Zyxpsilon Posted February 21, 2016 Share Posted February 21, 2016 (edited) After a whole week of carefully editing many files, i'm really quite upset this morning -- again.How many times will i get to have this result when trying to compile anything from ModBuddy.?.?. -------------------------------Launching script compiler for new package scripts... Command: G:\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\XComGame.com Arguments: make -nopause -mods qUIck_CLR "G:\Steam\steamapps\common\XCOM 2 SDK\XComGame\\Mods\qUIck_CLR\" Log: Executing Class UnrealEd.MakeCommandlet Shader map M_Digital_Distortion_Ghosting_A had an invalid uniform expression set and was discarded! This most likely indicates a bug in cooking, and the default material will be used instead. Shader map M_Digital_Distortion_Ghosting_A had an invalid uniform expression set and was discarded! This most likely indicates a bug in cooking, and the default material will be used instead. Dumping name table: (2162584) Dumping name table: 0x1e324000 (2162584)Done building project "qUIck_CLR.x2proj" -- FAILED.========== Rebuild All: 0 succeeded, 1 failed, 0 skipped ==========---------------------------------- It has turned from a silly mystery, to a ridiculous hustle with undefined & unpredictable bugs -- daily. Can't work under these conditions. Someone DO something about it. Edited February 21, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
SteelRook Posted February 21, 2016 Share Posted February 21, 2016 Is that all your feedback consists of? That generally means that there's a compilation error in a class file somewhere, and my log typically tells me which one and on which row. Have you made the editor give you more verbose feedback? I forget exactly how that was done, but it was somewhere in the documentation. Link to comment Share on other sites More sharing options...
davidlallen Posted February 21, 2016 Share Posted February 21, 2016 quickstart pdf in sdk documentation directory, section "first time setup". Link to comment Share on other sites More sharing options...
Kvalyr Posted February 21, 2016 Share Posted February 21, 2016 After a whole week of carefully editing many files, i'm really quite upset this morning -- again.How many times will i get to have this result when trying to compile anything from ModBuddy.?.?. Can't work under these conditions. Someone DO something about it.This is a little melodramatic..ModBuddy compilation failures have never been due to bugs in my experience - More likely it's a script error or ModBuddy is trying to access a file that's locked as in-use by another application (such as the game or editor). ModBuddy has UI glitches, but I doubt this is due to one of those. Try doing Build->Clean Solution to clear out cached intermediate files; and as the others have said, make sure to change the output to detailed/verbose.Tools->Options ->Projects and Solutions -> Build and Run -> Set "MSBuild project build output verbosity" and "MSBuild project build log file verbosity" both to 'detailed' or higher. Link to comment Share on other sites More sharing options...
Deleted32045420User Posted February 21, 2016 Share Posted February 21, 2016 I've gotten a few of these over the week I've been modding the game and it was ALWAYS my fault with bad code of some sort, soemthing like bad class definitions or misuse of variables or configs Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 21, 2016 Author Share Posted February 21, 2016 (edited) Alrighty then... i'll raise the Verbose to Higher setting (once again.. i was aware the PDF offered some vague hints, btw) to try digging for the exact class file that might be interfering with the compiling process both where & how.PS; I've already gambled a "Clean" would be enough. But strangely, there's no other script than the generic "Steam-Checker". Weird. Thanks for the suggestions, people. PS; Same failures! But.... hold on -- could this be the flaw? Name of Project == qUIck_CLR ?? IIRC, i had initially used a (dash-) character and also had such failed attempts back then. Sadly, i can't even remember what the valid VB characters are (( Alphabetics & numbers only?? )) PS2; No luck with name changing... but here's an excerpt of the LOG that seems to point at a bad archetype copy; --------------------------------------[0007.84] Error: Redscreen: ImportText (ColorPaletteInfo): Property import failed for Palette in: (Palette=ePalette_WeaponTint,ArchetypeName="qUIck_X2_UnitPalettes.WeaponTint")[0007.86] Error: Redscreen: ImportText (ColorPaletteInfo): Property import failed for Palette in: (Palette=ePalette_WeaponTint,ArchetypeName="qUIck_X2_UnitPalettes.WeaponTint")[0007.90] Critical: appError called: Assertion failed: GPreGarbageCollectionCallbacks[index] == NULL [File:G:\BuildAgent\work\a78b974cadaf0436\branches\Shipping\XCOM2\Development\Src\Core\Src\UnObjGC.cpp] [Line: 139]Stack: Address = 0x3f2d3425 (filename not found) [in G:\Steam\steamapps\common\XCOM 2 SDK\binaries\Win64\XComGame.exe]-------------------------------------- Rebuilding the qUIck_X2_UnitPalettes.UPK file would possibly fix that mess. But i have no idea if the next "Critical appError" should then be also resolved by doing so. Back to work... PS3; Even a brand new UPK with or without the guilty "WeaponTint" archetype doesn't allow for a correct Build process. I-!-GIVE-!-UP... unless anyone can actually offer the exact method to create the required stuff, properly. Strangely, there are numerous Coloring mods entering the Workshop lately -- they must be doing something right. Melo-Dramatic context included. Edited February 21, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 22, 2016 Author Share Posted February 22, 2016 Gave another try... but with a different project. qUIck_RCP which is only about "replacing" a few vanilla icons.Didn't gimme the dreaded FAILED and once i launched the Debug phase, these new Texture-2D simply woudn't show up. Must they all be defined as "compressed" by following their previous versions principles too?!? Cuz, i didn't want to ruin quality while suffering from ugly pixelization with any DDS ratios instead of sRGB gamuts. Link to comment Share on other sites More sharing options...
Drakous79 Posted February 22, 2016 Share Posted February 22, 2016 You should be able to use not compressed DDS as well. No idea about an impact on game's performance. I'm fighting the IDE too, but fixing old notebook, reading and playing XCOM 2 simultaneously is slowing it. Replacing vanilla content without direct approach is a lot harder, so much to learn. Link to comment Share on other sites More sharing options...
Zyxpsilon Posted February 22, 2016 Author Share Posted February 22, 2016 (edited) Well, looks like i got it to work. It's still early as i might have to optimize the textures stack flow (uncompressed "files" require a bit more initialization tricks)... but i'm satisfied by the Classes hook with a simple INI dispatch. Many more HUD elements should have quite different approaches to validation (UC scripts, other spoofing mechanics, etc) -- but as they say, the pain equals the gain! :wink: Edited February 22, 2016 by Zyxpsilon Link to comment Share on other sites More sharing options...
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