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M&B Mod Community  |  About Modding  |  Discussion (Moderator: Fisheye)  |  Some strange, never-before-seen assertions
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Author Topic: Some strange, never-before-seen assertions  (Read 5092 times)
grailknighthero
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« Reply #30 on: October 26, 2007, 02:15:27 PM »

Have you tried compiling on your computer into a different folder and then moving the files over to your mod?

Maybe make sure you have the latest drivers for everything, and make sure you have the latest .net framework.  Sometimes without those things programs dont work right.
« Last Edit: October 26, 2007, 02:18:31 PM by grailknighthero » Logged
Ron Losey
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« Reply #31 on: October 26, 2007, 05:21:05 PM »

And I suppose it goes without saying, although I'll say it anyway, that you should check what version of Python is installed.  Most of the recent ones should work, but if you have some really ancient version or one of their experimental beta releases, it could be the source of the bug.
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Inukshuk
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« Reply #32 on: October 27, 2007, 02:55:57 AM »

Yeah, It would be good to know what is causing the problem. I have version 2.5 of phtyon which is what I think most people uses, and compiling to different folders didn't seem to work - I tried that a while ago. I don't really know what sort of drivers could be needed for scripting.
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grailknighthero
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« Reply #33 on: October 27, 2007, 11:07:42 AM »

It's always a good idea to have the most current driver updates and .net framework.  They probably wont fix the problem, Im just brainstorming ideas, but there is a slight chance that they could.  If it works on your brother's computer and not yours, then it probably has a problem with your computer for some reason.
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fujiwara
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« Reply #34 on: November 14, 2007, 07:09:57 AM »

"Failed to find face mesh (null)"

Occurs during the 'Loading setting data' phase, causes CTD.
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Ron Losey
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« Reply #35 on: November 14, 2007, 08:29:34 AM »

"Failed to find face mesh (null)"

Occurs during the 'Loading setting data' phase, causes CTD.

Excuse me for overstating the obvious, but it's something to do with ONR's custom face skins.  For some reason, M&B does not like them at all.
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fujiwara
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« Reply #36 on: November 14, 2007, 08:45:50 AM »

I thought that too, but setting everything to Native doesn't change anything.
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Ron Losey
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« Reply #37 on: November 14, 2007, 09:54:28 AM »

If it crashes during the load phase, then it's the act of loading the file that has the bug ... not whether or not the data is actually used in any particular instance.

Something else did this to me once before, but I forget what it was now.
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fujiwara
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« Reply #38 on: November 14, 2007, 10:10:09 AM »

Well, whatever it was, its gone now. I wisely backed up the code last night, and reverted to that. I have to assume something got corrupted somewhere.
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grailknighthero
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« Reply #39 on: November 15, 2007, 03:38:04 PM »



Anybody have an idea on what causes this?
« Last Edit: November 15, 2007, 06:41:24 PM by grailknighthero » Logged
fujiwara
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« Reply #40 on: December 16, 2007, 11:23:52 PM »

Here's another:



It seems to happen every time I call complete_quest, but I set up a dummy quest and ran it through all the quest functions. Aside from some weird duplications, it ran fine. Any thoughts?
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Winter
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« Reply #41 on: December 17, 2007, 03:23:38 AM »

Here's another:

It seems to happen every time I call complete_quest, but I set up a dummy quest and ran it through all the quest functions. Aside from some weird duplications, it ran fine. Any thoughts?

