Page 60 of 105

Re: [MOD][WIP] FTL Infinite Space

Posted: Sun Mar 03, 2013 8:55 pm
by VarVarna
Hi,

i can reproduce this bug!?!

Re: [MOD][WIP] FTL Infinite Space

by Fatty Limes » Sun Mar 03, 2013 3:17 am
I'm on ubuntu, and as soon as I select my ship and go to get started, the game immediately crashes with no error. Happens in 4.3 and 4.4. Tutorial works fine. Any ideas?

Happens for me too... with an Linux Bodhi.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 12:12 am
by Fatty Limes
This sounds like the data.dat and/or resource.dat aren't packed correctly. Might be worth asking over on the mod manager thread. Since I'm using windows, I'm not sure what the difference would be for ubuntu. You could try re-installing the mod if you haven't already. Are you able to use other mods, is mine the only one that's not working?
I DID have some trouble getting the mod manager to work at work, but it seems to work fine now, and I haven't tried it with too many other mods, but it works just fine with the "additional scrap" one packaged in, which would seem to indicate that the .dats are being unpacked and packed OK.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 12:36 am
by Vhati
DrkTemplar wrote:
Fatty Limes wrote:I'm on ubuntu, and as soon as I select my ship and go to get started, the game immediately crashes with no error. Happens in 4.3 and 4.4. Tutorial works fine. Any ideas?
This sounds like the data.dat and/or resource.dat aren't packed correctly. Might be worth asking over on the mod manager thread.
It's probably the unicode, specifically the optional binary junk (BOM) at the start of such files (to identify the text inside as UTF-8, which is generally assumed anyway, and often identical to ascii which never has such binary). GMM 1.6 appends one file onto another, but doesn't strip the binary that then ends up in the middle of the combined document. GMM 1.7 will finally handle that; it'll also introduce diagnostic reports like this...

Code: Select all

@ Infinite Space_0.4.4.ftl: see below
  ------------------------------------
> data/autoBlueprints.xml.append
! <!-- No other dashes should touch. -->
! <teleporter..."room="9"...>
! <drones..."room="2"...>
! <teleporter..."room="9"...>
! <drones..."room="2"...>
! <shipBlueprint>...</ship>
  Done

> data/blueprints.xml.append
! <!-- No other dashes should touch. -->
! <tooltip...>...</desc>
! <speed...>...</image>
  Done

> data/events.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! <choice... hidden=... hidden=...>
! <textList>...</text>
! Fix this and try again:
  mismatched tag: line 882, column 3
  ~  ~  ~  ~  ~
  	</choice>
  ~  ~  ~  ~  ~

> data/events_crystal.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! <text...>...</event>
  Done

> data/events_engi.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! <text...>...</event>
! Fix this and try again:
  mismatched tag: line 432, column 2
  ~  ~  ~  ~  ~
  </choice>
  ~  ~  ~  ~  ~

> data/events_fuel.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! Fix this and try again:
  mismatched tag: line 528, column 2
  ~  ~  ~  ~  ~
  </event>
  ~  ~  ~  ~  ~

> data/events_mantis.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! <text...>...</event>
! Fix this and try again:
  mismatched tag: line 487, column 2
  ~  ~  ~  ~  ~
  </text>
  ~  ~  ~  ~  ~

> data/events_nebula.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! <choice... hidden=... hidden=...>
  Done

> data/events_pirate.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
  Done

> data/events_rebel.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
  Done

> data/events_rock.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
  Done

> data/events_ships.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! Fix this and try again:
  mismatched tag: line 405, column 3
  ~  ~  ~  ~  ~
  	</destroyed>
  ~  ~  ~  ~  ~

> data/events_slug.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! Fix this and try again:
  mismatched tag: line 247, column 3
  ~  ~  ~  ~  ~
  	</event>
  ~  ~  ~  ~  ~

> data/events_zoltan.xml
~ Unicode UTF-8 BOM detected. (ascii is safer)
! <!-- No other dashes should touch. -->
! Fix this and try again:
  mismatched tag: line 534, column 2
  ~  ~  ~  ~  ~
  </event>
  ~  ~  ~  ~  ~

> data/sector_data.xml.append
! <sectorDescription>...</sectorDescrption>
  Done
* Uninteresting files were omitted for brevity.


Other than the unicode interacting with GMM, all those are problems also present in vanilla, which don't crash the game, but are good to fix anyway.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 4:34 am
by Hishnegreb
Still struggling thru the first couple o sectors atm, loving it loving it!!

Two speeling corrections for ya, both in the black hole mission...

..... Without time to analyze his plan, you give him the go and hope for the best. He *Succeeds* in putting your ship in orbit around the black hole, which you *then* slowly escape from...

I'll keep my ears open for more!

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 9:38 am
by The Dwarf Therapist
I have an idea for this mod so you wouldn't just be wandering through space at max weapons and shields, maybe make a system for the reactor that can be shot down as well as upgraded much more so there are pro's and cons to it, just and idea.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 11:48 am
by Whoopty
MrSmite wrote:Still enjoying this mod, just have one question: is it possible to make an event have a random outcome?

