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Messages - RoboB0b

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1
General / Forums Back up
« on: April 11, 2016, 10:46:06 AM »
Sorry about the extended maintenance time.  There was a problem with the server transfer and I didn't realize it right away.  It took much longer than I expected to get that sorted out.  It's back up now though :)

2
General / Forum Maintenance Today
« on: March 31, 2016, 12:35:56 PM »
I'm moving the forums today.  There will be a brief downtime during the transition.  Sorry about that!  Should be back up shortly.

3
General / Re: gnomes limit?
« on: February 24, 2016, 01:23:13 PM »
If you really wanted a lot of gnomes, with the new Debug mode, you can just spawn gnomes once new gnomads slows down a lot.

4
General / Gnomoria v1.0 release
« on: February 23, 2016, 12:47:12 PM »
General
  • A handful of optimizations for ambassadors and a few gnome behaviors
  • Debug mode for mod makers to test mod changes.  DebugMode can be set in settings.ini to enable a Debug option in the right click menu.  Provides a way to spawn items and characters.  This is meant for testing and allows you to create things that might have unintended behaviors.
  • Added Remove Items option to Debug mode
  • Spawn Liquid and Remove Liquid options added to Debug mode
  • The item being stocked for stock jobs is now viewable when looking at the stock job UI
  • Added ability to suspend/resume jobs.  Groups of jobs can be selected at once (suspend building walls in an area to prioritize another area, etc).  Suspending/resuming over a designation or workshop will apply to the designation or workshop directly instead of individual job
  • Workshop floors are now red when suspended
  • Farms, groves, pastures and stockpiles now are visibly red when suspended
  • Added more descriptive status text for gnomes.  It will now show eating, drinking, sleeping, training, guarding or patrolling where previously it had "idle"
  • Made some adjustments to pop up menus in the right click menu
  • Added item being stocked to clean floor job UI
  • Clicking Fast Forward doubles the time scale.  Clicking Play resets back to 1.  MaxTimeScale can be defined in settings.ini.  Minimum is 2, maximum is 256 and default is 4.
  • Clicking Fast Forward while paused will now unpause instead of unpausing and also doubling speed
  • Pause button now toggles pause instead of only pausing
  • Added ability to rehide terrain
  • Added a Move To Top button for the job queue at workshops
  • Changed Remove Designation to remove the selected area instead of the entire designation
  • Changed mod selection UI to select multiple mods
  • Mod Development
     
    • storage.xml merges AllowedItems for each StorageID when merging multiple mods.  This makes it so multiple mods, all with new items, can all be stocked into Crates, etc
    • Hooked up RequiredSkill property in workshop recipes.  Higher values can be set and gnomes won't be able to craft the item until they reach the skill level.  Similarly, RequiredSkillLevel was added to jobsettings.xml for other jobs
    • Merge squad lists of Factions that share an ID when loading included mods
    • Added ResearchID field to blueprints and workshops
    • Added option for byproducts in workshop crafting recipes
    • A MaterialIndex greater than the number of components defaults to the last component instead of first
    • Changed default SpriteID to be optional and render nothing by default
    • Added research.xml to define independent research tracks
    • For each research ID set an associated skill used for progressing research, as well as difficulty settings for how quickly/slowly research is progressed
    • When generating an item with a random material, it will prioritize items in CoreItemIDToMaterialIDs over the same ItemID in workshop recipes
     
