Slipstream Mod Manager v1.9.1 (2018-01-07)

Discuss and distribute tools and methods for modding. Moderator - Grognak
Rocksnotch
Posts: 1
Joined: Fri Jun 23, 2017 12:40 am

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby Rocksnotch » Fri Jun 23, 2017 12:41 am

Been having this error, just installed and extracted so no idea what to do...
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x0000000060ab6adf, pid=12236, tid=0x00000000000033b0
#
# JRE version: Java(TM) SE Runtime Environment (8.0_121-b13) (build 1.8.0_121-b13)
# Java VM: Java HotSpot(TM) 64-Bit Server VM (25.121-b13 mixed mode windows-amd64 compressed oops)
# Problematic frame:
# C [msvcr100.dll+0x36adf]
Splyncryth
Posts: 2
Joined: Thu Jun 22, 2017 10:51 pm

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby Splyncryth » Fri Jun 23, 2017 1:25 pm

I got it to work, I don't know why but this is what I did.

Removed and purged all current versions of Java software on my system

Code: Select all

apt-get remove --purge default-jre-headless* openjdk-8-jdk-headless* openjdk-8-jre* openjdk-8-jre-headless*


Then installed the default-jre and default-jdk

Code: Select all

apt-get install default-jre default-jdk


And now its not crashing :?
Mrkennedyfreak
Posts: 1
Joined: Wed Jun 28, 2017 7:05 am

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby Mrkennedyfreak » Wed Jun 28, 2017 7:12 am

I'm having an issue getting this to work at all... Running Windows 10 64 Bit, 16 gb of ram, NVidia 1080 Ti. Getting "Exception Access Violation".

#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x5e3821f4, pid=3572, tid=0x00001198
#
# JRE version: Java(TM) SE Runtime Environment (8.0_131-b11) (build 1.8.0_131-b11)
# Java VM: Java HotSpot(TM) Client VM (25.131-b11 mixed mode windows-x86 )
# Problematic frame:
# C [msvcr100.dll+0x121f4]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
# http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
kayDANGER
Posts: 2
Joined: Tue Jul 18, 2017 12:04 am

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby kayDANGER » Tue Jul 18, 2017 12:06 am

Same issue as a few posters above me. Windows 10. I tried java 6 and 7... same error. Also tried running as administrator... same error. Any advice?

#
# A fatal error has been detected by the Java Runtime Environment:
#
# EXCEPTION_ACCESS_VIOLATION (0xc0000005) at pc=0x60ab21f4, pid=151572, tid=0x000250e8
#
# JRE version: Java(TM) SE Runtime Environment (8.0_131-b11) (build 1.8.0_131-b11)
# Java VM: Java HotSpot(TM) Client VM (25.131-b11 mixed mode windows-x86 )
# Problematic frame:
# C [msvcr100.dll+0x121f4]
#
# Failed to write core dump. Minidumps are not enabled by default on client versions of Windows
#
# If you would like to submit a bug report, please visit:
# http://bugreport.java.com/bugreport/crash.jsp
# The crash happened outside the Java Virtual Machine in native code.
# See problematic frame for where to report the bug.
#
kayDANGER
Posts: 2
Joined: Tue Jul 18, 2017 12:04 am

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby kayDANGER » Tue Jul 18, 2017 12:16 am

Found a workaround-- moved FTL folder into the default Steam directory: C:\Program Files (x86)\Steam\steamapps\common\

Now modman.exe recognizes /resources/data.dat and boots properly.
AquaRegisteel
Posts: 19
Joined: Mon Jul 17, 2017 5:50 pm

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby AquaRegisteel » Thu Jul 20, 2017 2:18 pm

I can't tell if it's just an issue with Java or SMM, but:

Windows 8 user here. Whenever I try to patch FTL and run the game, it crashes as soon as the loading bar is full. The mod I'm patching in is only a custom weapon mod, so no CE or anything. Vanilla runs fine, which is unusual. The code in the mod is perfectly fine though, so it can't be that.

I have attempted to reinstall everything related to SMM and FTL, I even double-checked and installed the most recent JRE update, but it seems to still result in the same issue. I verified the game files through Steam, I deleted the resource.BAK and data.BAK files and made SMM create new backups.

