[Modpack] NPC Framework [minetest-npcf] [WIP]
- Mcc457
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Like above, the mod is installed, I get an error saying:
ServerError: LuaError: error:
...es\mods\minetest-npcf-master\npcf/npcf.lua:459: attempt to concatenate
After that, I go back in the NPC I put is either there, or it says:
ServerError: LuaError: error running function 'on_step'
...game\mods\minetest-npcf-master\npcs/builder_npc.lua:260: attempt to index global
'vector' (a nil value)
(I am aware this has to do with the builder.)
Exactly like that above, any suggestions?
ServerError: LuaError: error:
...es\mods\minetest-npcf-master\npcf/npcf.lua:459: attempt to concatenate
After that, I go back in the NPC I put is either there, or it says:
ServerError: LuaError: error running function 'on_step'
...game\mods\minetest-npcf-master\npcs/builder_npc.lua:260: attempt to index global
'vector' (a nil value)
(I am aware this has to do with the builder.)
Exactly like that above, any suggestions?
Last edited by Mcc457 on Thu Oct 17, 2013 21:03, edited 1 time in total.
Working on a sub-game; mostly based texture packs, adventure and soon chemistry...
link the "latest" please.Topywo wrote:Not yet, but there's a difference between 0.4.7 and the 'latest' from Github. You could see the latest from Github as a 'daily unstable'.Ikishida wrote: uhh...is there already minetest 0.4.8? please link it.
After the official release of the 0.4.7. stable (almost) every day additions/improvements/changes are made for minetest (most in the engine, sometimes the game).
Some mods need to be/are updated to work with the 'latest' version of minetest and don't work anymore in 0.4.7 stable.
When life hands you lemons,throw it back at life saying "I don't need your goddamn lemons!"
Windows latest:Ikishida wrote: link the "latest" please.
sfan5: viewtopic.php?pid=114672#p114672
BlockMen and Fess make also 'latest' Windows build, here are the links to their topics. At this time their builds are not the latest, but nevertheless very new. They probably update theirs soon:
viewtopic.php?id=6727
viewtopic.php?id=6745
Linux:
I prefer compiling it myself from the Github, following the instruction in the readme.txt:
https://github.com/minetest/minetest
I keep forgetting if and where the prebuilds of those are.
P.s. In the Github you can see how long ago the latest changes have been made to minetest. Most of the times you can keep on using 'older' latest builds for a while (the one I use now is from half September).
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thanks! it works great! but how can I remove an NPC?Topywo wrote:Windows latest:Ikishida wrote: link the "latest" please.
sfan5: viewtopic.php?pid=114672#p114672
BlockMen and Fess make also 'latest' Windows build, here are the links to their topics. At this time their builds are not the latest, but nevertheless very new. They probably update theirs soon:
viewtopic.php?id=6727
viewtopic.php?id=6745
Linux:
I prefer compiling it myself from the Github, following the instruction in the readme.txt:
https://github.com/minetest/minetest
I keep forgetting if and where the prebuilds of those are.
P.s. In the Github you can see how long ago the latest changes have been made to minetest. Most of the times you can keep on using 'older' latest builds for a while (the one I use now is from half September).
When life hands you lemons,throw it back at life saying "I don't need your goddamn lemons!"
See README.md in the first post. It gives a list of possible commands.Ikishida wrote: thanks! it works great! but how can I remove an NPC?
Edit: Typo.
Last edited by Topywo on Sun Oct 20, 2013 10:32, edited 1 time in total.
I got this error:
12:53:44: ERROR[main]: ServerError: LuaError: error running function on_activate: ...n/../mods/minetest-npcf-master/npcf/npcs/builder_npc.lua:40: attempt to concatenate global 'NPCF_PATH' (a nil value)
This solved the problem:
line 40: input = io.open(NPCF_PATH.."/schems/"..filename, "r") -->
line 40: input = io.open(NPCF_MODPATH.."/schems/"..filename, "r")
12:53:44: ERROR[main]: ServerError: LuaError: error running function on_activate: ...n/../mods/minetest-npcf-master/npcf/npcs/builder_npc.lua:40: attempt to concatenate global 'NPCF_PATH' (a nil value)
This solved the problem:
line 40: input = io.open(NPCF_PATH.."/schems/"..filename, "r") -->
line 40: input = io.open(NPCF_MODPATH.."/schems/"..filename, "r")
- stu
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- GitHub: stujones11
- Location: United Kingdom
Thanks for reporting this Topywo, this has now been corrected in current-gitTopywo wrote:I got this error:
12:53:44: ERROR[main]: ServerError: LuaError: error running function on_activate: ...n/../mods/minetest-npcf-master/npcf/npcs/builder_npc.lua:40: attempt to concatenate global 'NPCF_PATH' (a nil value)
This solved the problem:
line 40: input = io.open(NPCF_PATH.."/schems/"..filename, "r") -->
line 40: input = io.open(NPCF_MODPATH.."/schems/"..filename, "r")
I get the same error as this.Mcc457 wrote:Like above, the mod is installed, I get an error saying:
ServerError: LuaError: error:
...es\mods\minetest-npcf-master\npcf/npcf.lua:459: attempt to concatenate
After that, I go back in the NPC I put is either there, or it says:
ServerError: LuaError: error running function 'on_step'
...game\mods\minetest-npcf-master\npcs/builder_npc.lua:260: attempt to index global
'vector' (a nil value)
(I am aware this has to do with the builder.)
