[REL] Blueprint Info Framework v1.4.4

Discussion in 'Released Mods' started by Raevn, February 3, 2014.

  1. Fr33Lancer

    Fr33Lancer Well-Known Member

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  2. proeleert

    proeleert Post Master General

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    This breaks in latest PTE ...

    Reason breakage :
    assault_bot_tool_weapon.json
    ammo_id has changed from a string with json id to a array

    which breaks loading all ammo data which breaks all !

    fix
    rBlueprintInfoFramework.js
    line 268:

    Code:
                if(_.isArray(currentAmmoPath)){
              currentAmmoPath = currentAmmoPath[0].id;
              var currentAmmoID = currentAmmoPath.substring(currentAmmoPath.lastIndexOf("/") + 1, currentAmmoPath.indexOf(".json"));
             
              bif.ammo_id.push(currentAmmoID);
             
              if (bif.ammo[currentAmmoID] == null) {
                bif.doAmmoBlueprint(currentAmmoPath, currentAmmoID);
              }
                }
                else{
              var currentAmmoID = currentAmmoPath.substring(currentAmmoPath.lastIndexOf("/") + 1, currentAmmoPath.indexOf(".json"));
             
              bif.ammo_id.push(currentAmmoID);
             
              if (bif.ammo[currentAmmoID] == null) {
                bif.doAmmoBlueprint(currentAmmoPath, currentAmmoID);
              }
                }
    Last edited: August 14, 2014
  3. Raevn

    Raevn Moderator Alumni

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    Updated to v1.4.4

    Bugfixes

    • Removed check for EULA (in v1.4.3)
    • Support localisation for units and ammo
    @proeleert : Thanks for the v1.4.1 & v1.4.2 updates :)
  4. ViolentMind

    ViolentMind Active Member

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    Since the last few updates, I have to disable this mod to keep from crashing. I can't even load up a multiplayer game without it dumping me out, with no errors. It just kills everything and I'm back to my desktop, so it's a pretty hard crash. Granted, I have many other mods installed as well, but after disabling this one, then I have no issues.
  5. Raevn

    Raevn Moderator Alumni

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    Please try the following:
    • Ensure all of your mods are up to date via PAMM.
    • Disable all mods, then only re-enable this one and see if the crashes still occur.
    • If not, re-enable the mods you use one by one until you experience the crashes again, and let me know which one it was.
    I have tested with this mod, Unit Database & Hotbuild2 enabled (those two are the only ones that use this framework, as far as I can see).
  6. ViolentMind

    ViolentMind Active Member

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    OK, sorry, I had a lot of mods enabled, so this took a while to find. First off, my mods are ALWAYS up to date, thanks to the awesomeness that is PAMM!!!! :D (can't thank you enough for that effort!)

    Basically, I found the conflict. It appears that the Infinite Build mod does not play well with Blueprint Info Framework. Having both the Infinite Build mod and Blueprint Info Framework enabled at the same time will cause the game to completely crash to the desktop (with "PA.exe stopped working error"). The crash happens after a multiplayer game is started (also occurs with AI only games as well). Just after the player/commander screen disappears, then you see the skybox and system (start points don't even load yet), and the crash is triggered. Happens every time, so you basically need to choose between one or the other. Hope that helps.

    FYI, I also tested the following mods with Blueprint Info Framework, and they were all enabled at the same time without issue:

    -Advanced Planet Details 2.1c
    -Awesome Projectiles
    -Better in-lobby planet generation
    -Better System View
    -Blueprint Info Framework
    -Bulk Create Units
    -Circle to Line mod
    -Custom Skybox
    -Faster Server Browser
    -Favourite Colour
    -Hidden Biomes
    -Highlighted Buildings
    -Improved Player Control
    -include KO Deferred
    -Optimise User Tag Map
    -PA Stats Online
    -Sandbox Unit Organizer
    -Sandbox Unit Toolbox
    -Save Server Browser Filters
    -Section of Research And Exploration
    -Sentient Replays
    -Server Browser - Show Cheat Servers
    -Show Secondary Colour
    -Surface Area
    -System Sharing
    -Team Commander Explosion Color
    -Team Commander Landing Color
    -Team Uber Cannon Color
    -Team Teleporter Color
    -Unit Database
    Last edited: September 27, 2014
  7. ORFJackal

    ORFJackal Active Member

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  8. mazar83

    mazar83 Active Member

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    Is this mod relevant any more? It has not been updated for 6+ months! I like "Build Power" and "Unit Database" which require this mod, but they are not essential.
  9. cola_colin

    cola_colin Moderator Alumni

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    I think it just kept working
  10. mazar83

    mazar83 Active Member

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    Ok, thank you.
  11. bsergent

    bsergent Active Member

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    I'm not a coder, so apologies if this is a dim question, but as a quasi-modder whose primary activity is shadowing and editing and tweaking existing unit values, will this help me or hurt me? How?

    I gather it makes something make more sense, makes something easier to deal with, but I don't understand what. I suspect if I did understand my modding experience would be better. Hence this post :)
  12. wondible

    wondible Post Master General

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    Vanilla provides very limited information on the actual units. If your mod needs to know the kinds of things that the unit database mod will show you the user, then this might be useful. The strategic filters mod uses it to get the unittypes and spawn layers of units so it can filter them in a reasonable way. I believe hotbuild uses it to get the unit list (very important) and
    bsergent likes this.
  13. proeleert

    proeleert Post Master General

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    Has been updated for Titans @raevn there might be still some bugs but seems fine mostly.
    Raevn likes this.
  14. wondible

    wondible Post Master General

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    I'm noticing slower startups with 88163, and a lot of 404 for 'base' icon and strategic icon images in the logs.
  15. proeleert

    proeleert Post Master General

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    Feel free to fix it. It should probably be removed from a whole lot of scenes as well. Maybe create a panel itself and then use messages to query data in other scenes. So it's only loaded once and not in every scene....
  16. wondible

    wondible Post Master General

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    It seems that I was low on disk space; I guess BIF was putting extra stress on the virtual memory system or something.
  17. wondible

    wondible Post Master General

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    Raevn's github repo is still 1.4.4. Should I just post patch files here? I copied getFilteredUnitIDsFromArray, then found a bug and made a major perf improvement for large unit lists.
  18. wondible

    wondible Post Master General

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    Just found another bug, this one is a typo that prevents the ready callbacks from being fired if ammo is the last to load, which it usually is for me. Should I post patches? Fork the repo and copy over the released mod files to work from?
  19. proeleert

    proeleert Post Master General

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    You can do anything you want :) Raevn is not really maintaining it, and me neither. But it would be great to have the fixed version in PAMM, so do what easiest.
  20. wondible

    wondible Post Master General

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    Actually I had found the separate repo and missed the mods-raevn version. Have you found a good way to work with amalgamated repos like this, or do you just copy files back and forth?

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