New Wallsets cause crash
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- Posts: 27
- Joined: Mon Feb 10, 2014 5:56 pm
New Wallsets cause crash
Hi,
I´ve got a problem with new wallsets,
whenever i implement them, i can load the preview, but i cannot move, wwhen i press a moving button the Game
crashes....
Can anyonehelp ?;)
I´ve got a problem with new wallsets,
whenever i implement them, i can load the preview, but i cannot move, wwhen i press a moving button the Game
crashes....
Can anyonehelp ?;)
- Dr.Disaster
- Posts: 2876
- Joined: Wed Aug 15, 2012 11:48 am
Re: New Wallsets cause crash
You need to be more specific so we can understand what you did/tried to implement.
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- Posts: 27
- Joined: Mon Feb 10, 2014 5:56 pm
Re: New Wallsets cause crash
I implemented the mine tiles as normal, everything worked fine.
But with nothern Dungeons installed the editor crashes when i try to walk ingame....
But with nothern Dungeons installed the editor crashes when i try to walk ingame....
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- Posts: 27
- Joined: Mon Feb 10, 2014 5:56 pm
Re: New Wallsets cause crash
HELP IS REQUIRED....
Re: New Wallsets cause crash
To be honest, I'd be very surprised if either of those wall sets would cause your game to crash, since they've been used many times by many people without any problems.
If you're absolutely certain that it's the wall sets and not something else causing the crash, then my advice would be to remove each wall set one at a time, and then reinstall them with a fresh download for each, making sure you follow the installation instructions carefully.
If you're absolutely certain that it's the wall sets and not something else causing the crash, then my advice would be to remove each wall set one at a time, and then reinstall them with a fresh download for each, making sure you follow the installation instructions carefully.
- JohnWordsworth
- Posts: 1397
- Joined: Fri Sep 14, 2012 4:19 pm
- Location: Devon, United Kingdom
- Contact:
Re: New Wallsets cause crash
Hi LordOfKral - we need a bit more information before we can help you I'm afraid! Both of those Wallsets have been used before and not cause a crash - so it's likely an implementation issue - which we would be happy to help with, but we need to see some information. Some things to check (and possibly post here);
1. How are you actually integrating the wall sets into your mod? Can you paste your init.lua code (or whichever script you are using to add the wallets). Post here between [ code ] [ /code ] (without spaces) and it will be formatted nicely.
2. If the mod only crashes as soon as you move, then it's possibly not even the wall sets at all. It's almost definitely related to (a) a script hooked into a pressure plate that you're stepping on to or (b) something in your party's onMove hook. Any code directly written in the lua files (instead of in a script_entity) is 'less safe' and, in my experience, is more likely to cause a crash instead of printing an error. If you have any code in your party's cloneObject hooks, then I advise moving it into a script entity and then simply putting "script_entity.onMove(...)" into your onMove hook. The dots are the actual parameters from the onMove call. If this doesn't help - try posting any/all snippets of code which has cloneObject for your party.
1. How are you actually integrating the wall sets into your mod? Can you paste your init.lua code (or whichever script you are using to add the wallets). Post here between [ code ] [ /code ] (without spaces) and it will be formatted nicely.
2. If the mod only crashes as soon as you move, then it's possibly not even the wall sets at all. It's almost definitely related to (a) a script hooked into a pressure plate that you're stepping on to or (b) something in your party's onMove hook. Any code directly written in the lua files (instead of in a script_entity) is 'less safe' and, in my experience, is more likely to cause a crash instead of printing an error. If you have any code in your party's cloneObject hooks, then I advise moving it into a script entity and then simply putting "script_entity.onMove(...)" into your onMove hook. The dots are the actual parameters from the onMove call. If this doesn't help - try posting any/all snippets of code which has cloneObject for your party.
My Grimrock Projects Page with links to the Grimrock Model Toolkit, GrimFBX, Atlas Toolkit, QuickBar, NoteBook and the Oriental Weapons Pack.
Re: New Wallsets cause crash
Any chance you have a weather mod installed?
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- Posts: 27
- Joined: Mon Feb 10, 2014 5:56 pm
Re: New Wallsets cause crash
Many Other Mods installed, yes.
I will give you my scripts, mbe you can see something, but i don´t thing i made something wrong when implementing (it´s not that difficult=).
It´ll take mbe a day or so, all the data is on my notebook...
And thanks for helping me XD
I will give you my scripts, mbe you can see something, but i don´t thing i made something wrong when implementing (it´s not that difficult=).
It´ll take mbe a day or so, all the data is on my notebook...
And thanks for helping me XD
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- Joined: Mon Feb 10, 2014 5:56 pm
Re: New Wallsets cause crash
And i have to write thing with k... ;D
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- Posts: 27
- Joined: Mon Feb 10, 2014 5:56 pm
Re: New Wallsets cause crash
Yes, i have the Outdoor Mod installed, could this be the reason?Isaac wrote:Any chance you have a weather mod installed?
But it works with a simple Skybox, where is the Problem there?
And the Mine set is working fine, but when i install the Nothern Dungeon it´s crashing, no matter if something is used or just a room with nothing in.
I tried out the Skull Theme and it crashed too.