Opened 3 years ago

Closed 12 months ago

#6294 closed defect (fixed)

Opening Mod io with invalid mods create errors

Reported by: Stan Owned by: Stan
Priority: Release Blocker Milestone: Alpha 27
Component: Core engine Keywords:
Cc: Patch: Phab:D4237, Phab:D4547, Phab:D4906

Description (last modified by Stan)

To reproduce

  • Load some mods for A25
  • Switch to A26 notice you get red mods in the mod selector
  • open modio anyway

Fixed in r25881

ERROR: Errors executing script event "Tick"
ERROR: JavaScript error: gui/modio/modio.js line 180 compatibilityColor is not defined displayMods/modsAvailableList.list_name<@gui/modio/modio.js:180:57 displayMods@gui/modio/modio.js:180:46 listed@gui/modio/modio.js:49:3 onTick@gui/modio/modio.js:154:13 __eventhandler21 (Tick)@modio Tick:1:1
ERROR: Errors executing script event "Tick"
ERROR: JavaScript error: gui/modio/modio.js line 180 compatibilityColor is not defined displayMods/modsAvailableList.list_name<@gui/modio/modio.js:180:57 displayMods@gui/modio/modio.js:180:46 listed@gui/modio/modio.js:49:3 onTick@gui/modio/modio.js:154:13 __eventhandler21 (Tick)@modio Tick:1:1
ERROR: Errors executing script event "Tick"

To reproduce the following errors:

  • Enable Sharpening/FXAA in the options.
  • Go in the mod selector and disable all mods
  • Save the config
  • Quit (e.g. alt + F4)

Or run the game with only the mod mod.

$ binaries/system/pyrogenesis -mod="mod"
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/cas.xml"
ERROR: Failed to load effect 'cas'
ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/fxaa.xml"
ERROR: Failed to load effect 'fxaa'

A possible solution is to move all those effects into the mod mod.

Change History (11)

comment:1 by Silier, 3 years ago

Owner: set to Silier
Patch: Phab:D4237

for modio errors dont know what is with shaders yet

comment:2 by Silier, 3 years ago

In 25881:

Fix mod calling function from public

public mod does not have to be activated, moving compatibilityColor to mod

Differential revision: D4237
Refs: #6294
Comments by: @bb

comment:3 by Silier, 3 years ago

Priority: Release BlockerMust Have

remaining issue with shaders

comment:4 by Stan, 2 years ago

Description: modified (diff)

comment:5 by Silier, 2 years ago

Patch: Phab:D4237Phab:D4237, Phab:D4547

comment:6 by Silier, 2 years ago

Resolution: fixed
Status: newclosed

In 26650:

Move some shaders to mod

Differential revison: D4547
Fixes: #6294

comment:7 by Silier, 13 months ago

Milestone: Alpha 26Alpha 27
Priority: Must HaveRelease Blocker
Resolution: fixed
Status: closedreopened

Someone broke it again, thnx

comment:8 by Silier, 13 months ago

Owner: changed from Silier to Itms
Patch: Phab:D4237, Phab:D4547Phab:D4237, Phab:D4547,Phab:D4906
Status: reopenednew

comment:9 by phosit, 13 months ago

Patch: Phab:D4237, Phab:D4547,Phab:D4906Phab:D4237, Phab:D4547, Phab:D4906

correct patch link syntax

comment:10 by Stan, 12 months ago

Owner: changed from Itms to Stan

comment:11 by Stan, 12 months ago

Resolution: fixed
Status: newclosed

In 27629:

Move some engine required files to the mod mod.

Most of the shaders are explicitely interned by the engine except for the one called "Model" which is not required (you can have maps with just terrain for visualization)
The rng files are called by the engine to validate structure.
The game has two overrides for high quality and normal water to be "ocean" and "default" respectively
The minimap flare folder is hardcoded see #6795
The default material now calls the dummy shader instead of the model one when in modmod
Move the default skybox, it will be required by _default.xml
The terrain materials are moved as well, for completeness, although they are currently not referenced.

This commit does not include atlas needed files as it cannot run without the public mod anyway for now. It will be done in a separate commit when we have the ingame editor that will require _default.xml for instance.

This commit is also needed to generate the spir-v shaders in the correct mods, in order to be able to launch the game with mod mod only.

Refs: #6636 #5366
Fixes: #6294

Differential Revision: https://code.wildfiregames.com/D4906

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