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Re: Error - ideas?

Posted: Thu Apr 25, 2013 4:48 am
by Vhati
lysgb wrote:
File "C:\Játékok\FTL\Grognaks Mod Manager v1.7 Win32\Grognaks Mod Manager v1.7 Win32\main.py", line 1242, in _config_loaded
arg_dict["config_parser"].write(cfg_file)
File "C:\Python27\lib\ConfigParser.py", line 412, in write
key = " = ".join((key, str(value).replace('\n', '\n\t')))
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe1' in position 4: ordinal not in range(128)
The accented characters in "C:\Játékok\FTL" are making GMM's config file cry.

I'll try to fix that for the next version. For now, you'll need to have FTL installed in a location without accents.

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Thu Apr 25, 2013 4:58 am
by Vhati
daveking wrote:2. have someone tell me if it's because the ship I edited is faulty in some way? for ex, I put the system power setting at 70 when the maximum is 25, could things like that stop my ship patch working?
Generally no. Changing numbers here and there, even to values that'd break the game, is not a problem for the mod manager.
Rarely, adding text with certain exotic characters may cause a problem in GMM 1.7.

modman-log.txt will let us know what's really going on.

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Thu Apr 25, 2013 9:18 am
by daveking
kartoFlane wrote:The log file is named modman-log.txt, and is in the same directory as main.py and modman.exe.

As for the cause of the error, it's unlikely that it was caused by the power chage. Were you using 2.7.4, it'd probably be because of an already known issue, but since you said you're using 2.7.3, I don't know.

Either way, post the log file here.
Ok guys, update....

I've got the mod manager to accept mods initially and say that it is "patched" successfully, so that's sorted, I moved the FTL game folder itself inside the GMM home folder which seems to have fixed the problem, it was error code 13 basically.

BUT!!.....

Now, I've edited a ship in Superluminal (which I admit I have no idea if I'm doing it properly). I loaded the Stealth ship and did the following alterations....

Changed weapon slots value to 4, and placed in 4 Burst Mk2 lasers.
Added a weapon pre-igniter and Engi medbot augmentations.
Upped the reactor power level at game start to 25
increased crew count to 8 at game start (3 mantis, 3 rock and 2 engi)

I've then exported the ship to the mod folder, in .ftl format, inside the mod manager home folder. It recognises the ship in the list of mods, patches them in and says "patch successful, launch FTL now?" I say yes, load the game, and my bloody ship isn't there!!!!!

In case anyone hadn't noticed, I'm new to this, I've never done pc game editing in my life lol. Sorry.

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Thu Apr 25, 2013 9:21 am
by daveking
I don't know if this will help, but this came from a superluminal text document inside the superluminal folder, I think it may be some kind of error log....

exportPath = C:\Users\Dave\Documents\Programmes\Grognaks Mod Manager v1.7 Win32\mods
projectPath = C:\Users\Dave\Documents\Programmes\superluminal_win_x64\superluminal_win64_lib\Anal Destroyer.shp
installPath = C:\Program Files (x86)\GOG.com\Faster Than Light\resources\
dataPath = archives\data
resPath = archives\resources
removeDoor = true
arbitraryPosOverride = true
loadFloor = false
loadShield = true
loadSystem = true
forbidBossLoading = true

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Thu Apr 25, 2013 9:42 am
by daveking
I have alos just tried something really simple to guage wether the game won't take the ship because I've made too many or stupid alterations, so I've just taken the 2nd Fed Cruiser and changed it's weapons to 4 Burst mk2 lasers, which it has drawn in to the image in the editor, then did the export to GMM mods file, the GMM recognises it and says again, "patch successful" but still doesn't appear in the ship list in FTL!! GRRRRRR!!!!!!

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Thu Apr 25, 2013 9:51 am
by kartoFlane
*sigh* it's a config file, not error log. debug.log and crash.log are Superluminal's error log files, but this is completely unrelated and unimportant right now.

As for the missing ship, alterations you've made to it don't matter.
Now, why is it not showing up in the game - in the export window you have to select one of the already existing player ships, which one did you choose?
This is important because your ship replaces the one you've selected. If you're editing the Federation Cruiser and export it as Kestrel, your modded ship will be available in place of the Kestrel Cruiser.
So if you've selected a ship you don't have unlocked yet, you won't see any changes.

Re: Error - ideas?

Posted: Thu Apr 25, 2013 1:49 pm
by lysgb
Vhati wrote:
lysgb wrote:
File "C:\Játékok\FTL\Grognaks Mod Manager v1.7 Win32\Grognaks Mod Manager v1.7 Win32\main.py", line 1242, in _config_loaded
arg_dict["config_parser"].write(cfg_file)
File "C:\Python27\lib\ConfigParser.py", line 412, in write
key = " = ".join((key, str(value).replace('\n', '\n\t')))
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe1' in position 4: ordinal not in range(128)
The accented characters in "C:\Játékok\FTL" are making GMM's config file cry.

I'll try to fix that for the next version. For now, you'll need to have FTL installed in a location without accents.
thank you very much!

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Thu Apr 25, 2013 9:17 pm
by UnlivingGnome
I have python 2.7.3 but Im still getting this error, what do I have to do to fix it?

2013-04-25 17:09:56 ERROR:
Traceback (most recent call last):
File "C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\Grognaks Mod Manager v1.7 Win32\lib\killable_threading.py", line 99, in run
result = self._payload(*self._payload_args, **self._payload_kwargs)
File "C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\Grognaks Mod Manager v1.7 Win32\main.py", line 800, in patch_dats
unpackdat(data_dat_path, data_unp_path)
File "C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\Grognaks Mod Manager v1.7 Win32\main.py", line 603, in unpackdat
unpacker = ftldat.FTLPack(open(dat_path, "rb"))
File "C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\Grognaks Mod Manager v1.7 Win32\lib\ftldat.py", line 193, in __init__
self._read_index()
File "C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\Grognaks Mod Manager v1.7 Win32\lib\ftldat.py", line 218, in _read_index
self.index = [0] * index_size
MemoryError
2013-04-25 17:09:56 INFO:
2013-04-25 17:09:56 INFO: Patching failed.
2013-04-25 17:09:58 INFO:
2013-04-25 17:09:58 INFO: Quitting... (ctrl-break to be rude)
2013-04-25 17:09:58 INFO:
2013-04-25 17:09:59 INFO: Bye

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Fri Apr 26, 2013 1:00 am
by Kneecaps
Image

I downloaded Python into my C: Drive, but it's still saying I don't have it. Am I supposed to do something else to get it to recognize Python?

Re: Grognak's Mod Manager v1.7 (Updated March 6, 2013!)

Posted: Fri Apr 26, 2013 3:52 am
by Vhati
UnlivingGnome wrote: File "C:\Program Files (x86)\Steam\steamapps\common\FTL Faster Than Light\Grognaks Mod Manager v1.7 Win32\lib\ftldat.py", line 218, in _read_index
self.index = [0] * index_size
MemoryError
See the post about corruption (and the steps it links for dealing with it).

GMM interprets the first 4 bytes of a dat as a number to decide the size of its index (table of contents). Whatever you've got is being read as an inappropriately large number, and there's not enough memory to hold an index that big.