omg wow

omg wow

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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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

omg wow

Post by Erik »

How can it be so easy to get errors?
I add a single building to my conyard and it tells me "couldnt find unittype conyard". I then remove it by commenting it out and its still bugged... wtf?

Edit: added the file i changed
Attachments
Conyard.lua
(3.12 KiB) Downloaded 23 times
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: omg wow

Post by Argh »

Try this.
Attachments
Conyard-1.lua
(3.02 KiB) Downloaded 13 times
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: omg wow

Post by Erik »

what exactly changed?

Also it gives me the exact same error no matter which one i use.
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: omg wow

Post by Argh »

Hmm. That didn't fix it? Remove the "bemoth" entry from the build list.
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Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: omg wow

Post by Erik »

No nothing helps D:
This is really annoying
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Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: omg wow

Post by Argh »

If nothing helps, then you have a basic problem elsewhere. You don't have any sounds or CEGs listed, so it's probably the script, a bad reference to the model file, etc.

Do you get any error messages in the Infolog, telling you what's wrong?
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smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Re: omg wow

Post by smoth »

does your conyard have a valid script?

does it have a valid model?

objectName = "modelname.S3O",
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: omg wow

Post by Erik »

No the infolog is as informative as always, its pits out random pieces of information and the usual "Couldnt find unittype conyard"