Fixed
  • Crash when a gnome dies while hauling
  • Constructions doubling up when saving and loading without exiting for jobs defined in jobsettings.xml in included mods
  • Crash when deconstructing handcrank
  • Camera movement from new events now cancels job placement instead of selecting a giant area
  • More fixes for flooding
  • Potential max amount of liquid in a cell being miscalculated
  • Crash if automaton was added as a settler
  • Metal Depth and Metal Amount settings not working properly
  • Crash with included mods that used terrainsettings.xml missing MaterialIDsToStairsIDs, MaterialIDsToRampIDs or MaterialIDsToEmbeddedSprites.  Included mods can now safely omit them
  • Windmill SFX continuing to play after deconstructing
  • Use a default TerrainSprite if none is defined. (Crash fix)
  • Fixed build construction UI being too short
  • Fixed Storage Containers total UI in the Stock Overview menu being too short.  The value now also doesn't include resource piles (dirt, stone, straw, etc)
  • Action bar not properly updating when resizing resolution
  • Crash spawning spiders
  • Inclines and stairs not properly using SpriteIDByMaterialID as well as not tinting beyond the first component
  • Typo in charactersettings.xml for LeatherBracer
  • Mining stairs up into a wall that has coal/ore/gem causing the top of the stairs to disappear
  • Crash when crafting
  • Crash removing patrol routes
  • Piles not using the associated SpriteID.  Updated the SpriteID for ResourcePile in items.xml to use RawStone or RawSoil SpriteIDs now that this is fixed
  • Fixed building walls and constructions that block movement not properly displacing liquids
  • Fixed liquids evaporating when on top of the same liquid.  This means that full lakes will flood a little in the rain.  Rain will also now be able to fill up deeper holes.
  • Fixed some settings in Included Mods with vanilla base files continuously adding with repeated saving/loading without restarting
  • Rare crash when loading a game
  • Designations not being removed properly resulting in a crash or odd behavior
  • Crash resulting from loading old saves that have had updated mods with new research tracks since the last save
  • Door sprites not tinting properly with component materials
  • Crash selecting an animal in the Pasture UI that requires a food source that hasn't existed yet in the current game (ie requiring straw and starting a new game without straw)
  • Crash rendering cross framed soil walls when lowered
  • Tables and chairs appearing like stone with some types of wood
  • Squad members idling most of the time
  • Some values in mod files parsing incorrectly from OS culture setting
  • MaterialIndex for construction sprite not working correctly.  It now uses the correct component's material when tinting
  • Typo in body.xml for spiders that caused a crash in combat

5
In Development / Re: Gnomoria v1.0 RC13 release
« on: February 22, 2016, 09:59:12 AM »
Fixed some settings in Included Mods with vanilla base files continuously adding with repeated saving/loading without restarting

This bug still occurs if you try to add new floors, walls, and so on to the vanilla base in jobsettings.xml  in an Included Mod.

Fixed :)

I managed to setup a scenario where it was reliably flooding which helped debugging/testing.  I think I actually got it fixed this time :)

What was the problem?

I found an edge case where liquid could effectively be created and not just flow from one cell to another.  It also was able to fit more water in 1 cell than the current max.

I found a few crashes in RC14, I posted them to the support forum, would have used the bug tracker but that link hasn't work in a long while...

Here's the main ugly crash.

Happens while suspending a wall build job when it was the last wall segment being built.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 2/19/2016 11:34:12 PM
Assembly: gnomoria.exe
 Version: 1.0.0.0
   World: world05
 Message: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
////////////////////////////////////////////////////////////////
   at System.ThrowHelper.ThrowArgumentOutOfRangeException(ExceptionArgument argument, ExceptionResource resource)
   at System.Collections.Generic.List`1.get_Item(Int32 index)
   at Game.BuildWallJob.Complete(Character character)
   at Game.BuildWallFloorJob.Complete(Character character)
   at Game.JobBoard.CompleteJob(Job job, Character character)
   at Game.Character.CompleteJob()
   at Game.Behaviors.PerformJob.c4c32beb14b7320a21d6f136b5e1a51d3(Character cc394770a01f5e1f593a9ae6962cf798e, Single c98206223a14c41d705f29e408e0b44cd)
   at Game.BehaviorTree.Action`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Sequence`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.BehaviorTree.Selector`1.Execute(T character, Single dt)
   at Game.Character.Update(Single dt)
   at Game.GameEntityManager.cb47392663d0dc2306f9f4f4f0538646e(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GameEntityManager.Update(Single dt)
   at Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   at Game.GnomanEmpire.Update(GameTime gameTime)
   at Microsoft.Xna.Framework.Game.Tick()
   at Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   at Microsoft.Xna.Framework.GameHost.OnIdle()
   at Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   at Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   at System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   at System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   at System.Windows.Forms.Application.Run(Form mainForm)
   at Microsoft.Xna.Framework.WindowsGameHost.Run()
   at Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   at A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////

