighter is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for fighter is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for gunship is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for gunship is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for hapc is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for hapc is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for lbuilder is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for lbuilder is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for tank is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for tank is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for trooper is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for trooper is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and explodeAs for vehiclefactory is missing!
[f=0000000] Error: Couldn't find WeaponDef NOWEAPON and selfDestructAs for vehiclefactory is missing!
[f=0000000] [Sound] Error: Unable to open audio file: sounds/mappoint.wav
[f=0000000] [Sound] Error: Unable to open audio file: sounds/multiselect.wav
[f=0000000] [Sound] Error: Unable to open audio file: FailedCommand
[f=0000000] [Sound] Error: CSound::GetSoundId: could not find sound: FailedCommand
[f=0000000] [widgets.lua] Error: false
[f=0000000] [widgets.lua] Error: Error in Initialize(): [string "LuaUI/Widgets/unit_healthbars.lua"]:137: 'for' limit must be a number
[f=0000000] [widgets.lua] Error: Removed widget: Spring Tanks | HealthBars
[f=0000192] [unit_script.lua] Error: [string "scripts/lbuilder.lua"]:35: bad argument #1 to 'Turn' (number expected, got nil)
[f=0000192] [UnitScript] Error: LuaRules::RunCallIn: error = 1, CLuaUnitScript::StopBuilding, [string "LuaGadgets/Gadgets/unit_script.lua"]:259: attempt to index global 'debug' (a nil value)
[f=0002929] [unit_script.lua] Error: [string "scripts/hapc.lua"]:48: bad argument #1 to 'AttachUnit' (number expected, got nil)
[f=0002929] [UnitScript] Error: LuaRules::RunCallIn: error = 1, CLuaUnitScript::TransportPickup, [string "LuaGadgets/Gadgets/unit_script.lua"]:259: attempt to index global 'debug' (a nil value)
[f=0005460] [UnitScript] Error: QueryWeapon: bad return value, expected number

the main problem is that the transport is not loading units, and now for no apparent reason vehicles get stuck in the factory.
User avatar
knorke
Posts: 7971
Joined: 22 Feb 2006, 01:02

Re: Factory not showing icons for vehicle production

Post by knorke »

Seems you maybe downloaded http://springfiles.com/spring/other/spr ... z-download
which appearently is very old. oops.
That could be reason why you have non-functional health bars:
[f=0000000] [widgets.lua] Error: Error in Initialize(): [string "LuaUI/Widgets/unit_healthbars.lua"]:137: 'for' limit must be a number
In the SVN is fixed working version, but you need SVN-software to "checkout" (download) it.
Or manually copy over the LuaUI/Widgets/unit_healthbars.lua file from SVN, or other games etc.

Is not so critical though, only means units have no healthbars, should not cause further errors.

unit scripts:
Just did test with zip-version and the healthbars-thing was only problem I noticed.
unit scripts and gadgets seem to work.
Problem might be your own scripts then.
Your posted mod does not contain a script "lbuilder.lua" so guess you continued to work on it in meantime? Without seeing script can only guess, but common mistake is having the piece names in script not match up with the piecenames in model. (spelling & Upper/lower case)

Sorry about that older .sdz version. :roll:
Zipped .sdz version was because new people often did not know how to use SVN, so it was more accesible.
(Better would have been to also have it on rapid, so that the .sdz would be automatically on http://packages.springrts.com/builds/ but that never happend. At first did not know that is possible, then forgot about it or something)


By the way, it is easier if you always post complete infolog, not just the errors: Otherwise often important info is missing. gl.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Factory not showing icons for vehicle production

Post by FLOZi »

Making yourself a 'noweapon' will clear many of those errors: http://springrts.com/wiki/Gamedev:WeaponDefs#NoWeapon

Units getting stuck in factories sounds like incorrect use of COB.BUGGER_OFF, there's a skeleton factory script here http://springrts.com/wiki/User:Flozi/An ... es#Factory . It might also be that the yardmap isn't set up correctly.

