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Author Topic: Rubble v3.13 (for 34.11) - Minor bug fixes!  (Read 15858 times)

milo christiansen

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Re: Rubble v2.0 - Now with tweak scripts! (and a GUI)
« Reply #15 on: October 21, 2013, 05:21:32 pm »

2.1 is on it's way and it has some new stuff!
Mostly I changed the scripting system (again) and added new addons to deal with some vanilla raw bugs. The reason I have not uploaded it yet is that I still need to do some more testing.
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Rubble 8 - The most powerful modding suite in existence!
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thistleknot

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Re: Rubble v2.0 - Now with tweak scripts! (and a GUI)
« Reply #16 on: October 21, 2013, 09:53:40 pm »

I tried learning your's cuz the format looks less intimidating than blast...

I successfully applied simple materials to vanilla

so I tried with civforge

first run through I got a few errors related to readme files... so I deleted them, and re-ran

apparently there is an undefined template that causes a crash
Code: [Select]
base\tissue_template_cf.txt
=============================================
Parsing...
addons\__generic_animal_mats\aaa_generic_mats_overrides.rbl
    Error: Invalid template: REGISTER_REACTION_PRODUCT
    Near line: 2 In last file

Spoiler (click to show/hide)

I would suspect naturally, to avoid halting the app, that instead it should log the nonfind, and not touch it, and move on to the rest.  Then a modder can go in and add the soulshard template to animal generic template what-not later.

milo christiansen

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Re: Rubble v2.0 - Now with tweak scripts! (and a GUI)
« Reply #17 on: October 29, 2013, 05:11:07 pm »

Without seeing the whole log its a little hard to see exactly where the crash happened...

Oh! I know what the problem is! Let me guess, you replaced the base, nothing wrong with that... just that REGISTER_REACTION_PRODUCT is defined (along with lots of other critical templates) in "base_templates.rbl". Copy that over to your base and you should be good to go.

The problem has nothing to do with "base\tissue_template_cf.txt" and everything to do with "addons\__generic_animal_mats\aaa_generic_mats_overrides.rbl" and its dependency on the default base.

Rubble will not touch anything that is not a template call (eg surounded in {}), and as "base\tissue_template_cf.txt" has no curly brackets at all the only thing Rubble will do to it will be to add a file id line, which in this case is not needed.

About ignoring and going on... Not a good idea. This could easily lead to (very) invalid raws causing all sorts of problems. I belive that if something is worth complaining about it is worth fixing and my tools reflect that.

About my format looking less intimidating than Blast, you do know that the syntax I use was copied from Blast right? ;)


About 2.1: I was going to be uploading that today, but my flash drive died, literaly as I was copying the archive over :(
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

milo christiansen

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Re: Rubble v3.0 - Can now load addons from .zip files!
« Reply #18 on: November 04, 2013, 05:58:21 pm »

2.1? I meant 3.0!

Saturday night, in a sudden codding frenzy I basicly rewrote the whole thing :)
The only parts that are (mostly) untouched are the template execute code and the indexable support for addon files (rubble:raws), everything else has been redone to one degree or another.

Also I fitted in the latest NCA (the scripting subsystem), now renamed to Raptor.

Basicly the whole thing is now faster and better all around.

The two big changes are the removal of the base (it's now just another addon) and the ability to load addons and groups of addons from zip files.
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

CryptoCactus

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Re: Rubble v3.0 - Can now load addons from .zip files!
« Reply #19 on: November 07, 2013, 05:37:47 pm »

FYI zapping aquifers seems to consistently result in this:

Code: [Select]
Error: Script Error: Wrong number of params to bool:not. Near Line: 15 Column: 23
  Near line: 1 In last file.

Complete log:
Spoiler (click to show/hide)

Also note the log still says 2.1 instead of 3.0.


edit: Ah, gotta love/hate the easy ones. Extra paren in the script.

Looks like
(bool:not ) false)
should be
(bool:not false)


Yeah? Seems to work, anyway.
« Last Edit: November 07, 2013, 11:01:00 pm by CryptoCactus »
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[REFERENCE]Creature Errors - Starvation, immortals, unbreedables, pet problems:
http://www.bay12forums.com/smf/index.php?topic=136374.0

My unofficial Modest Mod update:
http://www.bay12forums.com/smf/index.php?topic=105871.msg5021367#msg5021367

milo christiansen

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Re: Rubble v3.0 - Can now load addons from .zip files!
« Reply #20 on: November 11, 2013, 11:27:54 am »

I never zap aquifers aside from when I first tested that addon, not sure how that slipped through...
The next version should provide better position info for errors :) some errors that is.
Thanks for reporting it anyway, the next version will have that fixed.

About the incorect version in the header... I forgot to update that when I edited the .rc file, shouldn't happen again as I added a comment to remind myself next time :)
At least it's not as bad as the last time I forgot to update the header, it still said v1.0 when the version was 1.6? I think.

