View Full Version : Cause for BTS Mod CrashToDesktop When Starting a New Game?
Shqype Jul 23, 2007, 10:16 PM I've converted my Warlords Mod to BTS, and after all the XML load errors from missing tags were fixed, the mod actually loaded. Everything seemed to work beautifully. I could easily go into the Civilopedia and check all the entries without any errors.
When I began to start a new game, I could select the map type, and even the civilization I wanted to play, and the game speed ... but as soon as I try to launch a new game, I get a CTD without any sort of indication of what could be causing it ... the dump file that is created doesn't seem to help me much (although I don't really know how to read it).
What I'd like to know is, if any experienced modders can give me a clue as to what could be causing this CTD. What is the order of things that are loaded when one begins to launch a new game? The only changes are XML (I removed the Python folder for the sake of simplicity in finding the CTD).
Can somebody please help me?
Dale Jul 23, 2007, 10:24 PM Do you have more than 18 civs? I had troubles with a 35 civ game in BtS.
Shqype Jul 23, 2007, 10:27 PM Only 17 civilizations ... but again I didn't input a modified DLL or anything.
If it makes a difference, strangely in the civilopedia the civs appear unevenly:
http://img440.imageshack.us/img440/9130/eeobcivsfl0.th.jpg (http://img440.imageshack.us/my.php?image=eeobcivsfl0.jpg)
Thanks for your speedy reply, Dale. I was hoping for help from someone like you - an experienced modder that actually played a role in the development of BTS.
Shqype Jul 24, 2007, 01:08 PM Maybe help from some people that didn't take part in BTS' development but still know what they're talking about and have an idea?
What's is the order of components loaded when attempting to launch a new game in BTS?
Dale Jul 24, 2007, 03:12 PM If the civs appear unevenly (I assume leader, units, buildings, etc are fine) then it's probably going to be an error in Civ4CivilizationInfos.xml or Civ4ArtDefines_Civilization.xml or in the actual art graphic file itself.
In the Civ tab, look through the list till you find the first uneven one. Look for the error in the Civ before, the uneven Civ and the one after.
That's where I'd start to find the error. :)
Shqype Jul 25, 2007, 12:33 AM I'll triple check it, but it doesn't make much sense since the XML file loads fine when the mod is loaded for BTS (XML assets) ... but it still is strange.
Dale Jul 25, 2007, 12:58 AM The xml could be refering to a non-existant art file. Or the tag might be there (so it passes the check) but the value might be outside of bounds.
Just thing to check. :)
strategyonly Jul 25, 2007, 01:24 AM I suggest taking out the dll completely, then try to load it, this happend to me when a change occurred in the SDK, just a thought!!
Shqype Jul 26, 2007, 01:40 PM Strategy, there is NO DLL!
The xml could be refering to a non-existant art file. Or the tag might be there (so it passes the check) but the value might be outside of bounds.
It looks fine. And I can see the art for each civilization in the Civilopedia without any problem. I referenced it to the BTS CivDefines Art and it's the same.
I was thinking this might be a logic error ... like you say, a tag is there with a value that is out of bounds. But, I still haven't found it. And it's strange, since everything worked for Warlords, but now it doesn't work.
ohcrapitsnico Jul 26, 2007, 02:09 PM Man, I would really help I really would because I want to play your mod. :p
I'm converting my mod at the moment so I will let you know if I run into a similar problem and find a fix for it.
Of course in my mod though I have a modified dll for 26 civs. Soo I may run into even more problems :p
Shqype Jul 28, 2007, 12:34 AM Thanks nico, too bad there's still no indication of what is causing this damn CTD.
It's really frustrating.
strategyonly Jul 28, 2007, 07:23 AM OK i more or less have the same problem, i think, dont know for sure, Here:
http://forums.civfanatics.com/showthread.php?t=233903
ohcrapitsnico Jul 28, 2007, 10:53 AM Wow, I have got far enough into this conversion process to know BtS is the most unmoddable game ever.:gripe:
I'm not entirely sure if I want to finish my mod...
The game in no way lets me put in any changed files otherwise it crashes, its ridiculous how absurd this is. I get ctds like crazy and the thing is there is not one single xml error.:rolleyes:
Teg_Navanis Jul 29, 2007, 05:01 PM I had the same problem for a while. I think most problems could be traced back to cross-references that lead nowhere (as in Dale's example of a nonexistent art file for a unit).
Since they are pretty hard to track, switching to modular XML loading helped me immensely. Suddenly, I didn't have to worry anymore that CIV4DiplomacyInfo has cross-references to lots of leaders that weren't in the mod I was trying to convert. I guess the list of cross-references one wouldn't have thought of goes on and on...
I have written all relevant links here (http://forums.civfanatics.com/showthread.php?t=233903) - the info is in three or four threads.
Shqype Jul 29, 2007, 08:51 PM Thank you so much for your reply Teg_Navanis.
The problem is that my mod is a complete conversion ... I'm not just adding a few units or civs; I've changed things, so modular XML wouldn't work because that method only adds on to what is currently existing, no? I have very few of the original units and techs in my mod.
Any ideas on any logic errors that could be causing the CTD?
Dale Jul 29, 2007, 08:56 PM Sometimes you have to take the plunge and add the files one at a time to trace the crash.
I had to do it twice during BtS development. :(
Shqype Jul 30, 2007, 12:11 AM Strange Dale ... I thought Firaxis would know what would cause something like that and make you aware of it.
It's also a pain in the ass since many things are cross-referenced ... like the techs, for example. Oh well.
Teg_Navanis Jul 30, 2007, 04:03 AM For debugging purposes, I would still start with modular XML. I think it helps to know whether the game crashes because of what you added or because of what you took out. With a modular XML, you can easily test whether your bits work without worrying about cross-references (you can for example add all your units (with their corresponding art) without the game crashing because the vanilla leaders expect other units).
If you have successfully added your custom techs, units, buildings, civs etc., you can then try to remove the vanilla content by moving the mod back to its non-modular form. If it crashes, you know that you overlooked some references to vanilla content that the game can't find anymore, and that it's not your content that's causing the problem.
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