Post the code block where you're calling these things.
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fujiwara
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« Reply #42 on: December 17, 2007, 10:26:28 PM »

Here is the quest that raises the assertion:
Code: [Select]
[anyone,"admin_give_quest",[(eq,"$kokujin_quest","qst_kokujin_deliver_msg"),
(assign,':loop_end',false),
(try_for_range,':unused',0,100),
(neq,':loop_end',true),
(call_script,'script_get_random_city'),
(try_begin),
(eq,reg0,'$g_encountered_party'),
(call_script,'script_get_random_city'),
(else_try),
(assign,':loop_end',true),
(try_end),
(try_end),
(assign,':msg_dest_party',reg0),
                                (party_get_slot,':msg_recipient',':msg_dest_party',slot_town_kokujin),
                                (quest_set_slot,"$kokujin_quest",slot_quest_target_troop,':msg_recipient'),
                                (quest_set_slot,"$kokujin_quest",slot_quest_source_party,'$g_encountered_party'),
                                (quest_set_slot,"$kokujin_quest",slot_quest_target_party,':msg_dest_party'),
                                (quest_set_slot,"$kokujin_quest",slot_quest_giver,'$conversation_partner'),
                                (str_store_party_name,1,':msg_dest_party'),
],
     "I need you to deliver a message to the kokujin of {s1} as soon as possible.","admin_accept_quest",[]],
[anyone|plyr,"admin_accept_quest",[],"I am in your service.","admin_pre_talk",
[
(try_begin),
   (eq,"$kokujin_quest","qst_kokujin_deliver_msg"),
   (quest_get_slot,reg2,"$kokujin_quest",slot_quest_target_party),
   (str_store_party_name,1,'$g_encountered_party'),
   (str_store_party_name,2,reg2),
   (setup_quest_text,"$kokujin_quest"),
(else_try),
(eq,'$kokujin_quest','qst_test'),
(display_message,'@Quest test active'),
(try_end),
(troop_set_slot,'$conversation_partner',slot_troop_quest,"$kokujin_quest"),
(assign,':qst_state',qst_flags_mask),
(val_add,':qst_state',qst_active),
(quest_set_slot,"$kokujin_quest",slot_quest_state,':qst_state'),
(quest_set_slot,'$kokujin_quest',slot_quest_giver,'$conversation_partner'),
(troop_set_slot,'$conversation_partner',slot_troop_quest_active,1),
(call_script,'script_start_quest',"$kokujin_quest"),
]
],
[anyone|plyr,"admin_talk_1",[(check_quest_active,'qst_kokujin_deliver_msg'),
                                 (quest_slot_eq,'qst_kokujin_deliver_msg',slot_quest_target_troop,'$conversation_partner')],
     "I was asked to give a message to you.","admin_msg_reward",[]],
    [anyone,"admin_msg_reward",[(quest_get_slot,reg5,'qst_kokujin_deliver_msg',slot_quest_source_party),
                                (quest_get_slot,reg6,'qst_kokujin_deliver_msg',slot_quest_target_party),
                                (store_distance_to_party_from_party,':quest_reward',reg5,reg6),
(val_mul,':quest_reward',10),
                                (troop_add_gold,"trp_player",':quest_reward'),
                                (add_xp_as_reward,150),
                                (call_script,"script_modify_fame",1),
(call_script,'script_succeed_quest','qst_kokujin_deliver_msg'),
                                (call_script,'script_end_quest','qst_kokujin_deliver_msg')],
     "Ah, arigatou! And here is something for you.","admin_pre_talk",[]],

And the associated scripts:
Code: [Select]
# script_start_quest
('start_quest',
[
(store_script_param,':quest_no',1),
(start_quest,':quest_no'),
]
),
  #script_conclude_quest
  # INPUT: arg1 = quest_no
  # OUTPUT: none
  ("conclude_quest",
    [(store_script_param, ":quest_no", 1),
     (conclude_quest, ":quest_no"),
     #(quest_get_slot, ":quest_giver_troop", ":quest_no", slot_quest_giver),
     #(str_store_troop_name, s59, ":quest_giver_troop"),
     #(add_quest_note_from_sreg, ":quest_no", 5, "@This quest has been concluded. Talk to {s59} to finish it.", 0),
     ]),

  #script_succeed_quest
  # INPUT: arg1 = quest_no
  # OUTPUT: none
  ("succeed_quest",
    [(store_script_param, ":quest_no", 1),
     (succeed_quest, ":quest_no"),
     #(quest_get_slot, ":quest_giver_troop", ":quest_no", slot_quest_giver),
     #(str_store_troop_name, s59, ":quest_giver_troop"),
     #(add_quest_note_from_sreg, ":quest_no", 5, "@This quest has been successfully completed. Talk to {s59} to claim your reward.", 0),
     ]),