Do you have a save file or more specific steps to reproduce?  I've been trying to select an area to build walls and also wall/floor combos and then suspending the last or first segment at different times - immediately, while they are working on it, just before they are going to start work on it, etc.  I haven't been able to produce a crash in any situation yet.

Still got an enumeration crash, one of my haulers was outside the castle hauling stuffs and got killed by goblins.
Anytime a hauler DIES while hauling, regardless from monsters or drowning or being boiled alive in lava (my preferred way to kill the dwarfs)... it will crash the game.

"Collection was modified; enumeration operation may not execute."   <--- collection = hauling  - game doesn't have an operand for what to do when the hauler DIES during hauling.

Guess just another "if" or "else" in there somewhere with the hauling code for what to do if the poor things die should fix.

Haven't had a flood since you've updated, maybe you've got it nixed this time.  So far so good! 

Any progress on letting gnomes know that a RAW OBSIDIAN wall is really a solid object?  They (as of RC12) were still walking into it like they could pass through it, and would get stuck to it, like gnome-paper until they died - or reversed course (cancel a mining task or remove hauling from jobs list).  They would starve or die of thirst usually, during which FPS would tank.


Got the crash while hauling fixed.  I couldn't repro it in combat because they always cancelled the hauling job when getting attacked but I managed to get it to crash by drowning them.  Anyways, crash fixed :)

I've been testing different scenarios of generating obsidian without any gnomes getting stuck.  I tried generating some and then creating jobs that would require them to path through obsidian and they correctly don't attempt it.  I tried generating obsidian in the middle of a path they were on and they and they gave up and turned around when they got to the block.  Do you know the steps I can go through to reproduce the problem?

RC14
  • The item being stocked for stock jobs is now viewable when looking at the stock job UI

Currently this doesn not apply to stock jobs set up by push or pull functions between stockpiles. I realize now I should have checked a clean floor job also, but I forgot that. It may not show up on that either.

The remove item function on debug is great though. I can finally get rid of all those bugged stone piles.

This worked fine for push/pull jobs for me.  It should be identical anyways, since it just generates the same stock jobs.  I added it to clean floor jobs though as it was missing there.

6
In Development / Re: Gnomoria v1.0 RC14 release
« on: February 19, 2016, 12:21:14 PM »
I managed to setup a scenario where it was reliably flooding which helped debugging/testing.  I think I actually got it fixed this time :)

7
In Development / Re: Gnomoria v1.0 RC13 release
« on: February 17, 2016, 10:19:33 AM »
I've crashed the game... Rough guess is it happened because non-Mechanic deconstructed a mechanism, because he was closer and took the job. Gnomoria.log is below. And sorry, I'm a cyrillic user (Russian), so "Message" is full of question marks.

