[HELP] CTD when encountering a party of a new race

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Revan Shan

Grandmaster Knight
I made some undead and a troop for them. So now they spawn in the map. But when you get to them (when the dialong should appear) the game goes CTD.

This is all my data:

MODULE TROOPS
skeleton_face_1  = 0x00000000002000000000000000000000
skeleton_face_1  = 0x000000000020010000001fffffffffff

  ["undead_warrior","Undead Warrior","Undead Warriors",tf_skeleton|tf_allways_fall_dead,0,0,fac_outlaws,
[itm_shortened_spear,itm_winged_mace,itm_maul,itm_fighting_axe,
itm_old_sword,itm_skullcap,itm_steel_shield,itm_hide_boots,itm_nomad_boots,itm_wooden_shield,itm_nordic_shield,itm_mace_5],
  def_attrib|level(3),wp(60),knows_common|knows_power_draw_2,skeleton_face_1,skeleton_face_1],

MODULE SKINS
(
    "skeleton", 0,
    "Body_Skeleton_01", "Legs_Skeleton_01", "Hand_L_Skeleton_01",
    "Head_Skeleton_01", undead_face_keys,
    [],
    [],
    [],
    [],
    [("skeleton_face_1",0xffffffff,[],[]),
    ("skeleton_face_2",0xffcaffc0,[],[]),
    ], #man_face_textures,
    [(voice_die,"snd_man_die"),(voice_hit,"snd_man_hit"),(voice_grunt,"snd_man_grunt"),(voice_grunt_long,"snd_man_grunt_long"),

(voice_yell,"snd_man_yell"),(voice_stun,"snd_man_stun"),(voice_victory,"snd_man_victory")], #voice sounds
    "skel_human", 1.0,
    psys_game_blood,psys_game_blood_2,
  ),

HEADER TROOPS
#Troop flags
tf_male          = 0
tf_female        = 1
#tf_undead        = 2
tf_kalid        = 2
tf_kalid_female        = 3
tf_elf        = 4
tf_elf_female        = 5
tf_skeleton        = 6

Note: The new race body works perectly on the open brf.
 
Ah, "skel_human" is still there..

Ok, first check that it's exactly skin that's throwing a CTD, not some dialog error or such. (e.g. put those troops into quick battle - if it starts crashing, then it must be the skin).
Next, copy everything from human skin, check that it works and start inserting skeleton parts back one by one. Body meshes, then faces, then sounds e.t.c.
 
GetAssista said:
Ah, "skel_human" is still there..

Ok, first check that it's exactly skin that's throwing a CTD, not some dialog error or such. (e.g. put those troops into quick battle - if it starts crashing, then it must be the skin).
Next, copy everything from human skin, check that it works and start inserting skeleton parts back one by one. Body meshes, then faces, then sounds e.t.c.

It also crashes on quick battle. But the text I have for the skeleton race seems perfect...
 
Vlejundo said:
How about:
skeleton_face_1  = 0x00000000002000000000000000000000
skeleton_face_2  = 0x000000000020010000001fffffffffff

I know. I spotted that earlier after posting. But once fixed it keeps the same. It still CTDs the same way.
 
start replacing each mesh parameter in:
    "Body_Skeleton_01", "Legs_Skeleton_01", "Hand_L_Skeleton_01",
    "Head_Skeleton_01", undead_face_keys,
    [],
    [],
    [],
    [],
    [("skeleton_face_1",0xffffffff,[],[]),
    ("skeleton_face_2",0xffcaffc0,[],[]),

With the default man code.....    see if one of your meshes has and issue... 

Also,  I added a race to my mod and I had to name the race (man_newracename)  to get things to work as I expected.  Also had a bad face mesh which i still havn't figured out, so i just use the default man_face
 
start replacing each mesh parameter in:
    "Body_Skeleton_01", "Legs_Skeleton_01", "Hand_L_Skeleton_01",
    "Head_Skeleton_01", undead_face_keys,
    [],
    [],
    [],
    [],
    [("skeleton_face_1",0xffffffff,[],[]),
    ("skeleton_face_2",0xffcaffc0,[],[]),

With the default man code.....    see if one of your meshes has and issue... 

I'll give it a try.

Also,  I added a race to my mod and I had to name the race (man_newracename)  to get things to work as I expected.  Also had a bad face mesh which i still havn't figured out, so i just use the default man_face

This didn't work.
 
Revan Shan said:
start replacing each mesh parameter in:
    "Body_Skeleton_01", "Legs_Skeleton_01", "Hand_L_Skeleton_01",
    "Head_Skeleton_01", undead_face_keys,
    [],
    [],
    [],
    [],
    [("skeleton_face_1",0xffffffff,[],[]),
    ("skeleton_face_2",0xffcaffc0,[],[]),

With the default man code.....    see if one of your meshes has and issue... 

I'll give it a try.

Also,  I added a race to my mod and I had to name the race (man_newracename)  to get things to work as I expected.  Also had a bad face mesh which i still havn't figured out, so i just use the default man_face

This didn't work.

Again with problems with race stuff?  :roll:

I helped you already making the basic kalid's skin code, with almost everything commented!. The problem resides at the lack of understandability you have with your own code. Programming its a syntactic structured language as a a regular one. You should know what's going on before, mate.  :smile: I saw your copy paste non-sense. Hilarious. haha.

Good practices as...

                          ...cond
                    > itional
                    > TABulator
             
leveling,
    # Commenting, that means time-saving stuff
    # Here's another line describing what the code does



checkin' the closures [( hi ) there],


and some trial and error experience will help you. Try to learn yourself.  :wink:

 
Swyter said:
some trial and error experience will help you. Try to learn yourself.  :wink:

Can only agree, the abilities I have in coding comes from this. Only way to become good. Downside is your laptop might be thrown into your wall a couple of times :wink:
 
Revan Shan said:
start replacing each mesh parameter in:
    "Body_Skeleton_01", "Legs_Skeleton_01", "Hand_L_Skeleton_01",
    "Head_Skeleton_01", undead_face_keys,
    [],
    [],
    [],
    [],
    [("skeleton_face_1",0xffffffff,[],[]),
    ("skeleton_face_2",0xffcaffc0,[],[]),

With the default man code.....    see if one of your meshes has and issue... 

I'll give it a try.

Also,  I added a race to my mod and I had to name the race (man_newracename)  to get things to work as I expected.  Also had a bad face mesh which i still havn't figured out, so i just use the default man_face

This didn't work.

If you tried all this, and replaced everything with the native default, then it has nothing to do with the race. 
 
I had the same problem with M&B 1.011 when adding new races. My problem was that I put the new race (in module_skins) before female, instead of after. Hope that helps.
 
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