Code: Select all

LogOutput initialized.
Spring 0.80.4.0 (0.80.4-0-ga0534a8{@}-cmake-mingw32)
Available log subsystems: mapinfo, CollisionVolume, unit, VFS-detail, VFS, ArchiveScanner, Sound
Enabled log subsystems: Sound
Enable or disable log subsystems using the LogSubsystems configuration key
  or the SPRING_LOG_SUBSYSTEMS environment variable (both comma separated).
using configuration source "C:\Dokumente und Einstellungen\ErikMesserli\Lokale Einstellungen\Anwendungsdaten\springsettings.cfg"
[CMyMath::Init] CPU SSE mask: 124, flags:
	SSE 1.0:  1,  SSE 2.0:  1
	SSE 3.0:  1, SSSE 3.0:  1
	SSE 4.1:  0,  SSE 4.2:  0
	SSE 4.0A: 0,  SSE 5.0A: 0
	using streflop SSE FP-math mode, CPU supports SSE instructions
OS: Microsoft Windows
Microsoft Windows XP Professional Service Pack 3 (build 2600)
Intel(R) Core(TM)2 CPU          6320  @ 1.86GHz; 2045MB RAM, 3937MB pagefile
OS: 32bit native mode
Using read-write data directory: C:\Programme\Spring\
Using read-only  data directory: C:\Dokumente und Einstellungen\ErikMesserli\Eigene Dateien\Spring\
Using read-only  data directory: C:\Dokumente und Einstellungen\All Users\Anwendungsdaten\Spring\
Scanning: C:\Dokumente und Einstellungen\All Users\Anwendungsdaten\Spring\maps
Scanning: C:\Dokumente und Einstellungen\All Users\Anwendungsdaten\Spring\base
Scanning: C:\Dokumente und Einstellungen\All Users\Anwendungsdaten\Spring\mods
Scanning: C:\Dokumente und Einstellungen\All Users\Anwendungsdaten\Spring\packages
Scanning: C:\Dokumente und Einstellungen\ErikMesserli\Eigene Dateien\Spring\maps
Scanning: C:\Dokumente und Einstellungen\ErikMesserli\Eigene Dateien\Spring\base
Scanning: C:\Dokumente und Einstellungen\ErikMesserli\Eigene Dateien\Spring\mods
Scanning: C:\Dokumente und Einstellungen\ErikMesserli\Eigene Dateien\Spring\packages
Scanning: C:\Programme\Spring\maps
Scanning: C:\Programme\Spring\base
Scanning: C:\Programme\Spring\mods
Scanning: C:\Programme\Spring\packages
Video mode set to  1024 x 768 / 32 bit
SpringApp::InitWindow(): 4284108226 ms
[      0] SDL:  1.2.10
[      0] GL:   2.1.2
[      0] GL:   NVIDIA Corporation
[      0] GL:   GeForce 8600 GTS/PCI/SSE2
[      0] GLEW: 1.4.0
[      0] Connecting to local server
[      0] Sound: OpenAL info:
[      0] Sound:   Vendor:     Creative Labs Inc.
[      0] Sound:   Version:    1.1
[      0] Sound:   Renderer:   Software
[      0] Sound:   AL Extensions: EAX EAX2.0 EAX3.0 EAX4.0 EAX5.0 EAX3.0EMULATED EAX4.0EMULATED AL_EXT_OFFSET AL_EXT_LINEAR_DISTANCE AL_EXT_EXPONENT_DISTANCE
[      0] Sound:   ALC Extensions: ALC_ENUMERATE_ALL_EXT ALC_ENUMERATION_EXT ALC_EXT_CAPTURE ALC_EXT_EFX
[      0] Sound:   Device:     Generic Software
[      0] Sound:   Available Devices:  
[      0] Sound:                       Generic Software
[      0] CPreGame(): 84 ms
[      0] skybox not found: maps/bigdesertbright.dds
[      0] skybox not found: maps/bigdesertbright.dds
[      0] Starting demo recording
[      0] Skirmish AI (NullAI) for team 0 is no Lua AI
[      0] Using map Grts_Cookedwell_003.smf
[      0] Recording demo demos/local_20090901_205728_Grts_Cookedwell_003_0.80.4.sdf
[      0] Using script Commanders
[      0] Using mod new World order (test build 2) 0.2 (beta!)
[      0] Using mod archive New World Order.sd7
[      0] Became player 0 (team 1, allyteam 0)
[      0] Loading console: 0 ms
[      0] Sound: CSound(): Successfully parsed 4 SoundItems from gamedata/sounds.lua
[      0] Loading sounds: 162 ms
[      0] Sound: WAV file sounds/button9.wav has data length 291939 greater than actual data length 16388
[      0] Camera and mouse: 127 ms
[      0] Parsing unit icons
[      0] Parsing definitions
[      0] could not load buildOption data: missing file
[      0] Error parsing units/conyard.lua: error = 3, units/conyard.lua, [string "units/conyard.lua"]:62: '}' expected (to close '{' at line 2) near 'oooo'
[      0] Error parsing units/oilderric.lua: error = 3, units/oilderric.lua, [string "units/oilderric.lua"]:59: unexpected symbol near '='
[      0] Loading all definitions:  0.015000
[      0] Loading defs: 16 ms
[      0] You are missing the "ARB_shadow_ambient" extension (this will probably make shadows darker than they should be)
[      0] FBO-SHADOW error: GL_FRAMEBUFFER_UNSUPPORTED_EXT
[      0] Loading map informations
[      0] 0  OLIOLIO  
[      0] skybox not found: maps/bigdesertbright.dds
[      0] Opening map file
[      0] Loading Map
[      0] Loading detail textures
[      0] Creating overhead texture
[      0] Creating ground shading
[      0] Loading tile file
[      0] Reading tiles
[      0] Reading tile map
[      0] Creating projectile texture
[      0] Number of damage types: 13
[      0] Loading weapon definitions
[      0] Loading unit definitions
[      0] Inconsistent movedata 0 for behmoth (moveclass specialhover): neither canhover nor floater, but not a ground movetype
[      0] Inconsistent movedata 0 for runner (moveclass specialhover): neither canhover nor floater, but not a ground movetype
[      0] Loading feature definitions
[      0] Generating trees
[      0] Creating unit textures
[      0] Initializing map features
[      0] Unknown map feature type 
[      0] Reading estimate path costs
[      0] Pathing data checksum: afb809bd
[      0] Creating sky
[      0] Loading LuaRules
[      0] gf1 = LuaRules/Gadgets/glsl_lighting.lua
[      0] gf1 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
[      0] gf2 = LuaRules/Gadgets/glsl_lighting.lua
[      0] gf2 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
[      0] Loaded gadget:  GLSL Lighting       <glsl_lighting.lua>
[      0] Loaded gadget:  unit_normalmap_shader_tst.lua  <unit_normalmap_shader_gadget_sur.lua>
[      0] gf1 = LuaRules/Gadgets/glsl_lighting.lua
[      0] gf1 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
[      0] gf2 = LuaRules/Gadgets/glsl_lighting.lua
[      0] gf2 = LuaRules/Gadgets/unit_normalmap_shader_gadget_sur.lua
[      0] GLSL Light Shader Succeeded
[      0] Loaded gadget:  GLSL Lighting       <glsl_lighting.lua>
[      0] Loaded gadget:  unit_normalmap_shader_tst.lua  <unit_normalmap_shader_gadget_sur.lua>
[      0] Loading LuaGaia
[      0] gf1 = LuaGaia/Gadgets/gui_dualfog_gadget.lua
[      0] gf1 = LuaGaia/Gadgets/precipitation.lua
[      0] gf2 = LuaGaia/Gadgets/gui_dualfog_gadget.lua
[      0] gf2 = LuaGaia/Gadgets/precipitation.lua
[      0] Loaded gadget:  DualFog             <gui_dualfog_gadget.lua>
[      0] gf1 = LuaGaia/Gadgets/gui_dualfog_gadget.lua
[      0] gf1 = LuaGaia/Gadgets/precipitation.lua
[      0] gf2 = LuaGaia/Gadgets/gui_dualfog_gadget.lua
[      0] gf2 = LuaGaia/Gadgets/precipitation.lua
[      0] Loaded gadget:  Precipitation       <precipitation.lua>
[      0] Loaded gadget:  DualFog             <gui_dualfog_gadget.lua>
[      0] Loading LuaUI
[      0] Using LUAUI_DIRNAME = LuaUI/
[      0] Reloaded ctrlpanel with: LuaUI/ctrlpanel.txt
[      0] LuaUI: bound F11 to the widget selector
[      0] LuaUI: bound CTRL+F11 to tweak mode
[      0] Failed to load: selectatstart.lua  ([string "LuaUI/Widgets/selectatstart.lua"]:28: attempt to index field 'glsl_test' (a nil value))
[      0] Loaded widget from user:  SmoothScroll        <camera_smooth_move.lua>
[      0] LuaUI v0.3
[      0] Finalizing...
[      0] Spring 0.80.4.0 (0.80.4-0-ga0534a8{@}-cmake-mingw32)
[      0] Build date/time: Aug 30 2009 17:55:49
[      0]  -> connection established (given id 0)
[      0] Player unnamed finished loading and is now ingame
[      0] GameID: 9f6e9d4a9af5e41720a0daaff270f133
[      0] Player unnamed (auto)-paused the game for letting Skirmish AI NullAI initialize for controlling team 0. The game is auto-unpaused as soon as the AI is ready.
[      0] Caught content exception: Couldn't find unittype conyard
The big Problem i have here is that everythign worked fine, the model showed up, i even could build. Then i added code for the powerplant, added it to the buildlist and BAM nothing works anymore. Pretty crazy.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: omg wow

