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Thread: Typhon 2.1 | This thread is pages long: 1 2 3 4 5 · «PREV |
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xericsin
Famous Hero
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posted May 16, 2020 08:13 AM |
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Edited by xericsin at 14:33, 16 May 2020.
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i was trying to switch from amethyst to typhon a wwek ago, but i requently got crashes on map start for my test map. and it occasionally crashed fro arrogance map.
maybe some typhon expert can help me find out why? i will upload my files later.
Edit:
I uploaded the mod and the debug folder.
https://we.tl/t-X1BJMRzzcJ
Game crash after !# phase and before !?PI.
Using era2.9.13 packed by daemon_n.
The test map is named 0 test.
Please have a look at the problem, if anyone.
May not crash every time. Try a few times.
Thanks.
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VMaiko
Known Hero
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posted May 16, 2020 04:04 PM |
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xericsin said: i was trying to switch from amethyst to typhon a wwek ago, but i requently got crashes on map start for my test map. and it occasionally crashed fro arrogance map.
maybe some typhon expert can help me find out why? i will upload my files later.
Edit:
I uploaded the mod and the debug folder.
https://we.tl/t-X1BJMRzzcJ
Game crash after !# phase and before !?PI.
Using era2.9.13 packed by daemon_n.
The test map is named 0 test.
Please have a look at the problem, if anyone.
May not crash every time. Try a few times.
Thanks.
You can't just transfer your amethyst content to Typhon like that, they both have their different way of adding new creatures, how did you transfer? In Typhon zcrtraits.txt is not necessary, all graphic resources should be transferred to Typhon.pac, it is safer to have to manually type the information in zaobjct, zeobjct and zobjct because if you only transfer them, a possible game crash is inevitable.
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xericsin
Famous Hero
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posted May 17, 2020 05:58 AM |
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Look, friend. I really appreciate that you are trying to help.
But, please don't express in a way that makes me look like an idiot.
1. "You can't just transfer your amethyst content to Typhon like that, how did you transfer?" -- Please don't say that it's wrong before you ask what it is. Don't sentence me death before the trial.
2. "In Typhon zcrtraits.txt is not necessary" -- not necessary is very different from must not.
3. "all graphic resources should be transferred to Typhon.pac" -- As I know about ERA, pac file's name is not essential. Any name would allow the contents to be loaded.
4. "it is safer to have to manually type the information in zaobjct, zeobjct and zobjct" -- I adopted these 3 files from your third upgrade and modified.
5. "a possible game crash is inevitable" -- Possible is opposite to inevitable. The crash does not always occur. That is the headache. I don't know where could be the error. It could be my PC, the plugin, and something else.
I adopted all the text files from your third upgrade and modified. I followed every step in the video tutorial of typhon. (Though, there is no dwelling part.) And yet, I am getting occasional crashes.
Just now, I renamed the pac name to typhon, removed every .txt and .erm except zaobjct, zeobjct, zobjct, zcrgn1, dwtable. Occasional crash remains. There is already nothing I can do.
Sigh.
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planetavril
Famous Hero
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posted May 17, 2020 06:59 AM |
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you can put the link I try to see the error, if there is
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VMaiko
Known Hero
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posted May 17, 2020 07:20 AM |
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xericsin said: Look, friend. I really appreciate that you are trying to help.
But, please don't express in a way that makes me look like an idiot.
1. "You can't just transfer your amethyst content to Typhon like that, how did you transfer?" -- Please don't say that it's wrong before you ask what it is. Don't sentence me death before the trial.
2. "In Typhon zcrtraits.txt is not necessary" -- not necessary is very different from must not.
3. "all graphic resources should be transferred to Typhon.pac" -- As I know about ERA, pac file's name is not essential. Any name would allow the contents to be loaded.
4. "it is safer to have to manually type the information in zaobjct, zeobjct and zobjct" -- I adopted these 3 files from your third upgrade and modified.
5. "a possible game crash is inevitable" -- Possible is opposite to inevitable. The crash does not always occur. That is the headache. I don't know where could be the error. It could be my PC, the plugin, and something else.
I adopted all the text files from your third upgrade and modified. I followed every step in the video tutorial of typhon. (Though, there is no dwelling part.) And yet, I am getting occasional crashes.
Just now, I renamed the pac name to typhon, removed every .txt and .erm except zaobjct, zeobjct, zobjct, zcrgn1, dwtable. Occasional crash remains. There is already nothing I can do.
Sigh.
