View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0012568 | Dwarf Fortress | General | public | 2023-10-01 12:08 | 2023-10-05 12:22 |
Reporter | Assigned To | lethosor | |||
Priority | normal | Severity | minor | Reproducibility | have not tried |
Status | feedback | Resolution | open | ||
Summary | 0012568: Freezing While Loading Some Modded Worlds - 50.10 Steam Linux Runtime 1.0 | ||||
Description | Linux Mint 21.1 - Cinnamon 5.6.8 Kernel Liquorix 6.4.12-2-liquorix-amd64 DF v50.10 After the last update, some worlds freeze up on the loading screen while loading mods, and it seems unrelated to mod updates - as such worlds open fine running DF on Proton (but not on Steam Linux Runtime); example (savefile ZIP: https://mega.nz/file/th0B2BqD ): "Loading world and continuing active game Preparing graphics... Territorial Hippos and Wild Hogs (Now Featuring Elephants)" Troubleshooting: MOD The mod shown while the world freezes loading is a quite simple mod - it just changes a couple tags for another couple animals (elephants, hippos and hogs become prone to rage). It is definitely not a wide game-changing feature, nor an overhaul. OTHER WORLDS The loading freeze occurs on some other modded worlds too, while loading other mods - those same worlds also open fine when changing back from Steam Linux Runtime to Proton CONCLUSION? All worlds seem to open fine running on both older versions and Proton-run 50.10 - while some of the worlds freeze on loading mods using Steam Linux Runtime 1.0 My conclusion so far is that Steam Linux Runtime 1.0 is messing up with some mod loading structure, as such worlds still run fine on Proton. | ||||
Tags | No tags attached. | ||||
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Your save is password-protected. Please unencrypt it. Also, it would be helpful if you could rule out the kernel you're using as a factor. |
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test |
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1. I've reported my issue on Steam® Discussion before knowing of Mantis, and here is a feedback from another Linux user: > "I get this with any variety of mods loaded to different worlds, running Arch Linux, DF 50.11 Native (non-Proton), DFHack 50.11-r1. The mod that it gets stuck "preparing graphics" on seems arbitrary between different setups (it will always be one) but consistent within trying to load a given world. > > For example, a world with Better Engravings, Rainbow Beakdogs, Lupine Race Mod, Ketaros Stones, McNuggy's Mythical Beasts, More Food Names, Simon Swerwer ST, Additional Races (Gnomes, Ixthid, Naga, Ratfolk, Stella, Erinyes), and Topple's Lizardmen gets stuck at preparing the graphics for... "vanilla music". > > This same thing occurred in DF 50.10 and with a different set of mods (yielding a different mod that it would get stuck preparing the graphics for). It does not occur if no mods are loaded. This does not occur at all when Proton is used, even if the same set of mods are used." 2. Sorry I wasn't aware that the save file was encrypted. This time I'm uploading the save folder as-is, unzipped: https://mega.nz/folder/E5kCWYSa#bUgFO6uHVD3zH6DrJPh72Q |
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Said other user has fixed their issue and found that it was caused by a mod they were loading having incorrect capitalization in the filename of graphics tile pages in their raws. From what I understand, the mod loads fine on Windows/Proton as Windows filesystem APIs don't mind capitalization- however when trying to run on Linux native this is an issue, and it won't be able to find the file. Correcting the capitalization either by fixing the raw or renaming the file let the game load both old saves using the mod as well as new worlds using it. Specifically, the mod had in 'tile_page_ixthid.txt' within /graphics/ [TILE_PAGE:IXTHID_BODY_CORPSE] [FILE:images/ixthid_body_corpse.png] [TILE_DIM:32:32] [PAGE_DIM_PIXELS:64:352] in /graphics/images/ however the file was Ixthid_body_special.png Something I've noticed is that I never got the very explicit and helpful error message as a window "Tileset not found" titled telling me "Not found: data/installed_mods/sm_cv_ixthid (3)/graphics/images/ixthid_body_special.png" until I ran DF from terminal directly without Steam. I also never got this messsage in any of my log files. |
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The aforementioned fix indeed pinpoints the issue - Run dwarfort from Terminal - Load a mod-broken world - An error window pops up, prompting to the missing asset (in the savefile from OP, modname Vanilla moon elves, asset Moon_elf_HAIR_STRAIGHT.png) Worth noting: - The game halt screen is misleading when it points to another mod during loading process as it halts - This error cannot be identified by running the game from Steam® directly Suggestions (don't know if feasible or not): - Force capital spelling check/renaming on mods - Include a launch log .txt for debugging purposes - Display missing asset/s when running the game directly from Steam® - Include instructions (forums, DFWiki, ingame etc) on how to create multi-platform compatible mods |
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Ah, so it's a case-sensitivity issue in a mod. Could you provide a screenshot of the error message? I'd like to see if it's coming through GTK, SDL, or something else. DF should always be attempting to show an error message for a raw error like that. My first guess is that Steam distributes a customized version of SDL2 for the Steam overlay to work - so if you launch through Steam, that could be interfering with DF's error message display. That code is part of the open-source component of DF, and is pretty simple last I checked, but I'll see if there's an obvious solution. Does this error not show up in errorlog.txt either? Regarding "The game halt screen is misleading when it points to another mod during loading process" - the load screen isn't intended for that purpose. It's just giving you a rough idea of progress. The game tends to do many tasks per frame, so the message you're seeing is actually just the last status update before the last frame was rendered, which isn't necessarily the most recent status message. Syncing each status message to the screen would slow down loading a save by a factor of several times. |
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Unfortunately the error doesn't show on errorlog.txt - there shows other unrelated errors though, which don't seem to interfere with loading up the savefile (after all, it loads up fine after changing capitals to lowercase) *** Error(s) found in the file "data/installed_mods/Vanilla_Moon_Elves (1)/graphics/graphics_moon_elf_corpse.txt" Tile page token not recognized: MOON_ELF_BODY_CORPSE (16x) error window https://mega.nz/file/4g9kASSL#q4y9RoAmAgP0l4TtM6Pe7uawgEQBkOBMb5AHZHGxEpw Worth mentioning the error neither shows up at the dwarfort terminal window As for the 'misleading loading screen' I totally understand it is meant as a general loading reference, though by freezing while showing another unrelated mod and sharing nothing at the errorlog.txt it hindered a bit the troubleshooting process; was more of a heads-up than a complaint |
Date Modified | Username | Field | Change |
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2023-10-01 12:08 | New Issue | ||
2023-10-01 21:00 | lethosor | Description Updated | |
2023-10-01 21:01 | lethosor | Project | Triage => Dwarf Fortress |
2023-10-01 21:03 | lethosor | Assigned To | => lethosor |
2023-10-01 21:03 | lethosor | Status | new => feedback |
2023-10-01 21:03 | lethosor | Note Added: 0041844 | |
2023-10-04 05:10 | anonymous | Note Added: 0041845 | |
2023-10-04 05:14 | anonymous | Note Added: 0041846 | |
2023-10-05 00:04 | anonymous | Note Added: 0041847 | |
2023-10-05 09:20 | anonymous | Note Added: 0041848 | |
2023-10-05 11:51 | lethosor | Note Added: 0041850 | |
2023-10-05 12:22 | anonymous | Note Added: 0041855 |