Mari0 Mod Loader Help!

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lolpoop89
Posts: 123
Joined: 05 Apr 2012, 17:38

Post » 20 Apr 2012, 14:40

Ok So This Kind Of branches off of my other post. I've stopped Being a dumb ass and figured out how to get mods into the game. Now It worked pretty fine until I added fakeusers turrets into the mods folder. After that I went back into Mari0Ms_1.6.2 and I opened the level editor and It came up with a blue screen. Then I removed the turrets file and it still comes up with this blue screen:
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wtf have I done wrong?

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Flutter Skye
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Post » 20 Apr 2012, 16:04

delete the mappacks or in every rxt file of a level remove the end

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lolpoop89
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Joined: 05 Apr 2012, 17:38

Post » 20 Apr 2012, 16:18

Image
I think it has something to do with fakeusers turrets. Plus I also wanted to use them on my mappack so I'm not really kean on deleting my mappack folder. And I know know what your on about with the rxt files.

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fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 20 Apr 2012, 16:29

Persisting the problem after mod removal means you have done something really wrong. Turrets mod applies his changes only runtime and released versions do not modify any of the files. However it is really a good idea to open a new thread for already reported and probably solved bug:
Eleenrei wrote:im having a error here (using MarioMS mod version)
Error

mods.turret/inceptors/physics.lua:24: attempt to get lenght of local 'list' (a function value)

Traceback
mods/turrets/interceptors/physic.lua:24: in function 'matchList'
mods/turrets/interceptors/physic.lua:10: in function 'checkrect'
bubtton.lua:25: in function 'update'
game.lua:379: in function 'oldGameUpdate'
mods/turrets/interceptors/game.lua:44: in function 'game_update'
main.lua:812: in function 'update'
[C]:in function 'xpcall'
Check the turrets thread. I'm wondering what other mods are you guys using. Because both the game and level editor work for me with MMS 1.6.1 and 1.6.2

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lolpoop89
Posts: 123
Joined: 05 Apr 2012, 17:38

Post » 20 Apr 2012, 16:58

fakeuser wrote:Persisting the problem after mod removal means you have done something really wrong. Turrets mod applies his changes only runtime and released versions do not modify any of the files. However it is really a good idea to open a new thread for already reported and probably solved bug:
Eleenrei wrote:im having a error here (using MarioMS mod version)
Error

mods.turret/inceptors/physics.lua:24: attempt to get lenght of local 'list' (a function value)

Traceback
mods/turrets/interceptors/physic.lua:24: in function 'matchList'
mods/turrets/interceptors/physic.lua:10: in function 'checkrect'
bubtton.lua:25: in function 'update'
game.lua:379: in function 'oldGameUpdate'
mods/turrets/interceptors/game.lua:44: in function 'game_update'
main.lua:812: in function 'update'
[C]:in function 'xpcall'
Check the turrets thread. I'm wondering what other mods are you guys using. Because both the game and level editor work for me with MMS 1.6.1 and 1.6.2
Image
I did what you said and replaced the 1 thing with

Code: Select all

checkrect = function(x, y, width, height, list, statics)
   if type(list) == "table" then
      -- stop laser
      if matchList(list, {"player", "box", "goomba", "koopa"}) then
           list = {"player", "box", "goomba", "koopa", "turret"}
       
       -- lightbridges push turrets
       elseif matchList(list, {"box", "player"}) then
         list = {"box", "player", "turret"}
       end
   end

   return oldCheckRect(x, y, width, height, list, statics)
and then this came up

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fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 20 Apr 2012, 17:04

there's one line you have forgotten to copy:

Code: Select all

end

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lolpoop89
Posts: 123
Joined: 05 Apr 2012, 17:38

Post » 20 Apr 2012, 17:09

fakeuser wrote:there's one line you have forgotten to copy:

Code: Select all

end
Image
If I Did forget something. Where do I put it?

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fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 20 Apr 2012, 17:43

right after

Code: Select all

return oldCheckrect(....
and before

Code: Select all

-- returns if list matches...

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lolpoop89
Posts: 123
Joined: 05 Apr 2012, 17:38

Post » 20 Apr 2012, 17:57

fakeuser wrote:right after

Code: Select all

return oldCheckrect(....
and before

Code: Select all

-- returns if list matches...
You Sir Deserve a Some cake, we ran out of cookies :(
Image

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fakeuser
Posts: 135
Joined: 04 Mar 2012, 01:20

Post » 20 Apr 2012, 18:02

The cake is a lie! A delicious one

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ZenX2
Posts: 30
Joined: 07 Mar 2012, 06:23

Post » 21 Apr 2012, 04:11

Well, that first error you posted relates to my index-reassignment code, which moves around entities' information in entityquads, entitylist, and entitydescriptions so that they're at the index they were at when they were first used in the map. The turrets must have offset some of the indices.

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