Why in my mod? You should use a clean Typhon, my mod has nothing special
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xericsin
Famous Hero
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posted May 18, 2020 06:18 PM |
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planetavril said: you can put the link I try to see the error, if there is
Thank you. I have already pasted the link previous posts.
https://we.tl/t-X1BJMRzzcJ
It includes the mod + debug. All new creature resources are in the x_new_monster.pac and .snd. txt files are in the data folder. And there are other .txt and .erm which could be ignored.
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planetavril
Famous Hero
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posted May 18, 2020 09:33 PM |
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the mod works for me even if at startup it says that there is an error in the file 73 wog - bank.erm
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xericsin
Famous Hero
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posted May 19, 2020 05:26 AM |
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Edited by xericsin at 05:37, 19 May 2020.
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The bank.erm can't be wrong. I was trying to fix some error there, but when I checked the file just now, I found it had no real changes there, except some rubbish code I left over.
The problem with this mod is that it crashes OCCASIONALLY when map starts, especially on my test map, which has only 10 towns and 16 heroes in it.
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VMaiko
Known Hero
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posted May 19, 2020 06:01 AM |
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It's very difficult to find the root of the error with so many files, this is a very complex mod, if it were in your place I would have tested if the map worked little by little while the mod was developing, it's from these mods that it is not easy to recognize everything at all what it has, especially if is in a language other than English.
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xericsin
Famous Hero
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posted May 19, 2020 01:59 PM |
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Edited by xericsin at 14:02, 19 May 2020.
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I tried keeping only the 3 object.txt+ dtable + altMop + new_monster.pac + new_monster.snd. You can delete everything else and test. I don't know how it would go on you PC, but it still crashes occasionally on my PC.
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Bersy
Honorable
Supreme Hero
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posted May 19, 2020 02:59 PM |
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Edited by Bersy at 20:07, 19 May 2020.
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xericsin
Famous Hero
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posted May 19, 2020 05:48 PM |
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cranim.txt is not used, as the third upgrade mod does.
Now the thing is:
With no scripts and unnecessary txts, playing Arrogance is fine for 5 consequtive tests, but playing the '0 test' map still crashes occasionally.
So, what I can say is this particular test map has some magic.
Maybe it is the random heroe clashing with the heroes on map.
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tupaz
Adventuring Hero
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posted May 20, 2020 05:48 AM |
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Try disabling <Fix.RMG.StartingHeroInPrison> on HD mod settings.
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xericsin
Famous Hero
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posted May 20, 2020 07:41 PM |
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kongsuni
Promising
Adventuring Hero
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posted June 15, 2020 12:01 PM |
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it it possible to make the AI use an alternative unit (added by MTwEdit) instead of original one?
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tupaz
Adventuring Hero
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posted June 15, 2020 01:41 PM |
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Edited by tupaz at 13:43, 15 Jun 2020.
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kongsuni said: it it possible to make the AI use an alternative unit (added by MTwEdit) instead of original one?
As far as I know, it is not possible.
AI never uses alternative units in their cities, and that's a big disappointment about Typhon, it would be great if someone can figure out how to "instruct" the AI to use of alternative units 50% of the time, in MoP (Master of Puppets) AI use alternative units and it works with a modified version of Typhon.
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frostman
Tavern Dweller
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posted November 28, 2020 08:36 AM |
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Is there a way to give a creature ability to cast after a range shot, like the sea witch in HotA? I have tried both Typhon and Amethyst but it seems that it is only possible for melee attacks. Thanks.
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xepomaht
Hired Hero
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posted November 28, 2020 07:50 PM |
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frostman said: Is there a way to give a creature ability to cast after a range shot, like the sea witch in HotA? I have tried both Typhon and Amethyst but it seems that it is only possible for melee attacks.
Only special WERD-code inside Typhon 3. Creature editor not support cast after shot.
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VMaiko
Known Hero
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posted November 28, 2020 08:16 PM |
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Edited by VMaiko at 20:22, 28 Nov 2020.
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frostman said: Is there a way to give a creature ability to cast after a range shot, like the sea witch in HotA? I have tried both Typhon and Amethyst but it seems that it is only possible for melee attacks. Thanks.
Use stack experience, if you want a creature to cast a spell for example slow it would be like this (it works for both, melee and range, I actually used this for a range):
The first column is the number of your monster, the second is the type of ability, in this case "c" (Cast Non-Direct Damage Spell After Attack) For more information enter here
Mod means "modifier", and it's ID that you will use, either creature or spells, in this case it's spell and the slow ID is #54.
And the rest are the probability of effect, they are all at 100, because I want him to always cast that effect after attacking from a distance (100%).
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frostman
Tavern Dweller
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posted November 29, 2020 03:29 AM |
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Thank you, @xepomaht and @VMaiko. I will try @VMaiko's method.
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