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Author Topic: Help needed: I was merging mods and encountered game crashes along the way.  (Read 1433 times)

dewy60

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I was merging 12 mods out of curiosity and when I tried to make a new world it crashes.

my Errorlog is in the rar file: http://dffd.bay12games.com/file.php?id=14762

Edit: Yes, before you can ask I was using WinMerge for the process
« Last Edit: February 09, 2020, 06:24:13 pm by dewy60 »
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Enemy post

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Re: I need some help
« Reply #1 on: February 08, 2020, 04:21:38 pm »

It looks like some of the mods are missing pieces, and many of your mods haven't been updated for the new version yet. Like I said, you need to wait for the mods to be ready before you try to make a big pack like that.

That said, you might be able to force it by generating a small world with a short history. I wouldn't bet on it though.
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dewy60

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Re: I need some help
« Reply #2 on: February 08, 2020, 04:37:26 pm »

Have you viewed the errorlog?
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Enemy post

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Re: I need some help
« Reply #3 on: February 08, 2020, 04:39:35 pm »

Yes, that was my opinion after looking at it.

All the modders seem to be finding brand new, no-errorlog worldgen crashes. I wouldn't expect grabbing mods that aren't updated to work very well right now.
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dewy60

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Re: I need some help
« Reply #4 on: February 08, 2020, 07:17:55 pm »

So any ideas to fixing it or should I wait for anyone to update?
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Enemy post

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Re: I need some help
« Reply #5 on: February 08, 2020, 07:58:05 pm »

Yeah, just wait for updates.
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TomiTapio

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Re: I need some help
« Reply #6 on: February 09, 2020, 08:37:29 am »

Ten attempts to make a "small region, _30_ years long history", and after that one would give up trying world gen.
In my worldgen crash testing, year 125 crashes, possibly because of old age death and then leader positions SOMETHING.
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

dewy60

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Re: I need some help
« Reply #7 on: February 09, 2020, 04:18:13 pm »

So I decided to try the merging test again from scratch. This time for a potential Japan Mayhem mod pack. Succeeded in generating a world but crashes as I set up the fort.

Errorlog in my merge test 2.0 rar along with the pregen world: http://dffd.bay12games.com/file.php?id=14774

I'll wait until the mods are updated or somebody would find a solution to my somewhat messy merging skills either way.
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Demonic Gophers

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Re: I need some help
« Reply #8 on: February 09, 2020, 05:19:57 pm »

You'd probably have an easier time finding the problems if you merged things in one at a time and tested in between.  That way, you can at least figure out which mod is causing the crash.

If you get a crash when you hit 'embark' on the world map, before it generates your founding party, that might be caused by a bug involving natural skills.  Do any of these mods give a natural skill in something like mining or metalworking?
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TomiTapio

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Re: I need some help
« Reply #9 on: February 09, 2020, 05:37:39 pm »

WinMerge is a good tool for comparing RAWS and other software. changes in text files. Copy from left panel to right panel or the other way around.

https://winmerge.org/screenshots/?lang=en

maybe change topic from "I need help" to "Help needed, I was merging 12 mods" (by editing thread's first post's title)

edit1: attempting to incorporate OldGenesis would be a horrible mess, due to the new tissues [BODY_DETAIL_PLAN:THINSKIN_MATERIALS]
and leather types and materials, like materials of the Bonfire Mod.
« Last Edit: February 09, 2020, 06:42:40 pm by TomiTapio »
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

dewy60

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Re: I need some help
« Reply #10 on: February 09, 2020, 06:10:04 pm »

You'd probably have an easier time finding the problems if you merged things in one at a time and tested in between.  That way, you can at least figure out which mod is causing the crash.

If you get a crash when you hit 'embark' on the world map, before it generates your founding party, that might be caused by a bug involving natural skills.  Do any of these mods give a natural skill in something like mining or metalworking?

In my second merge test I used:
ROTMK (with mole people addon)
Monster Hunter
Dwarf Souls
Persona Mod
Sparking! DBZ mod
Dwarvemon 1.51 (with additional addons)
Zelda mod
Dragon’s Dogma –Dwarf Arisen
Aragami Arcology
Dwarf fortress - Colonization
Enemy Unknown’s assorted creatures (Godzilla, King Kong, Ninja)
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dewy60

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Re: Help needed: I was merging mods and encountered game crashes along the way.
« Reply #11 on: February 10, 2020, 11:32:13 am »

Interesting question: what's the best way to merge announcements?
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TomiTapio

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Re: Help needed: I was merging mods and encountered game crashes along the way.
« Reply #12 on: February 10, 2020, 11:54:47 am »