Exactly like that above, any suggestions?
Code: Select all
16:13:38: ACTION[ServerThread]: singleplayer places node npcf:guard_npc_spawner at (-55,6,-94)
16:13:38: ACTION[ServerThread]: facedir: 1
16:14:11: ACTION[ServerThread]: digs npcf:guard_npc_spawner at (-55,6,-94)
16:14:11: ACTION[ServerThread]: singleplayer leaves game. List of players:
16:14:11: ERROR[main]: ServerError: LuaError: error: ...4.7-a924409-win32\bin\..\mods\npcf-modpack\npcf/npcf.lua:459: attempt to concatenate global 'npc_name' (a nil value)
16:14:11: ERROR[main]: stack traceback:
Last edited by qwrwed on Sun Oct 20, 2013 16:09, edited 1 time in total.
- stu
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- GitHub: stujones11
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This was caused by a bug in the error logging system. The crash should now be fixed however there must have been a problem saving the backup file to trigger that in the first place. This may be due to an os directory path or permissions error, I am not able to test this on windows myself.qwrwed wrote:I get the same error as this:Mcc457 wrote:Like above, the mod is installed, I get an error saying:
ServerError: LuaError: error:
...es\mods\minetest-npcf-master\npcf/npcf.lua:459: attempt to concatenate
After that, I go back in the NPC I put is either there, or it says:
ServerError: LuaError: error running function 'on_step'
...game\mods\minetest-npcf-master\npcs/builder_npc.lua:260: attempt to index global
'vector' (a nil value)
(I am aware this has to do with the builder.)
Exactly like that above, any suggestions?This happens after I name the NPC using the block, but when I re-enter the game, the NPC is there as normal.Code: Select all
16:13:38: ACTION[ServerThread]: singleplayer places node npcf:guard_npc_spawner at (-55,6,-94) 16:13:38: ACTION[ServerThread]: facedir: 1 16:14:11: ACTION[ServerThread]: digs npcf:guard_npc_spawner at (-55,6,-94) 16:14:11: ACTION[ServerThread]: singleplayer leaves game. List of players: 16:14:11: ERROR[main]: ServerError: LuaError: error: ...4.7-a924409-win32\bin\..\mods\npcf-modpack\npcf/npcf.lua:459: attempt to concatenate global 'npc_name' (a nil value) 16:14:11: ERROR[main]: stack traceback:
The first error you mention is not related and sounds more like an incompatible version of minetest, unless something has changed very recently.
Last edited by stu on Sun Oct 20, 2013 16:04, edited 1 time in total.
I did not get the first error, you may be right that it is an old version as I downloaded sfan5's latest build for Windows earlier today. I will redownload the mod and see what happens.
Edit: It no longer crashes, but it prints an error.
Now, the name does not appear above the NPC's head unless I log out and back in.
Looking at the code (Although I am not very experienced with it, so I may be wrong), it appears to log the error
( minetest.log("error", "Failed to load "..npc_name) ) without a condition - I would expect there to be something that says:
As opposed to the "minetest.log" being placed where they are below.
Edit: It no longer crashes, but it prints an error.