As for transport not loading units, that is due to this error:
[f=0002929] [unit_script.lua] Error: [string "scripts/hapc.lua"]:48: bad argument #1 to 'AttachUnit' (number expected, got nil)
So check line 48 of scripts/hapc.lua for e.g. typos in AttachUnit argument compared to that passed by engine into TransportPickup
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

Seems you maybe downloaded http://springfiles.com/spring/other/spr ... z-download
which appearently is very old. oops.
That could be reason why you have non-functional health bars: In the SVN is fixed working version, but you need SVN-software to "checkout" (download) it.
Or manually copy over the LuaUI/Widgets/unit_healthbars.lua file from SVN, or other games etc.
oh ten I can use that file from other games too? thanks :D maybe I will use the one from balanced annihilation or nota.
Your posted mod does not contain a script "lbuilder.lua" so guess you continued to work on it in meantime? Without seeing script can only guess, but common mistake is having the piece names in script not match up with the piecenames in model.
Yes I'm adding stuff very quickly, check this for the latest additions:
http://www.moddb.com/games/project-supremacy/images
Making yourself a 'noweapon' will clear many of those errors
I will take a look over that, but I have no idea what it is. I mut read the wiki.
Units getting stuck in factories sounds like incorrect use of COB.BUGGER_OFF, there's a skeleton factory script here http://springrts.com/wiki/User:Flozi/An ... es#Factory . It might also be that the yardmap isn't set up correctly
thanks its working now :)
So check line 48 of scripts/hapc.lua for e.g. typos in AttachUnit argument compared to that passed by engine into TransportPickup
Can't figure out whats wrong with it:

Code: Select all

--transport
function script.QueryTransport(passengerID) 
	return loader 
end 

function script.TransportPickup (passengerID) 
Spring.Echo(passengerID) 
SetUnitValue(6, 1)-- BUSY set BUSY to 1; 
Spring.UnitScript.AttachUnit(slot, passengerID)
currSlot=currSlot+1 
SetUnitValue(6, 0)--set BUSY to 0; 
end

function script.EndTransport(each, passengerID)--ground UnloadLandFlood after the last unit unloaded. 
end 

function script.TransportDrop (passengerID, x, y, z ) 
SetUnitValue(6,1)-- BUSY 
Spring.UnitScript.DropUnit(passengerID) 
SetUnitValue(6,0)
end
I used the example from the wiki, so in theory it should work.

Another thing I'm not sure if I did right is in the unitDef:

Code: Select all

--Transport
transportCapacity=25,
transportMass=25,
transportSize=1,
minTransportMass=1,
minTransportSize=1,
transportUnloadMethod = 0,
isfireplatform=false, 
Basically want it to transport up to 25 units. These units can only be infantry (Infantry mass is 1). I think I understood what each property does but I'm posting it here just in case.

In addition I don't know if I can set 0.1 as damage, is 1 the minimum damage?

Code: Select all

		  damage = {
				default = 10,
				HeavyArmor = 0.1,
				},	    
So many questions lol, sorry for being a newbie.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Factory not showing icons for vehicle production

Post by FLOZi »

Tags look ok, script is most likely at fault. Is slot a declared piece?

Damage is a float so 0.1 is fine.
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

FLOZi wrote:Tags look ok, script is most likely at fault. Is slot a declared piece?

Damage is a float so 0.1 is fine.
No, should I add ''slot''' to the .3so file too? there are only this pieces: (i'm posting the entire script)

