View Full Version : Problems


woodelf
Apr 03, 2007, 02:56 PM
Does anyone else run 0.23a with the debugger running?

I'm getting python errors everytime a new building is created. Not good at all.

woodelf
Apr 03, 2007, 06:25 PM
If anyone wanted to really help out I'd love to yank some python code out of this mod and still get the rest to run. Any takers? :please:

GeoModder
Apr 03, 2007, 10:31 PM
How do I activate this debugger?

woodelf
Apr 04, 2007, 04:27 AM
Something in the ini file that I don't recall off hand.

It might have something to do with me eliminating the double building entries. I'd like someone to yank out some old python anyhow.

I tried a game with no python folder (using default) and that didn't go over so well. :p

woodelf
Apr 04, 2007, 02:55 PM
Other than the errors from completing buildings the game is running smoothly.

I'd like to polish up the unit art and maybe I'll patch this to 0.25 and then we can start fresh like we planned a year ago.

woodelf
Apr 08, 2007, 10:26 AM
I'm getting a big, bad C++ exception now. I'm hoping that Gerikes will find the time to look at it. If anyone else wants to I can send the links for the mod.

GeoModder
Apr 08, 2007, 02:36 PM
What have you removed/changed?

woodelf
Apr 08, 2007, 03:56 PM
Nothing except removing some Leaders. The error happens when my colonist is activated. Wierd. Check your PM...I'll send you the d/l links.

GeoModder
Apr 08, 2007, 04:01 PM
Colonist activated in combination with C++... mmm, perhaps the file that checks the starting civs for identity has leaders missing from its checklist? Could be in the .dll, or perhap in a Python file but that's more unlikely.

woodelf
Apr 08, 2007, 04:05 PM
I don't think civilizations or leaders should be an issue. Once they are out of the XML I'd hope they were forgotten. But that's about all I messed with. :sad:

GeoModder
Apr 08, 2007, 04:47 PM
"About" is the keyword here...
Looked a bit around in the Python files. It might not be too difficult removing artillery, barrage and such, as long as we manage to find all the files where the artillery, barrage and such python files are imported again.

woodelf
Apr 08, 2007, 04:56 PM
I don't understand the main CvMoonManager file. If we remove the links to the other stuff there we might be okay.

"Might" being key now. :D

woodelf
Apr 08, 2007, 08:28 PM
:woohoo:

Thanks to Kael and a 55 minute consultation I have cleaned up the python files! We have a smooth running vanilla mod based on the Moon! I need to clean up the units graphics and add in some buildings, but after that I'll upload a new version to test out. Yippee!

GeoModder
Apr 09, 2007, 02:16 AM
Well, someone was busy during nighttime. :p
Good to hear, but I hope you tell me what needed to be cleaned. Could be useful knowledge in the future. ;)

woodelf
Apr 09, 2007, 04:01 AM
Well, I wish we had taped our 55 minute phone conversation because it was quite the learning experience for me. Basically we took everything except the screens folder and one entry point file (config.py). From there we loaded the mod and found what errors popped up and went into the config and removed the lines that dealt with that code. Eventually we had to add back in some files from the old mod, but way less than 10%.

We still have the opening menu, the screens, ect.

I was pretty psyched and am confident we can polish this baby and then use it to practice for the BtS mod. Nothing we do on this vanilla version will go to waste since it's our learning tool. So if you think of units, buildings, ect that could be added we still can and should. Also some early techs can most likely be chopped.

GeoModder
Apr 09, 2007, 04:36 AM
I'll post the preliminary work I've done the last 2 days in an hour or so. You'll see a number of techs have been chopped, combined and such. Probably 2-3 need to be included again otherwise a more extended tech tree might run dry too quick.

woodelf
Apr 09, 2007, 04:43 AM
Cool.

Any tech that's sole purpose was for a :culture: building can wait an era. I'm going to tackle civics tomorrow I think. For now we only need three good ones for each column since the other unincluded eras would have 2-3 more. We'll need a solid default and two choices that have pros/cons.

thomas.berubeg
Apr 09, 2007, 03:26 PM
Well, I wish we had taped our 55 minute phone conversation because it was quite the learning experience for me.

You hae Kael's Phone number :eek:

i know quitea few people who would die to have it:lol:

GeoModder
Apr 09, 2007, 03:34 PM
i know quitea few people who would die to
have it:lol:

Fat good will it do them then. ;)

woodelf
Apr 09, 2007, 03:37 PM
Just to make everyone really jealous...he called me. :p

So actually I don't have his number... :lol: