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Anisoptera Games - View topic - Adding New Block Shapes
View unanswered posts | View active topics It is currently Tue Aug 04, 2020 6:25 pm



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Adding New Block Shapes 
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Joined: Mon May 04, 2015 10:08 am
Posts: 97
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Hey folks,

Has anyone else tried this out yet? I believe I've worked through the basics of adding a new block but I continue to receive the following error:

"game/shapes.cpp:1219:SerialBlock: :spec ASSERT(shape): invalid shape 'COUNT' with scale '1'"

I've even gone as far as to simply copy one of the existing block shapes and add it on at the end but the same error is received. I'm guessing adding shapes doesn't work correctly just yet but if anyone has been successful please fill me in!

Thanks in Advance,
- Ha11uc1n0g3n


Sat May 21, 2016 12:00 pm
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Joined: Fri Jan 24, 2014 10:11 pm
Posts: 1295
Location: Ames, IA
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...do you know about the mod development kit?

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Sun May 22, 2016 6:20 am
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Joined: Mon May 04, 2015 10:08 am
Posts: 97
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If you're referring to TTFTCUTS RWDK then yes, used it quite a bit recently. However afaik and it doesn't support the very recent introduction of being able to create new block shapes as opposed to simply modding the block shapes that currently exist. According to the recent patch notes:

* Mods can now add new block shapes to the game instead of picking from a predefined list

In addition, the file "shapes.lua" now exists with some base notes on how to add shapes & whatever type of ports you would like to the game. So far I've just met with the above error though so I was hoping someone else maybe has had more success.


Sun May 22, 2016 10:38 am
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Joined: Thu Mar 05, 2015 12:10 pm
Posts: 239
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Attachments:
Reassembly_log_20160521_10.54.29.AM.txt [238.66 KiB]
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Sun May 22, 2016 11:47 am
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Joined: Mon May 04, 2015 10:08 am
Posts: 97
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You can find the shapes.lua in your "C:\Users\Username\Saved Games\Reassembly\Data" folder. You may have to set the cvar kwriteBlocks = 1 for it to appear in the folder but keep in mind that leaving kwriteBlocks = 1 will rewrite the file and erase any changes you make to it.





I've tried other things as well and I've been very sure to make sure the formatting is 100% identical including all open { and close } brackets. Unfortunately, the error persists.
Also as a note for those interested, you can successfully use the # of the blocks in your blocks.lua files instead of the block name and it works all the same:

shape=COMMAND_MISSILE is read identically to shape=70


Sun May 22, 2016 4:28 pm
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Joined: Wed Mar 30, 2016 6:50 pm
Posts: 5
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Your shape ID is conflict with the shape ID of the Game. Try to change it to a value exceeded 100.


Sun May 29, 2016 12:44 am
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Joined: Mon May 04, 2015 10:08 am
Posts: 97
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I got so excited when I saw your answer ZMiG but then I tried it with 100, 101, 110, and 200 and it still gives a similar error except now instead of "Invalid shape 'COUNT'" it says "Invalid shape '100'" etc.

Sad times :(


Sun May 29, 2016 4:16 pm
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Mon May 30, 2016 1:02 am
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Joined: Thu Jan 14, 2016 2:21 pm
Posts: 94
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Pretty sure you can't make a port more than one type, and the invalid shape error is because of this.


Wed Jun 01, 2016 7:57 pm
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Joined: Wed Mar 16, 2016 11:09 am
Posts: 4
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Visual Reassembly mod kit


Wed Jun 08, 2016 1:42 am
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