Code: Select all

--Define the pieces
local body = piece "body"
local turret = piece "turret"
local gun = piece "gun"
local flare = piece "flare"
local loader = piece "loader"
local rocket = piece "rocket"

function script.Create()
	
end

----driving animation
function script.StartMoving()

end

function script.StopMoving()

end

----aimining & fire weapon
function script.AimFromWeapon1() 
	return turret 
end

function script.QueryWeapon1() 
	return flare 
end

function script.AimWeapon1( heading, pitch )	
	--aiming animation: instantly turn the gun towards the enemy
	Turn(turret, y_axis, heading)
	Turn(gun, x_axis, -pitch)
	return true
end

function script.FireWeapon1()	
	
end

----aiming & firing II
----aimining & fire weapon II
function script.AimFromWeapon2() 
	return turret
end

function script.QueryWeapon2() 
	return rocket
end

function script.AimWeapon2( heading, pitch )	
	return true
end

function script.FireWeapon2()	
	
end

--transport
function script.QueryTransport(passengerID) 
	return loader 
end 

function script.TransportPickup (passengerID) 
Spring.Echo(passengerID) 
SetUnitValue(6, 1)-- BUSY set BUSY to 1; 
Spring.UnitScript.AttachUnit(slot, passengerID)
currSlot=currSlot+1 
SetUnitValue(6, 0)--set BUSY to 0; 
end

function script.EndTransport(each, passengerID)--ground UnloadLandFlood after the last unit unloaded. 
end 

function script.TransportDrop (passengerID, x, y, z ) 
SetUnitValue(6,1)-- BUSY 
Spring.UnitScript.DropUnit(passengerID) 
SetUnitValue(6,0)
end

---death animation
function script.Killed(recentDamage, maxHealth)
	Explode (body, SFX.SHATTER) 
end
-----------------------
Something I cant understand at all is how the buildings yardmap exactly works?
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Factory not showing icons for vehicle production

Post by FLOZi »

Do you want the transported units to be visible or not? If not, just attach to piece -1 e.g.

Code: Select all

Spring.UnitScript.AttachUnit(-1, passengerID)
Did you read the wiki entry on yardmap?
nightovizard
Posts: 24
Joined: 15 May 2014, 23:27

Re: Factory not showing icons for vehicle production

Post by nightovizard »

FLOZi wrote:Do you want the transported units to be visible or not? If not, just attach to piece -1 e.g.

Code: Select all

Spring.UnitScript.AttachUnit(-1, passengerID)
Did you read the wiki entry on yardmap?
yes I wanted the units to go inside the vehicle, thus they should not be visible. but now I have another problem, after having changed that to -1 the starting unit is being placed autonmatically and unit production is not working, if I use the /give command to create a vehicle, it creates it but it doesn't move. I have checked the infolog but I haven't seen any error:

Code: Select all

[f=0000000] Using map: Altored_Earth
[f=0000000] Using game: Project Supremacy
[f=0000000] Using game archive: Projectsupremacy.sdz
[f=0000000] recording demo: demos/20140518_173631_Altored_Earth_96.sdf
[f=0000000] PreGame::GameDataReceived: 18 ms
[f=0000000] [PreGame::UpdateClientNet] user number 0 (team 0, allyteam 0)
[f=0000000] [LuaIntro] Searching for new Widgets
[f=0000000] [LuaIntro] Scanning: LuaIntro/Addons/
[f=0000000] [LuaIntro] Scanning: LuaIntro/Widgets/
[f=0000000] [LuaIntro] Scanning: LuaIntro/SystemAddons/
[f=0000000] [LuaIntro] Scanning: LuaIntro/SystemWidgets/
[f=0000000] [LuaIntro] Scanning: LuaIntro/chili/
[f=0000000] [LuaIntro] Found new widget "SpringLogo"
[f=0000000] [LuaIntro] Found new widget "LoadTexture"
[f=0000000] [LuaIntro] Found new widget "LoadProgress"
[f=0000000] [LuaIntro] Found new widget "Main"
[f=0000000] [LuaIntro] Found new widget "Music"
[f=0000000] [LuaIntro] Loading widgets   <>=vfs  **=raw  ()=unknown
[f=0000000] [LuaIntro] Loading widget:      LoadProgress           <loadprogress.lua>
[f=0000000] [LuaIntro] Loading widget:      Main                   <main.lua>
[f=0000000] [LuaIntro] Loading widget:      Music                  <music.lua>
[f=0000000] [LuaIntro] Loading widget:      LoadTexture            <bg_texture.lua>
[f=0000000] [LuaIntro] LuaIntro v1.0 (Lua 5.1)
[f=0000000] Parsing Map Information
[f=0000000] Loading SMF
[f=0000000] Loading Map (276 MB)
[f=0000000] Loading Radar Icons
[f=0000000] Loading GameData Definitions
[f=0000000] Loading all definitions:  0.014000
[f=0000000] Game::LoadDefs (GameData): 16 ms
[f=0000000] Loading Sound Definitions
[f=0000000] [Sound]  parsed 6 sounds from gamedata/sounds.lua
[f=0000000] Game::LoadDefs (Sound): 1 ms
[f=0000000] Creating Smooth Height Mesh
[f=0000000] SmoothHeightMesh::MakeSmoothMesh: 124 ms
[f=0000000] Creating QuadField & CEGs
[f=0000000] [CDamageArrayHandler] number of ArmorDefs: 2
[f=0000000] Warning: [CDamageArrayHandler] ArmorDefs contains sub-table "heavyarmor" in <key, value> format which is deprecated as of Spring 95.0 and will not be parsed anymore (UPDATE YOUR armordefs.lua ASAP)!

