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Re: [WIP|MOD] Stargate Ships&Events 0.1

Posted: Sat Mar 08, 2014 8:51 pm
by kartoFlane
Morso wrote:Now there is a C++ Error: Assertion failed! Program: ... File: src/rapidxml/rapidxml.hpp Line: 1383 Expression: text

That's just a regular behaviour from FTL, meaning that there's a syntax error somewhere in the files. The EC should be able to pick it up.

Code: Select all

data/autoBlueprints.xml =============================================================================
ERROR   - Line 115  : Referenced blueprint name does not exist
   <name>BOMB_BREACH</name>

ERROR   - Line 925  : Referenced blueprint name does not exist
   <name>BOMB_BREACH</name>

ERROR   - Line 1100 : Referenced file does not exist (rebel_squata.txt)
<shipBlueprint name="REBEL_FATA" layout="rebel_squata" img="rebel_squata">

ERROR   - Line 1256 : Referenced file does not exist (wraith_supply.txt)
<shipBlueprint name="WRAITH_SUPPLY" layout="wraith_supply" img="wraith_supply">

ERROR   - Line 1325 : Referenced file does not exist (ori_pirate.txt)
<shipBlueprint name="ORI_PIRATE" layout="ori_pirate" img="ori_pirate">

ERROR   - Line 1384 : Referenced file does not exist (jaffateltak.xml)
<shipBlueprint name="TELTAK" layout="jaffateltak" img="jaffateltak">

data/blueprints.xml =================================================================================
ERROR   - Line 33   : Referenced blueprint name does not exist
   <name>HULL_ARMOR</name>

ERROR   - Line 34   : Referenced blueprint name does not exist
   <name>ADV_HULL_ARMOR</name>

data/events.xml =====================================================================================
ERROR   - Line 3080 : A required tag is missing from the blueprint (<gotaway> must be accompanied by <escape> tag)
<ship name="HATAK" auto_blueprint="SHIPS_HATAK">

data/events_boss.xml ================================================================================
ERROR   - Line 510  : Referenced blueprint name does not exist
<ship name="BOSS_SCOUT_RESCUE" auto_blueprint="SHIPS_WRAITH_AND_AUTO">

ERROR   - Line 602  : Referenced blueprint name does not exist
<ship name="WRAITH_AUTO" auto_blueprint="SHIPS_WRAITH_AND_AUTO">

data/events_rebel.xml ===============================================================================
ERROR   - Line 546  : Tag has an invalid name, or cannot be a child to its ancestor (not an <event> tag)
   <eventList name="REBEL_TRANSPORT_CAPTURED">

data/events_ships.xml ===============================================================================
ERROR   - Line 1523 : Referenced blueprint name does not exist
<ship name="WRAITH_AUTO" auto_blueprint="SHIPS_WRAITH_AND_AUTO">

ERROR   - Line 1533 : A required tag is missing from the blueprint (<gotaway> must be accompanied by <escape> tag)
<ship name="HATAK" auto_blueprint="SHIPS_HATAK">

data/newEvents.xml ==================================================================================
ERROR   - Line 347  : This tag adds more than one crew; game will crash if player is already at max
   <crewMember amount="2"/>

data/sector_data.xml ================================================================================
ERROR   - Line 345  : A required tag is missing from the blueprint (no <trackList> tag)
<sectorDescription name="DEEP_SPACE_SECTOR" minSector="0" unique="false">

ERROR   - Line 349  : A required tag is missing from the blueprint (no <trackList> tag)
<sectorDescription name="ABANDONED_SECTOR" minSector="0" unique="false">

ERROR   - Line 714  : Referenced event/eventList/ship event does not exist
   <startEvent>START_BEACON_CIVILIAN</startEvent>


The missing ship layouts and an eventList inside a choice tag are the most notable errors, but the others should be fixed, too (barring the BREACH_BOMB and both HULL augments -- they're vanilla ones, and don't cause FTL to crash for whatever reason)

Re: [WIP|MOD] Stargate Ships&Events 0.1

Posted: Sun Mar 09, 2014 7:56 am
by Morso
Can't wait for it to be bug free :D

Re: [WIP|MOD] Stargate Ships&Events 0.1

Posted: Sun Mar 09, 2014 1:07 pm
by stargateprovider
Morso wrote:Can't wait for it to be bug free :D

Most enemy ships are working now and the game doesn't crash anymore :)

Should I change the current hull of Atlantis, make it look like this?
http://imgur.com/X4a2brd

Re: [WIP|MOD] Stargate Ships&Events 0.1

Posted: Sun Mar 09, 2014 1:26 pm
by Morso
stargateprovider wrote:
Morso wrote:Can't wait for it to be bug free :D

Most enemy ships are working now and the game doesn't crash anymore :)

Should I change the current hull of Atlantis, make it look like this?
http://imgur.com/X4a2brd


Thank you so much!
And yes, you should.

Re: [WIP|MOD] Stargate Ships&Events 0.2

Posted: Sun Mar 09, 2014 1:36 pm
by Morso
Why the ships appear as black boxes?

Re: [WIP|MOD] Stargate Ships&Events 0.2

Posted: Sun Mar 09, 2014 3:21 pm
by stargateprovider
Morso wrote:Why the ships appear as black boxes?

You mean the new enemy ships? I don't know, the Error Checker found no errors about that. Hopefully they'll be fixed soon as well.

Re: [WIP|MOD] Stargate Ships&Events 0.2

Posted: Sun Mar 09, 2014 3:25 pm
by Morso
And the enemy ships aren't center in the attack window, so for example i can't target the hataks drone system.

Re: [WIP|MOD] Stargate Ships&Events 0.2

Posted: Sun Mar 09, 2014 3:33 pm
by kartoFlane
Morso wrote:Why the ships appear as black boxes?

That happens when the images are not saved in 32-bit PNG, which is the format FTL uses. You'll need to resave them in that format.

Re: [WIP|MOD] Stargate Ships&Events 0.2

Posted: Sun Mar 09, 2014 3:49 pm
by Ora_unit_SR388
Actually, this will happen more often then not when you do not save a floor plan.

Re: [WIP|MOD] Stargate Ships&Events 0.2

Posted: Sun Mar 09, 2014 4:59 pm
by stargateprovider
Ora_unit_SR388 wrote:Actually, this will happen more often then not when you do not save a floor plan.

KartoFlane wrote:That happens when the images are not saved in 32-bit PNG, which is the format FTL uses. You'll need to resave them in that format.

OK, thank you.

EDIT: Nothing worked...