  #script_fail_quest
  # INPUT: arg1 = quest_no
  # OUTPUT: none
  ("fail_quest",
    [(store_script_param, ":quest_no", 1),
     (fail_quest, ":quest_no"),
     #(quest_get_slot, ":quest_giver_troop", ":quest_no", slot_quest_giver),
     #(str_store_troop_name, s59, ":quest_giver_troop"),
     #(add_quest_note_from_sreg, ":quest_no", 5, "@This quest has failed. Talk to {s59} to explain the situation.", 0),
     ]),

  #script_end_quest
  # INPUT: arg1 = quest_no
  # OUTPUT: none
  ("end_quest",
    [(store_script_param, ":quest_no", 1),
     (str_clear, s1),
     #(add_quest_note_from_sreg, ":quest_no", 1, s1, 0),
     #(add_quest_note_from_sreg, ":quest_no", 2, s1, 0),
     #(add_quest_note_from_sreg, ":quest_no", 3, s1, 0),
     #(add_quest_note_from_sreg, ":quest_no", 4, s1, 0),
     #(add_quest_note_from_sreg, ":quest_no", 5, s1, 0),
     (complete_quest, ":quest_no"),
(call_script,"script_reset_quest_registers",':quest_no'),
     ]),

And this is the test quest that works fine:

Code: [Select]
        [anyone|plyr,'km1',[],'Test quest functions','km_qst',[]],
[anyone,'km_qst',[(neg|check_quest_active,'qst_test'),(call_script,'script_start_quest','qst_test')],'Very well. Speak to me again for more options','close_window',[]],
[anyone,'km_qst',[(check_quest_active,'qst_test')],'Which function will you test?','km_qst_test_fxn',[]],
[anyone|plyr,'km_qst_test_fxn',[],'Succeed','km_qst_succeed',[(call_script,'script_succeed_quest','qst_test')]],
[anyone|plyr,'km_qst_test_fxn',[],'Fail','km_qst_fail',[(call_script,'script_fail_quest','qst_test')]],
[anyone|plyr,'km_qst_test_fxn',[],'Conclude','km_qst_conclude',[(call_script,'script_conclude_quest','qst_test')]],
[anyone|plyr,'km_qst_test_fxn',[],'Complete','km_qst_complete',[(call_script,'script_end_quest','qst_test')]],
[anyone|plyr,'km_qst_test_fxn',[],'Cancel','km_qst_cancel',[(cancel_quest,'qst_test')]],
[anyone,'km_qst_succeed',[],'The quest has succeeded.','km_qst_test_next',[]],
[anyone,'km_qst_fail',[],'The quest has succeeded.','km_qst_test_next',[]],
[anyone,'km_qst_conclude',[],'The quest has succeeded.','km_qst_test_next',[]],
[anyone,'km_qst_complete',[],'The quest has been completed.','close_window',[]],
[anyone,'km_qst_cancel',[],'The quest has been canceled.','close_window',[]],
[anyone|plyr,'km_qst_test_next',[],'Now complete the quest','km_qst_test_final',[(call_script,'script_end_quest','qst_test')]],
[anyone,'km_qst_test_final',[],'The quest is complete.','close_window',[]],
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Fisheye
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« Reply #43 on: December 18, 2007, 12:13:30 AM »

Aside from some weird duplications, it ran fine. Any thoughts?

The weird duplications are the key... something is closing your quest twice I think?
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Winter
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« Reply #44 on: December 18, 2007, 02:58:34 AM »

Aside from some weird duplications, it ran fine. Any thoughts?

The weird duplications are the key... something is closing your quest twice I think?

Yep, fujiwara is calling both succeed_quest and end_quest right at the end of his finishing dialogue conditions, even though both of those scripts will close the quest. That means end_quest is trying to close a quest that is no longer open.
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