Code: Select all
17:16:58: ACTION[ServerThread]: singleplayer places node npcf:guard_npc_spawner at (-43,3,-36)
17:16:58: ACTION[ServerThread]: facedir: 0
17:17:04: ACTION[ServerThread]: digs npcf:guard_npc_spawner at (-43,3,-36)
17:17:04: ERROR[ServerThread]: Failed to save NPC Sam
17:17:04: ERROR[ServerThread]: Attempt to save invalid NPC
17:17:04: ERROR[ServerThread]: Failed to save NPC Sam
Looking at the code (Although I am not very experienced with it, so I may be wrong), it appears to log the error
( minetest.log("error", "Failed to load "..npc_name) ) without a condition - I would expect there to be something that says:
Code: Select all
if (x) then
minetest.log("error", "[...]")
end
Code: Select all
function npcf:load(npc_name, pos)
if get_valid_npc_name(npc_name) then
[...]
minetest.log("error", "Failed to load "..npc_name)
end
minetest.log("error", "Attempt to load invalid NPC")
end
Last edited by qwrwed on Sun Oct 20, 2013 16:32, edited 1 time in total.
- stu
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- GitHub: stujones11
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Thank you for the update, I see that it's still not quite right, however the underlying problem here is that the NPC's are not being saved to the npc_data directory. I suspect that this either a file permssions issue or maybe a problem with the / directory path separator.qwrwed wrote:I did not get the first error, you may be right that it is an old version as I downloaded sfan5's latest build for Windows earlier today. I will redownload the mod and see what happens.
Edit: It no longer crashes, but it prints an error.Now, the name does not appear above the NPC's head unless I log out and back in.Code: Select all
17:16:58: ACTION[ServerThread]: singleplayer places node npcf:guard_npc_spawner at (-43,3,-36) 17:16:58: ACTION[ServerThread]: facedir: 0 17:17:04: ACTION[ServerThread]: digs npcf:guard_npc_spawner at (-43,3,-36) 17:17:04: ERROR[ServerThread]: Failed to save NPC Sam 17:17:04: ERROR[ServerThread]: Attempt to save invalid NPC 17:17:04: ERROR[ServerThread]: Failed to save NPC Sam
Looking at the code (Although I am not very experienced with it, so I may be wrong), it appears to log the error
( minetest.log("error", "Failed to load "..npc_name) ) without a condition - I would expect there to be something that says:As opposed to the "minetest.log" being placed where they are below.Code: Select all
if (x) then minetest.log("error", "[...]") end
Code: Select all
function npcf:load(npc_name, pos) if get_valid_npc_name(npc_name) then [...] minetest.log("error", "Failed to load "..npc_name) end minetest.log("error", "Attempt to load invalid NPC") end
I will see if I can get this to run under wine and try to reproduce the error.
- stu
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Well, it's nice to see that sfan5's build works better than expected under wine, however I have so far been unable to reproduce this error. Interestingly though the mod did not appear to load when put in the global mods directory, instead I had to put it under worldmods in the world directory. You could try to do the same and see if that helps. Also, it may be helpful to know what version of windows you are running.
Update: I read somewhere that windows will not accept / as path separator on the command line, perhaps the same is true with os.execute.
The latest commit uses package.config to determine the correct separator in this case, maybe it will help, if not then it's most likely permissions.
Update: I read somewhere that windows will not accept / as path separator on the command line, perhaps the same is true with os.execute.
The latest commit uses package.config to determine the correct separator in this case, maybe it will help, if not then it's most likely permissions.
Last edited by stu on Sun Oct 20, 2013 19:30, edited 1 time in total.
- stu
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Have you tried it since the last commit I made? What does the error output look like now?qwrwed wrote:Using worldmods has the exact same result as before.
It loaded for me, after enabling the modpack in the "Configure" menu.
I use Windows XP, Version 2002, Service Pack 3.
Is there anything I can try on my computer that might make the modpack work?
You could check the world directory to see if the npc_data directory has been created. If not then create it manully so the world directory should now contain three sub-dirs; npc_data, players & worldmods.
I think I have an old oem version of XP somewhere I can maybe setup on a virtualbox or a partition but this may take me some time.
Really speaking though this mod is in nowhere near a useable state at present so you are probably best waiting until things are in a bit better shape (with the mod and with the engine itself)
Just redownloaded latest version and created the "npc_data" folder, the problem seems to have been fixed by this. Thanks for helping with this.
I did not need to create a worldmods folder, by the way.
One thing I have noticed though is that the decorative NPC's checkboxes don't save as the guard NPC's checkboxes do. I right-click the deco NPC, check "follow players", click "Ok", and when I right-click it again, the "follow players" box is unchecked. This does not happen with the guard NPC.
I did not need to create a worldmods folder, by the way.
One thing I have noticed though is that the decorative NPC's checkboxes don't save as the guard NPC's checkboxes do. I right-click the deco NPC, check "follow players", click "Ok", and when I right-click it again, the "follow players" box is unchecked. This does not happen with the guard NPC.
