This crash happens so early that the user has to manually remove the mod.
The "disable mods" dialogue is not shown!
Reproduction:
Download the savegame and sync mods.
Add vram saver (attached).
Crash during startup.
Probable cause:
Addition of frame_sequence to electric-energy-interface animation.
[posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
- eradicator
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[posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
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- eradicators-vram-saver_0.1.3.zip
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- factorio-previous.log
- (50.03 KiB) Downloaded 217 times
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- 2021-06_TheSpaceFactory_Day0002.zip
- (7.94 MiB) Downloaded 203 times
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
Thanks for the report.
Fixed for 1.1.36. It was because of using frame_sequence together with repeat_count, so that will work and do something.
Fixed for 1.1.36. It was because of using frame_sequence together with repeat_count, so that will work and do something.
- eradicator
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Re: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
Nice!
Looking at it again, I admittedely don't see how repeat_count is meaningful for anything but "forward-then-backward" where it presumably increases the time until the "turnaround point"?
(Just wondering what the effects would be of enforcing repeat_count = 1 to handle edge-cases with very long animations in the mod posted above.)
Hm... the only meaningful mention of repeat_count is a wiki page quoting your answer from one of my request threads...
Looking at it again, I admittedely don't see how repeat_count is meaningful for anything but "forward-then-backward" where it presumably increases the time until the "turnaround point"?
Wait, does that mean that a "forward-then-backward" animation with repeat_count = 2 has a maximum allowed frame_sequence length of math.floor(255/4) == 63? And does that mean that "forward" and "backward" animations frame_sequence length limit is actually affected by repeat_count even though they repeat for infinity anyway?
(Just wondering what the effects would be of enforcing repeat_count = 1 to handle edge-cases with very long animations in the mod posted above.)
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
repeat_count was added for cases where we have animation with layers ... and some layers can be just single sprite, but the layers have to match in frame_count, so repeat_count can be used to replicate short animation or single sprite to match frame count of longer animation (for example shadow of the steam turbine)
frame_sequence is the most powerful and on its own can achieve what run_mode and repeat_count can, and it's not really necessary or particularly useful to mix frame_sequence with repeat_count or run_mode... but I don't know if it is particularly useful to throw an error when such mixing occurs, especially at this stage of 1.1
frame_sequence is the most powerful and on its own can achieve what run_mode and repeat_count can, and it's not really necessary or particularly useful to mix frame_sequence with repeat_count or run_mode... but I don't know if it is particularly useful to throw an error when such mixing occurs, especially at this stage of 1.1
- eradicator
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Re: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
Right, forgot about layers.
So does that mean that 255 is the maximum for any combination? And this isn't allowed either:posila wrote: ↑Tue Jun 29, 2021 9:33 am frame_sequence is the most powerful and on its own can achieve what run_mode and repeat_count can, and it's not really necessary or particularly useful to mix frame_sequence with repeat_count or run_mode... but I don't know if it is particularly useful to throw an error when such mixing occurs, especially at this stage of 1.1
Code: Select all
run_mode = "forward-then-backward"
frame_count = 200
frame_sequence = nil
repeat_count = nil
Author of: Belt Planner, Hand Crank Generator, Screenshot Maker, /sudo and more.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Mod support languages: 日本語, Deutsch, English
My code in the post above is dedicated to the public domain under CC0.
Re: [posila] [1.1.35] Crash before startup mod dialogue! Sprite::registerToLoad
I'll also add that I use repeat_count to loop an animation for very-high animation playback speeds e.g. for Bob's pumpjacks with high numbers of speed modules so that the animation doesn't immediately reduce to a single frame. It had decent results.