Code: [Select]
////////////////////////////////////////////////////////////////
    Date: 17.02.2016 19:03:32
Assembly: gnomoria.exe
 Version: 1.0.0.0
   World: world01
 Message: ?? ?? ???.
////////////////////////////////////////////////////////////////
   ? Game.Handcrank.OnDelete()
   ? Game.GameEntityManager.cb12f74ed1b5d536054990db2c02a8789(GameEntity c657d292d167397a20f827f27d90bf5ed)
   ? Game.GameEntityManager.c888bc36af8719ea94bfb1f01dc886761()
   ? Game.GameEntityManager.Update(Single dt)
   ? Game.GnomanEmpire.cce48101c3be44fa5bd8b6826610afdec(Single c98206223a14c41d705f29e408e0b44cd)
   ? Game.GnomanEmpire.Update(GameTime gameTime)
   ? Microsoft.Xna.Framework.Game.Tick()
   ? Microsoft.Xna.Framework.Game.HostIdle(Object sender, EventArgs e)
   ? Microsoft.Xna.Framework.GameHost.OnIdle()
   ? Microsoft.Xna.Framework.WindowsGameHost.RunOneFrame()
   ? Microsoft.Xna.Framework.WindowsGameHost.ApplicationIdle(Object sender, EventArgs e)
   ? System.Windows.Forms.Application.ThreadContext.System.Windows.Forms.UnsafeNativeMethods.IMsoComponent.FDoIdle(Int32 grfidlef)
   ? System.Windows.Forms.Application.ComponentManager.System.Windows.Forms.UnsafeNativeMethods.IMsoComponentManager.FPushMessageLoop(IntPtr dwComponentID, Int32 reason, Int32 pvLoopData)
   ? System.Windows.Forms.Application.ThreadContext.RunMessageLoopInner(Int32 reason, ApplicationContext context)
   ? System.Windows.Forms.Application.ThreadContext.RunMessageLoop(Int32 reason, ApplicationContext context)
   ? System.Windows.Forms.Application.Run(Form mainForm)
   ? Microsoft.Xna.Framework.WindowsGameHost.Run()
   ? Microsoft.Xna.Framework.Game.RunGame(Boolean useBlockingRun)
   ? A.cebc1c67c4a164a49b1c279b0006957be.c49a93168dc3d77742f5742786a5b60b9(String[] c51864dddd6353b79e1a34e131a62f09a)
////////////////////////////////////////////////////////////////


I fixed a bug for RC14 where it was crashing deconstructing a handcrank.  Could be that.  I should have RC14 up this week.

8
In Development / Re: Gnomoria v1.0 RC13 release
« on: February 15, 2016, 12:04:14 PM »
Would it be possible to add a function in the Debug Mode for removing items on a tile. That way it might be used to delete bugged items that the game won't recognize properly.

Yeah, that is a good idea, I'll add that in the next RC :)

9
In Development / Re: Gnomoria v1.0 RC13 release
« on: February 15, 2016, 11:41:16 AM »
RC13 fixes what I think is a miscalculation in the max amount of water in a cell.  It looks like in some rare cases it could be off and cascading up to the crazy values you guys have been reporting.  It's hard for me to verify if this fixed it for sure but so far it seems good.  Let me know if you guys are still seeing issues with flooding in RC13.  I also added a debug option to remove liquid, to salvage some of your worlds that have been affected.

10
In Development / Re: Gnomoria v1.0 RC12 release
« on: February 10, 2016, 09:10:22 AM »
The spawner is awesome!  Strawberry Anvils for the win!

Anyone up for figuring out a way to spawn water/lava etc?  I mean, it'd be super-useful for debugging this random water issue, which really, oddly enough hasn't been happening as much now.  It could be just a rounding issue going negative.   Before, it was FLOOOOOOD city but now that I've sold off a lot of the stuff @ the bottom of the lakes, it doesn't happen as much now.  Hey wait, I can spawn stuff @ the bottom of the lake so... here goes *backs up save games*.

I have spawning and removing liquids in already for RC13 :)  I'm still hunting down issues with flooding.  Any additional info you find out is appreciated, thanks.

11
In Development / Re: Gnomoria v1.0 RC11 release
« on: January 14, 2016, 10:54:03 AM »
At 256x the game will break, very badly, and RoboBob should have provided a disclaimer to this fact.

