Q for Xelerus: WIP vs broken mod

Freeform discussion about anything related to modding Transcendence.
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dosbox-gamer
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When uploading to Xelerus, what separates a broken mod from something that is a work-in-progress? Is it still broken if you tell people, this doesn't work (right/yet)?
"Make no little plans. They have no magic to stir men's blood and probably will not themselves be realized." -- Daniel Hudson Burnham, architect & urban planner
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digdug
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if it's broken, in general you shouldn't upload it.
If it's a very large or complex mod, you can upload a non-finished version to "Development" category.
"Work in progress" is where I move broken mods, or mods not following the rules.

There are exceptions of course, I don't put barriers like the Iocryms :lol:
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dosbox-gamer
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This mod is both large and complex. It's about 99% done, but there are script errors that I can't pinpoint causes the game crashes. How can I get help for 800+ lines of code? (I've tried putting code on the OTFs before, but for some reason, the indents don't stay, so the code looks even less right :?)
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digdug
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paste it inside a [ code ] tab
so that the code will retain the original indents, no matter how bad it looks on the forums, we can always copy it in a text editor and get nice looking indents.

Or better, use pastebin and put here the link.

also, 99% sounds like a good quality mod, feel free to upload it to xelerus and ask for help here or on IRC to resolve the bugs.[/code]
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Arisaya
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dosbox-gamer wrote:This mod is both large and complex. It's about 99% done, but there are script errors that I can't pinpoint causes the game crashes. How can I get help for 800+ lines of code? (I've tried putting code on the OTFs before, but for some reason, the indents don't stay, so the code looks even less right :?)
yes, try

Code: Select all

, but I think it would be much better to use pastebin (come talk to us about it on IRC!)

Also, I did make a new feature request so that we'd hopefully be able to get error data even when it crashes... someday....
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dosbox-gamer
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OK, at digdug's suggestion I have uploaded the mod to Xelerus. It's in the Development section. Anyone who can help, please take a look.
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alterecco
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dosbox-gamer wrote:OK, at digdug's suggestion I have uploaded the mod to Xelerus. It's in the Development section. Anyone who can help, please take a look.
I suppose I will find it myself, but a link would have been really helpful :P

I took a look at the mod. Here is what I have found so far

Code: Select all

;; line 806
(sysAddEncounterEvent 444 gPlayerShip (random '(&etPirateAmbush4 &etMarauderAmbush2;)))
Your &etPirateAmbush4 is missing it's closing semi-colon

In some of your ship tables (around line 123) all of your sovereign="&svIndependent" are missing their closing semi-colons.

After this I can get it to load fine. Let us know if there are more errors (I didn't have time to find out what the mod actually does, sorry)

.]
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