I'm not sure how to resolve this.
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mr_easy_money
Posts: 625
Joined: Fri May 29, 2015 9:05 pm

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby mr_easy_money » Thu Jul 20, 2017 11:13 pm

AquaRegisteel wrote:Whenever I try to patch FTL and run the game, it crashes as soon as the loading bar is full. The mod I'm patching in is only a custom weapon mod, so no CE or anything. Vanilla runs fine, which is unusual. The code in the mod is perfectly fine though, so it can't be that.

I'm not sure how to resolve this.

does patching in other mods work? if so, then, would you mind posting the mod? if vanilla runs fine, then it sounds like a problem with the mod, even if you don't think so.
AquaRegisteel
Posts: 19
Joined: Mon Jul 17, 2017 5:50 pm

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby AquaRegisteel » Fri Jul 21, 2017 12:05 am

https://www.dropbox.com/s/o6hw63lhvohp325/Aqua%27s%20Weaponry.ftl?dl=0

I imagine this works for downloading the mod. Anyways, it seems no mods work at all, only vanilla works, so I'm not sure why that's the case.
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mr_easy_money
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Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby mr_easy_money » Fri Jul 21, 2017 7:40 am

AquaRegisteel wrote:I imagine this works for downloading the mod.

yep! that's a good link.
AquaRegisteel wrote:Anyways, it seems no mods work at all, only vanilla works, so I'm not sure why that's the case.

I'm not sure what's going on with other mods not working, but I had a look inside the mod, and there's definitely something wrong with it.

the reason it crashes after loading is because the anim, plasma_strip1, doesn't have a <sheet> tag. I'm not entirely sure why this crashes the game, but it does.
(in animations.xml.append)

Code: Select all

<anim name="plasma_strip1">
<desc length="1" x="0" y="0" />
<time>1</time>
</anim>

should be

Code: Select all

<anim name="plasma_strip1">
   <sheet>plasma_strip1</sheet>
   <desc length="1" x="0" y="0" />
   <time>1</time>
</anim>

the game will run and not crash after that, but you have some other errors going on.

inside your data folder, you have a file "sounds.xml", which is blank. this gets rid of all the (non-DLC) sounds from the game, including all the game's music. you want that file to have a ".append" extension like your other files.

inside your data folder, you have a file "misc.xml.append". while this doesn't do anything bad for now, if you want to add anything to this file (like weapon tips) you gotta change the ".append" extension to ".rawappend". I don't remember exactly why, but this is necessary.

inside your data folder, the file "events.xml.append" has the following code:

Code: Select all

<event name="START_BEACON">
   <text>Welcome to a new sector! Get to the exit beacon and jump to the next sector before the pursuing Rebels catch you!</text>
   <choice hidden="true">
      <text>Continue...</text>
      <event/>
   </choice>
   <choice req="engines" lvl="1" hidden="true">
      <text>(Mod) A nearby weapons cache remains open, with a weapon inside of it.</text>
      <event>
         <weapon name="TETRAFLARE_CANNON" />
         </event>
   </choice>
</event>

the <event> tag within the special blue choice is missing a <text> tag. without this <text> tag, the game skips the event prompt and just gives you the weapon. come to think of it, for testing purposes giving you a weapon like this isn't bad at all, no need to waste time with an event prompt...
if you want an event prompt, just put a <text> tag in there with anything in it, like so:

Code: Select all

<choice req="engines" lvl="1" hidden="true">
   <text>(Mod) A nearby weapons cache remains open, with a weapon inside of it.</text>
   <event>
      <text>You sneak your way into the cache, and discreetly remove the weapon from it.</text>
      <weapon name="TETRAFLARE_CANNON" />
   </event>
</choice>


I also noticed in some instances the top line of some of the files has "utf=8" instead of "utf-8", but I don't think there's anything wrong with this. I'm also constantly confused what this line is even for :roll:
AquaRegisteel
Posts: 19
Joined: Mon Jul 17, 2017 5:50 pm

Re: Slipstream Mod Manager v1.6 (2014-10-25)

Postby AquaRegisteel » Fri Jul 21, 2017 10:14 am

Ah, well jeez I really did mess it up huh :P

Thanks for your help! I should have been much more thorough, but I'm just a newbie :D I'll go fix all that up and test it, then I'll make sure to be more careful next time!
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