Interesting question: what's the best way to merge announcements?
I use WinMerge code comparison tool. Highlights changed lines between two folder-trees and their files.
https://winmerge.org/screenshots/?lang=en
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==OldGenesis mod== by Deon & TomiTapio. Five wood classes, four leather classes. Nine enemy civs. So much fine-tuning.
47.05e release: http://dffd.bay12games.com/who.php?id=1538
OldGenesis screenshots: https://twitter.com/hashtag/OldGenesis?src=hashtag_click&f=image
My Finnish language file: http://dffd.bay12games.com/file.php?id=14884

voliol

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Re: Help needed: I was merging mods and encountered game crashes along the way.
« Reply #13 on: February 10, 2020, 02:06:31 pm »

Duplication errors are quite common I've found when merging mods, especially when some of them are older/originated in earlier versions. Here's a quick Python 3 script I wrote last time, to ease the burden of manually looking for strange behaviour. It also counts the amount of each object type, which can be used to determine a mod's size.

Code: [Select]
import os

object_types = {"BODY_DETAIL_PLAN": ["BODY_DETAIL_PLAN"],
                "BODY": ["BODY",
                         "BODYGLOSS"],
                "BUILDING": ["BUILDING_WORKSHOP"],
                "CREATURE_VARIATION": ["CREATURE_VARIATION"],
                "CREATURE": ["CREATURE"],
                "DESCRIPTOR_COLOR": ["COLOR"],
                "DESCRIPTOR_PATTERN": ["COLOR_PATTERN"],
                "DESCRIPTOR_SHAPE": ["SHAPE"],
                "ENTITY": ["ENTITY"],
                "INORGANIC": ["INORGANIC"],
                "INTERACTION": ["INTERACTION"],
                "ITEM": ["ITEM_AMMO",
                         "ITEM_ARMOR",
                         "ITEM_FOOD",
                         "ITEM_GLOVES",
                         "ITEM_HELM",
                         "ITEM_PANTS",
                         "ITEM_SHIELD",
                         "ITEM_TOOL",
                         "ITEM_TOY",
                         "ITEM_TRAPCOMP",
                         "ITEM_WEAPON"],
                "LANGUAGE": ["TRANSLATION",
                             "SYMBOL",
                             "WORD"],
                "MATERIAL_TEMPLATE": ["MATERIAL_TEMPLATE"],
                "PLANT": ["PLANT"],
                "REACTION": ["REACTION"],
                "TISSUE_TEMPLATE": ["TISSUE_TEMPLATE"]}

def find_object_in_line(line, obj_type):
    if ("[" + obj_type + ":") in line:
        obj_string = "[" + obj_type + ":"
        object_name = ""
        index = line.find(obj_string) + len(obj_string)
        for i in range(index, len(line)):
            if line[i] == "]":
                type_amounts[obj_type] += 1
                return [obj_type + ":" + object_name, obj_type]
            else:
                object_name += line[i]
    return False

folder_path = os.getcwd() + "raw/objects/"

raw_objects = {}
type_amounts = {}
for x in object_types:
    for o in object_types[x]:
        type_amounts[o] = 0
print type_amounts
dup_num = 0

rawfilenames = []
for filename in os.listdir(folder_path):
    if filename.endswith(".txt"):
        rawfilenames.append(filename)

for i in range(len(rawfilenames)):
    print "reading file " + str(i+1) + "/" + str(len(rawfilenames))
    pos_object_types = False
    rawfile = open(folder_path + rawfilenames[i], "r")
    for line in rawfile:
        if pos_object_types == False:
            if "[OBJECT:" in line:
                pos_object_types = object_types[line[line.find("[OBJECT:")+8:line.find("]")]]
        else:
            for try_type in pos_object_types:
                obj = find_object_in_line(line, try_type)
                if obj is not False:
                    obj_type = obj[1]
                    if obj[0] in raw_objects:
                        raw_objects[obj[0]] += 1
                    else:
                        raw_objects[obj[0]] = 1
    print len(raw_objects), "objects found."

for t in type_amounts:
    print t, type_amounts[t]

print len(raw_objects), "objects found in total."
for o in raw_objects:
    if raw_objects[o] > 1:
        print "Found", raw_objects[o], "instances of", o
        dup_num += 1

print "Done.", dup_num, "duplicated raw entries found."

raw_input("\nPress enter to kill. >>") 
   


Just run it from your main DF folder, with the mods installed in the main raws, or change the "folder_path" to some other folder to check there instead.

dewy60

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Re: Help needed: I was merging mods and encountered game crashes along the way.
« Reply #14 on: February 10, 2020, 03:16:51 pm »

Tested it, gave me an error:
Spoiler (click to show/hide)
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