Post by Argh »

[ 0] could not load buildOption data: missing file
[ 0] Error parsing units/conyard.lua: error = 3, units/conyard.lua, [string "units/conyard.lua"]:62: '}' expected (to close '{' at line 2) near 'oooo'
Oops, that's my fault, actually. Here, try this.
Attachments
Conyard-1-1.lua
(3.02 KiB) Downloaded 12 times
User avatar
Erik
Posts: 283
Joined: 20 Aug 2009, 20:49

Re: omg wow

Post by Erik »

Thanks that works, yet it doesnt tell me what was wrong or how to read those error messages.
User avatar
Argh
Posts: 10920
Joined: 21 Feb 2005, 03:38

Re: omg wow

Post by Argh »

Basically, you need to search for the word "error" in the Infolog, and track it down.
[ 0] Error parsing units/conyard.lua: error = 3, units/conyard.lua, [string "units/conyard.lua"]:62: '}' expected (to close '{' at line 2) near 'oooo'
Since you're using Lua UnitDefs, any syntax errors in the Lua will be sent back to you. This was basically telling us that the Lua UnitDef parser couldn't handle the yardmap line correctly, because it's supposed to use a special syntax- the characters like 'o' are a leftover from OTA, and have to be presented in a special way.

One question, for the Lua UnitDef folks: is "ooo ooo" read correctly, whitespaces removed? Or does that cause a bork? If so, that should probably be fixed...
User avatar
lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re: omg wow

Post by lurker »

Argh wrote:This was basically telling us that the Lua UnitDef parser couldn't handle the yardmap line correctly
I'm going to reword the rest of your explanation, because I find it confusing. It couldn't read the yardmap line because a yardmap is a string of text, and it wasn't inside of [[]].
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