Example:

I repeatedly get an event about a prison riot [since the forums don't support SPOILER tags I'll stop there]... I get the same result. Always. As you can tell this gets monotonous after a while. Is it possible to have a player's choice pick a random result from a table:
Just had a look at what I wrote for this one. For this one there are multiple options, but they only occur within a blue choice. It's unlocked with a certain crew member.

However I agree the vanilla text could do with a couple of random outcome options. I'll consider adding some once I have these big meta quests out the way.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 4:06 pm
by VarVarna
Vhati wrote:
DrkTemplar wrote:
Fatty Limes wrote:I'm on ubuntu, and as soon as I select my ship and go to get started, the game immediately crashes with no error. Happens in 4.3 and 4.4. Tutorial works fine. Any ideas?
This sounds like the data.dat and/or resource.dat aren't packed correctly. Might be worth asking over on the mod manager thread.
It's probably the unicode, specifically the optional binary junk (BOM) at the start of such files (to identify the text inside as UTF-8, which is generally assumed anyway, and often identical to ascii which never has such binary). GMM 1.6 appends one file onto another, but doesn't strip the binary that then ends up in the middle of the combined document. GMM 1.7 will finally handle that; it'll also introduce diagnostic reports like this..

Other than the unicode interacting with GMM, all those are problems also present in vanilla, which don't crash the game, but are good to fix anyway.
Every other Mod is working without any trouble. Its just this one. FOr my last game i packed a lot of mod´s together.....and no problem at all.
I am using the GMM Native with Python on LInux....FTL itslef is also the native Linux Steam version. Maybe i give it a try with Wine....

Suggestions are welcome what went wrong!

Cheers

VarVarna

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 5:32 pm
by DrkTemplar
Vhati wrote:It's probably the unicode, specifically the optional binary junk (BOM) at the start of such files (to identify the text inside as UTF-8, which is generally assumed anyway, and often identical to ascii which never has such binary). GMM 1.6 appends one file onto another, but doesn't strip the binary that then ends up in the middle of the combined document. GMM 1.7 will finally handle that; it'll also introduce diagnostic reports like this...

Other than the unicode interacting with GMM, all those are problems also present in vanilla, which don't crash the game, but are good to fix anyway.
I assume that means I should change the encoding for the files that aren't .append? I admit I have little experience working with ANSI and UTF, so I don't know the difference really. The originals are UTF, so I didn't change them until I had to (.append) for the mod manager.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 6:59 pm
by Vhati
DrkTemplar wrote:
Vhati wrote:GMM 1.6 appends one file onto another, but doesn't strip the binary that then ends up in the middle of the combined document.
I assume that means I should change the encoding for the files that aren't .append? [...] The originals are UTF, so I didn't change them until I had to (.append) for the mod manager.
*looks again at the report*
No unicode appending is going on here (so no rogue binary). Nevermind. :oops:
No idea what's going on then.
DrkTemplar wrote:I admit I have little experience working with ANSI and UTF, so I don't know the difference really.
  • ASCII ~ Plain unaccented latin alphabet, numbers, limited symbols... one byte per char.
    .
  • ANSI ~ A family of single-byte variants like Windows-1252 that probably encode plain chars the same as ASCII; plus accents and such (whose bytes may have different meanings in each variant). The variants have no header and are often very similar, so it's difficult to tell which standard should be used to decode a file, unless you and the writer stick to a convention. Or read everything as one assumed variant and hope for the best.
    .
  • UTF-8 w/o BOM ~ The plain characters are read/written as exactly the same bytes as ASCII. But extra exotic chars are also possible (which may be multiple bytes wide), like slanted quotes. Most apps should be using this by default these days.
    .
  • UTF-8 w/BOM ~ The same as UTF-8, but with 0xEF,0xBB,0xBF binary at the start to identify that its chars are encoded as UTF-8. Lots of apps have trouble with this, because they assume one of the above and get surprised by the binary.
    Text editors that do support it may only write BOMs when resaving a file that had a header to begin with, and write new files without one. Apps in-the-know tend to hide the existence of BOMs from the user, which makes recognizing when it's causing problems in other apps 'fun'.
    .
  • UTF-16 w/BOM ~ Every char is encoded as at least two bytes per letter to make room for loads more exotic chars. Comparing to UTF-8 for traditional chars, this amounts to 0x00 inserted after every byte as filler. There is always a BOM header, which additionally indicates whether each individual char's multiple bytes are in reverse order (hence the name ByteOrderMark). This occurs in Windows sometimes.
    .
  • UTF-32 w/BOM ~ Every char is encoded as at least four bytes per letter to make room for an absurd amount of exotic chars. Lots of 0x00 padding in its bytes. There is always a BOM header, for the same purpose as UTF-16.

Re: [MOD][WIP] FTL Infinite Space

Posted: Mon Mar 04, 2013 7:26 pm
by MJPadge
When i was following the instructions to get this it downloads a zip folder, i tried extracting this and grognaks mod manager recognises it but does not patch it in?