[f=0000000] [RegisterAssimpModelFormats] supported Assimp model formats: *.3ds;*.blend;*.dae;*.lwo;
[f=0000000] Creating Unit Textures
[f=0000000] Creating Sky
[f=0000000] Loading Weapon Definitions
[f=0000000] Warning: WeaponDef (bomb) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (rocket) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (rocket2) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (rocket3) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Warning: WeaponDef (swarmmissile) cylinderTargetting is deprecated and will be removed in the next release (use cylinderTargeting).
[f=0000000] Loading Unit Definitions
[f=0000000] Warning: Could not load sound from def: cantdo4
[f=0000000] Warning: Could not load sound from def: vtolarac
[f=0000000] Warning: Could not load sound from def: cantdo4
[f=0000000] Loading Feature Definitions
[f=0000000] Reading Estimate PathCosts [8]
[f=0000000] Reading Estimate PathCosts [32]
[f=0000000] [CPathManager] pathing data checksum: 23afef93
[f=0000000] [IPathManager::GetInstance] using DEFAULT path-manager
[f=0000000] Initializing Map Features
[f=0000000] Creating ShadowHandler & DecalHandler
[f=0000000] Creating GroundDrawer
[f=0000000] Loading Map Tiles
[f=0000000] Loading Square Textures
[f=0000000] CSMFGroundTextures::ConvolveHeightMap: 10 ms
[f=0000000] Switching to ROAM Mesh Rendering
[f=0000000] Creating TreeDrawer
[f=0000000] Creating ProjectileDrawer & UnitDrawer
[f=0000000] Creating Projectile Textures
[f=0000000] Warning: [CCEG::Load] blacksmoke: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Warning: [CCEG::Load] smoketrail: Unknown tag CSimpleParticleSystem::explosiongenerator
[f=0000000] Creating Water
[f=0000000] Game::LoadInterface (Camera&Mouse): 98 ms
[f=0000000] Game::LoadInterface (Console): 15 ms
[f=0000000] Loading LuaRules
[f=0000000] Loaded SYNCED gadget:  Lua unit script framework  <unit_script.lua>
[f=0000000] Loaded SYNCED gadget:  Spawn               <game_spawn.lua>
[f=0000000] Loading LuaGaia
[f=0000000] Loading LuaUI
[f=0000000] LuaSocketEnabled: yes
[f=0000000] Using LUAUI_DIRNAME = LuaUI/
[f=0000000] Reloaded ctrlpanel from file: LuaUI/ctrlpanel.txt
[f=0000000] LuaUI: bound F11 to the widget selector
[f=0000000] LuaUI: bound CTRL+F11 to tweak mode
[f=0000000] LuaUI v0.3
[f=0000000] Initializing PathCache
[f=0000000] Finalizing
[f=0000000] Loaded DecalsDrawer: Legacy
[f=0000000] Connection attempt from (Local)nightovizard
[f=0000000]  -> Version: 96.0
[f=0000000]  -> Connection established (given id 0)
[f=0000000] Spectator (Local)nightovizard finished loading and is now ingame
[f=0000000] GameID: 87d3785330c92f5f0abe4f034acf2779
[f=0000174] [SpringApp::ShutDown][1]
[f=0000174] [ThreadPool::SetThreadCount][1] #wanted=0 #current=7
[f=0000174] [ThreadPool::SetThreadCount][2] #threads=0
[f=0000174] [SpringApp::ShutDown][2]
[f=0000174] [~CGame][1]
[f=0000174] [~CGame][2]
[f=0000174] [~CGame][3]
[f=0000174] [~CGame][4]
[f=0000174] [~CGame][5]
[f=0000174] [~CGame][6]
[f=0000174] [~CGame][7]
[f=0000174] [~CGame][8]
[f=0000174] [CCollisionHandler] dis-/continuous tests: 0/451
[f=0000174] [~CGame][9]
[f=0000174] [~CGame][10]
[f=0000174] [~CPathCache(76x36)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000174] [~CPathCache(76x36)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000174] [~CPathCache(304x144)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000174] [~CPathCache(304x144)] cacheHits=0 hitPercentage=0% numHashColls=0 maxCacheSize=0
[f=0000174] Statistics for RectangleOptimizer: 0%
[f=0000174] Statistics for RectangleOptimizer: 0%
[f=0000174] [~CGame][11]
[f=0000174] [~CGame][12]
[f=0000174] [~CGame][13]
[f=0000174] [~CGame][14]
[f=0000174] [~CGame][15]
[f=0000174] [~CGameServer][1]
[f=0000174] [~CGameServer][2]
[f=0000174] [~CGame][16]
[f=0000174] [Sound] [~CSound][1] soundThread=06015D70
[f=0000174] [Sound] [~CSound][2]
[f=0000174] [Sound] [~CSound][3]
[f=0000174] [~CGame][17]
[f=0000174] [SpringApp::ShutDown][3]
[f=0000174] [SpringApp::ShutDown][4]
[f=0000174] Statistics for local connection:
Received: 846 bytes
Sent: 1868 bytes
and I must check the wiki about yardmaps.