BTW: when the log says "Near line: 1 In last file." that is mostly worthless as 1 is the default for the line value in the Rubble parser. The only thing that returns "good" positions most of the time is the Raptor parser, and most of the time the postion returned from that is meaning less because Rubble dose not give Raptor a good offset for the start of each script.
For now error position information is more of a hint than anything else :(

3.1 will include a much improved addon loader that can load grouped and nested addons, for example Base/Files, Base/Templates, and Base/Clear are the new names for base, base_templates, and clear_raws. 3.1 won't be uploaded until the next Better Dorfs is ready, as until that is done I never know when I will want to add a new template or fix a bug :)
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milo christiansen

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Re: Rubble v3.2 - Now with forced init scripts!
« Reply #21 on: November 26, 2013, 02:32:43 pm »

3.2 is up!

3.2 included minor script bugfixes (none of the bugs effected Rubble) and "forced init scripts", a useful new tool for the makers of large addon packs.
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

milo christiansen

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Re: Rubble v3.3 - Now MUCH better tileset support!
« Reply #22 on: December 02, 2013, 02:03:07 pm »

3.3 is up!

3.3 has more tileset related templates as well as a better version of the ITEM template (renamed to SHARED_ITEM, you can still use the old name but please don't, it'll be going away soon)

Also I built a version of the Raptor shell into Rubble, so you can now do things like validate scripts without needing an extra tool.
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

milo christiansen

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Re: Rubble v3.5 - New (sort-of) library addons!
« Reply #23 on: December 23, 2013, 03:12:50 pm »

The "Libs/DFHack/Announcement" addon has a bug in the script.
Its not a major problem, but announcements will not be written to the gamelog. To fix it all you need to do is change "msg" to "text" in the last block of code in the script.

As this addon is not used anywhere yet I will not upload a new version of Rubble until I find/fix some other bugs and/or add some new stuff.
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milo christiansen

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Re: Rubble v3.6 - Scripting improvements!
« Reply #24 on: January 08, 2014, 06:23:25 pm »

3.6 is up!

The main change to 3.6 is the improvement of rubble:raws and the update to Raptor 2.2.
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milo christiansen

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Re: Rubble v3.7 - More templates (and other minor changes)!
« Reply #25 on: January 13, 2014, 01:42:46 pm »

And quickly followed by 3.7 :)

This update is mostly to add some templates, I finally found a use for the @ prefix ;)
(also variable handling in parameters has changed a little and the config file is more flexible)
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Rubble 8 - The most powerful modding suite in existence!
After all, coke is for furnaces, not for snorting.
You're not true dwarven royalty unless you own the complete 'Signature Collection' baby-bone bedroom set from NOKEAS

milo christiansen

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Re: Rubble v3.7 - More templates (and other minor changes)!
« Reply #26 on: January 15, 2014, 05:09:33 pm »

I need a place to put this so I'll just leave it here (after all the only place it is used right now is in Rubble)

announce.lua, print a message to the screen and game log:
Usage: announce "message" [color]
Code: [Select]
local helpstring = [[ Display an announcment and write it to the game log.
  announce message|? [color]
    message  The message you want to display.
    color    The color to display the message in.
    ?        Print this help.
]]

if not dfhack.isMapLoaded() then
qerror('Map is not loaded.')
end

local args = {...}
if not args or args[1] == "?" then
print(helpstring)
return
end

local text = args[1]

-- COLOR_BLACK
-- COLOR_BLUE
-- COLOR_GREEN
-- COLOR_CYAN
-- COLOR_RED
-- COLOR_MAGENTA
-- COLOR_BROWN
-- COLOR_GREY
-- COLOR_DARKGREY
-- COLOR_LIGHTBLUE
-- COLOR_LIGHTGREEN
-- COLOR_LIGHTCYAN
-- COLOR_LIGHTRED
-- COLOR_LIGHTMAGENTA
-- COLOR_YELLOW
-- COLOR_WHITE
local color_id = args[2]
if not color_id then color_id = "COLOR_WHITE" end

local color = _G[color_id]

dfhack.gui.showAnnouncement(text, color)

local log = io.open('gamelog.txt', 'a')
log:write(text.."\n")
log:close()
« Last Edit: January 15, 2014, 05:15:07 pm by milo christiansen »
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thistleknot

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Re: Rubble v3.7 - More templates (and other minor changes)!
« Reply #27 on: January 16, 2014, 07:39:02 pm »

is this a new script?  If so, there's a new thread for scripts.

Is it a fix?

Doesn't seem like the current form of announcements used in mwmod, so I'm figuring it's something your using.

milo christiansen

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Re: Rubble v3.7 - More templates (and other minor changes)!
« Reply #28 on: January 18, 2014, 01:36:15 pm »

That is the script that drives the "Libs/DFHack/Announcement" Rubble addon, basicly it allows you to display announcements without needing to edit the script every time you add one.

To use with just DFHack:
announce "This will show in white!"
announce "This will be red!" COLOR_LIGHTRED

To use with Rubble:
Activate "Libs/DFHack/Announcement" and "Libs/DFHack/Command" then
{DFHACK_ANNOUNCE;Rubble, Fast and simple!;COLOR_LIGHTGREEN}
(That template will generate a product line for an autosyndrome rock and possible a material)

The script is listed in the main script thread, I just put it here to have something to link to.
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Meph

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Re: Rubble v3.7 - More templates (and other minor changes)!
« Reply #29 on: January 18, 2014, 02:21:43 pm »

I like it, because it adds to the gamelog. :)
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