- stu
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Ok, I am now getting the same error(s)
I am guessing something to do with the spaces in the directory path (stupid windows, I remember why I stopped using this about 10yrs ago)
I am not really sure how to fix this, maybe someone more familiar with lua under windows can suggest something.
At least it does seem to work if one creates the npc_data directory manually for now. Meanwhile I'll see what I can find out.
Code: Select all
A subdirectory or file C:\Documents already exists.
Error occurred while processing: C:\Documents.
A subdirectory or file and already exists.
Error occurred while processing: and.
A subdirectory or file Settings\Stuart\Desktop\minetest-0.4.7-a924409-win32\bin\
..\worlds\winworld\npc_data already exists.
Error occurred while processing: Settings\Stuart\Desktop\minetest-0.4.7-a924409-
win32\bin\..\worlds\winworld\npc_data.
I am not really sure how to fix this, maybe someone more familiar with lua under windows can suggest something.
At least it does seem to work if one creates the npc_data directory manually for now. Meanwhile I'll see what I can find out.
- stu
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Thanks, though I had noticed that too, it's on my todo list which is quite long atm. I want to get the framework part itself fully debugged before i do much more with the NPCs. However, better formspecs are my main priority when I do get round to that.qwrwed wrote: One thing I have noticed though is that the decorative NPC's checkboxes don't save as the guard NPC's checkboxes do. I right-click the deco NPC, check "follow players", click "Ok", and when I right-click it again, the "follow players" box is unchecked. This does not happen with the guard NPC.
Update: The problem with npc_data dir creation under Windows should now be fixed. (just needed quotes)
Checkout the recent commit history to see how I truly suck at git...
Last edited by stu on Tue Oct 22, 2013 19:16, edited 1 time in total.
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there seems to be no way of picking up and returning to inventory a NPC once placed... just delete.
Wondering NPCs should have a limit like guards, after that limit is exceeded, it returns to placement or home point.
Guards and other NPC don't take damage. Bad if a player would use guards to attack other players by setting the up in their homes.
I was thinking of a waitress/waiter which would be able to sell several food items but remain in one area. Of course, that means they would have to have inventory and give an error msg when out.
Wondering NPCs should have a limit like guards, after that limit is exceeded, it returns to placement or home point.
Guards and other NPC don't take damage. Bad if a player would use guards to attack other players by setting the up in their homes.
I was thinking of a waitress/waiter which would be able to sell several food items but remain in one area. Of course, that means they would have to have inventory and give an error msg when out.
- fishyWET
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there is this particular error with the trader npc while trading
Btw, i was wondering if it is possible to add long range npc guards, throwing the item in their inventory, using the throwing method similar to how the dungeon master throw fireballs at it's target.15:08:35: ERROR[main]: ServerError: LuaError: ...\minetest-0.4.8\bin\..\mods\npcf\npcf/npcs/trade_npc.lua:175: attempt to perform arithmetic on a nil value
15:08:35: ERROR[main]: stack traceback:
15:08:35: ERROR[main]: ...\minetest-0.4.8\bin\..\mods\npcf\npcf/npcs/trade_npc.lua:175: in function 'on_receive_fields'
15:08:35: ERROR[main]: ...er\Desktop\minetest-0.4.8\bin\..\mods\npcf\npcf/npcf.lua:548: in function <...er\Desktop\minetest-0.4.8\bin\..\mods\npcf\npcf/npcf.lua:535>
- stu
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Can you reproduce this error? If so then please describle the steps taken to do so, thanks.fishyWET wrote:there is this particular error with the trader npc while tradingBtw, i was wondering if it is possible to add long range npc guards, throwing the item in their inventory, using the throwing method similar to how the dungeon master throw fireballs at it's target.15:08:35: ERROR[main]: ServerError: LuaError: ...\minetest-0.4.8\bin\..\mods\npcf\npcf/npcs/trade_npc.lua:175: attempt to perform arithmetic on a nil value
15:08:35: ERROR[main]: stack traceback:
15:08:35: ERROR[main]: ...\minetest-0.4.8\bin\..\mods\npcf\npcf/npcs/trade_npc.lua:175: in function 'on_receive_fields'
15:08:35: ERROR[main]: ...er\Desktop\minetest-0.4.8\bin\..\mods\npcf\npcf/npcf.lua:548: in function <...er\Desktop\minetest-0.4.8\bin\..\mods\npcf\npcf/npcf.lua:535>
Last edited by stu on Fri Nov 29, 2013 18:54, edited 1 time in total.
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