EDIT:
Looks like sometimes this happens, I restarted the game some times and sometimes this happened, sometimes not.

the problem now is:

Code: Select all

[f=0000571] [unit_script.lua] Error: [string "scripts/lbuilder.lua"]:35: bad argument #3 to 'Turn' (number expected, got nil)
[f=0000571] [UnitScript] Error: LuaRules::RunCallIn: error = 1, CLuaUnitScript::StopBuilding, [string "LuaGadgets/Gadgets/unit_script.lua"]:259: attempt to index global 'debug' (a nil value)
[f=0001139] 8525
[f=0001139] [unit_script.lua] Error: [string "scripts/hapc.lua"]:69: attempt to perform arithmetic on global 'currSlot' (a nil value)
[f=0001139] [UnitScript] Error: LuaRules::RunCallIn: error = 1, CLuaUnitScript::TransportPickup, [string "LuaGadgets/Gadgets/unit_script.lua"]:259: attempt to index global 'debug' (a nil value)
I may just upload it as I did before when I have at least 1 type of every type of unit:(Land/Air/Sea/Submarine/Amphibious/StructureWater structure/Mobile factory/Artillery/Shield generator...)
This way if I fix at least 1 of each type, I will have a good base for making other units of the same type. in addition it could be a very complete example game, because other spring games have a lot of scripts and codes, and the examples do not have ships and other types of units.
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Re: Factory not showing icons for vehicle production

Post by FLOZi »

Crashes due to

Code: Select all

currSlot=currSlot+1
using a variable which isn't initialised.. looks like it isn't actually used so you could just remove that line.
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