Yeah, I should have added that the game wasn't meant to be played at 256x and I haven't done a lot of testing at that time scale.  I just figured since the start of modding, I'm adding in more options for players at the risk of breaking the game.  I only made it possible to go that high by editing a file for that reason.

12
In Development / Re: Gnomoria v1.0 RC11 release
« on: January 14, 2016, 10:50:36 AM »
Quote
RC11
General
Clicking Fast Forward doubles the time scale.  Clicking Play resets back to 1.  MaxTimeScale can be defined in settings.ini.  Minimum is 2, maximum is 256 and default is 4.


Neat change, but, clicking fast forward sets to 2; clicking pause sets to zero; clicking fast forward again to resume sets to 4. Shouldnt it be a way to unpause, or clicking fast forward from pause should resume to the speed that was set before ?

Ah ok, I'll fix those.  Right now pressing space bar will unpause without resetting to 0.  I'll make clicking consistent with that.

13
In Development / Re: Gnomoria v1.0 RC10 release
« on: January 13, 2016, 02:20:43 PM »
What are the "rules" for hiding terrain? I can hide pretty much anything underground, but only some parts of the above ground terrain. I've specifically built up around a spot that should be hide-able, but it won't hide.

Should be the same as revealing terrain.  Anything outside or adjacent is visible (edges of hills and not just air).  Anything a gnome sees gets revealed.  It also propagates through air to reveal the surface of caverns.  If the thing you are above is touching outside air, it won't totally hide it.

14
In Development / Re: Gnomoria v1.0 RC11 release
« on: January 13, 2016, 02:17:15 PM »
I've been looking into what's causing the water to go out of control with no luck so far.  I had a few smaller fixes/changes that I didn't want to hold up any longer and updated just now.

15
In Development / Re: Gnomoria v1.0 RC8 release
« on: December 14, 2015, 04:38:13 PM »
Here is another weird bug:

Generate a world with this mod.
It adds a new Type of Cloth called 'test cloth', which can be generated at the Loom from rawSoil via the <ConversionMaterial> tag.

At the start of a game you should have three bags containing test cloth, cotton and wool, respectively.
However, test cloth replaces all other cloth materials.
Every rawCloth, bag and bandage is now made of test cloth instead of cotton or wool.

Ah yeah, this one came up for me before but I put it off until now.  Because of how a few things work, when generating items the proper components have to exist.  The game generates those based off workshop recipes.  In vanilla, all of the 'raw' items don't have recipes and rely on that CoreItemIDToMaterialIDs structure.  ConversionMaterials in recipes are also exceptions a bit since the desired material is different from the raw materials that are used to get the final item.  It was finding a recipe for RawCloth and ignoring the desired material basically assuming that since a recipe existed it was not a 'raw' item and the desired material must have been a mistake.

I fixed it up for RC9.  Now if there is a match in CoreItemIDToMaterialIDs for that ItemID and MaterialID combo it will use that.  In this case TestCloth is not in the CoreItem structure but it still falls back to finding the recipe and generating the proper components if TestCloth is explicitly set.  If no material is set for generating the item (for example in this mod the bags don't set a material for themselves only for their contents) then it uses the weighted values from CoreItemIDToMaterialIDs.  A weight isn't defined for the workshop recipe and so isn't defined for how to incorporate it in the random selection as well as having a recipe for a raw item makes it a sort of "advanced" material.  So if no material is defined it won't randomly select TestCloth.  If you want it to generate TestCloth material for an item, either explicitly set it to that (like you have for the contents of one of the bags) or add TestCloth to the CoreItemIDToMaterialIDs structure.

Bug.

Mining stairs up into an ore or coal vein will cause the stairs to appear on the lower level, but the top half of the stairs to be missing (though the ore block gets removed).  This can cause stuck gnomes as they go up the stairs and end up on a lack-of-floor where they can't move as the AI will still path using the half-made stairway.  This has been around a WHILE.

Thanks, fixed this one for RC9 :)

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