View Full Version : [BtS] - Updates and progress


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woodelf
Aug 07, 2007, 05:56 AM
Here's our thread for updating which XML files have been converted from Vanilla to BtS. I'm assuming our Art and Music folders can be simply moved over for now.

Let me know what XML files need to be modified, which have been, and what your plans are so I can keep track in this first post.

I'll break it down by folder for starters.

Art

Civ4ArtDefines_Bonus - DONE
Civ4ArtDefines_Building - DONE
Civ4ArtDefines_Civilization - DONE, simple c/p
Civ4ArtDefines_Improvement - DONE, simple c/p
Civ4ArtDefines_Leaderhead - DONE, simple c/p
Civ4ArtDefines_Terrain - DONE
Civ4ArtDefines_Unit - DONE

Audio

BasicInfos

Civ4UnitCombatInfos - DONE

Buildings

Civ4BuildingClassInfos - DONE, 1 line added for each entry
Civ4BuildingInfos - DONE, used the editor. Tweaking needed
Civ4SpecialBuildingInfos - DONE, we only have a Temple in here

Civilizations

Civ4CivilizationsInfos - DONE, except for UB entry
Civ4LeaderHeadInfos - DONE!!!!
Civ4TraitInfos - DONE

GameInfo

Civ4CivicInfos - DONE
Civ4CivicOptionInfos - DONE
Civ4DiplomacyInfos - DONE
Civ4EraInfos - DONE
Civ4GameSpeedInfos - not needed?
Civ4GoodyInfos - DONE
Civ4HandicapInfos - DONE
Civ4ProcessInfos - DONE, but will need tweaking
Civ4ProjectInfos - DONE, but will need tweaking
Civ4ReligionInfos - DONE
Civ4SpecialistInfos - DONE
Civ4VoteInfos

Interface

Civ4ColorVals - DONE, simple c/p
Civ4PlayerColorInfos - DONE, simple c/p

Misc

Civ4RouteInfos

Technologies

Civ4TechInfos - DONE

Terrain

Civ4BonusInfos - DONE
Civ4FeatureInfos - not needed?
Civ4ImprovementInfos - DONE, but wondering about extra vanilla info.
Civ4TerrainInfos - DONE, simple c/p

Text

As many as needed.

Civ4GameText_Leaders added
Civ4GameText_Units added
Civ4GameText_Buildings added
Civ4GameText_Other added


Units

Civ4BuildInfos - DONE
Civ4FormationInfos - DONE, I hope it works
Civ4PromotionInfos - DONE
Civ4SpecialUnitInfos - DONE
Civ4UnitClassInfos - DONE, 1 line added per entry
Civ4UnitInfos


and GlobalDefinesAlt so we don't mess with GlobalDefines.

I'm hoping a good portion of these won't need much work. I've read that BonusInfos and Civ4LSystem are changed, but have confidence in Geo. ;) If anyone knows anything about the other files let me know and I'll update the post.

woodelf
Aug 07, 2007, 05:58 AM
I taken the Civ4LeaderHeadInfos and converted it to BtS. I also made sure that the TXT_Keys are set up properly so there is now a Text file for the leaders. I think the Civilizations file will be easy to convert since the leader names are the same. I'll check for Vassalage, Espionage, and other new tag lines.

woodelf
Aug 07, 2007, 08:20 AM
Does anyone have a list of XML files that actually are changed from vanilla to BtS? I thought I saw one once, but can't find the thread.

GeoModder
Aug 07, 2007, 08:34 AM
I haven't seen such a list, sorry.

I first plan to put up a techtree-pic of the second era and will then convert the Civ4CityLSystem. The Civ4PlotLSystem should work as it is, I don't think this file is changed since Civ4 vanilla.

woodelf
Aug 07, 2007, 08:41 AM
No problem Geo. I'm really hoping that Firaxis didn't add any lines to the ArtDefines files.

GeoModder
Aug 07, 2007, 09:03 AM
Erm, the ethnic unitartline is added? And a necessity.

woodelf
Aug 07, 2007, 10:08 AM
Erm, the ethnic unitartline is added? And a necessity.

Terrific. For units and buildings only?

matthewv
Aug 07, 2007, 10:22 AM
I hope you guys do realize that the BtS editor will import XML files from any version of civ 4 and export them in a format compatible with BtS. This can be very handy for converting the xml files that it is current set up for to BtS.

woodelf
Aug 07, 2007, 10:34 AM
I hope you guys do realize that the BtS editor will import XML files from any version of civ 4 and export them in a format compatible with BtS. This can be very handy for converting the xml files that it is current set up for to BtS.

Yeah, but some of these original SotM files are seriously screwed up. I'm trying to get those set up in BtS. I plan on using your tool a lot!

GeoModder
Aug 07, 2007, 12:29 PM
I'm getting the hang of .svn again. Just downloaded the tools and taking a look at it inbetween pancakes. ;)

GeoModder
Aug 07, 2007, 12:32 PM
Help. xls extension? Don't tell me I need excel?

woodelf
Aug 07, 2007, 12:35 PM
I think most editors are going to be Excel based Geo.

GeoModder
Aug 07, 2007, 12:42 PM
Well, can't work with it since I don't own Excel. :lol:

matthewv
Aug 07, 2007, 12:44 PM
Help. xls extension? Don't tell me I need excel?

Yes, Unfortunately you do need excel.

GeoModder
Aug 07, 2007, 12:49 PM
Woodelf, as head of the SotM Project I hereby declare you the xls man. ;)

GeoModder
Aug 07, 2007, 12:51 PM
Ah, now you're online Matt. From Alpha Centauri mod, I remember the files downloaded and installed in a mod during an update. But when I got in the Moonmod project space, I only see a folder structure save for the moonmap.py, where the file opens instead of allows for a download. Is this normal? Do I have to copy/past text from there?

matthewv
Aug 07, 2007, 03:01 PM
Ah, now you're online Matt. From Alpha Centauri mod, I remember the files downloaded and installed in a mod during an update.

I haven't put the whole mod in the project as I would like to only add files the are compatible with BtS.

But when I got in the Moonmod project space, I only see a folder structure save for the moonmap.py, where the file opens instead of allows for a download. Is this normal? Do I have to copy/past text from there?

First you should download Tortoise SVN if you haven't already: http://tortoisesvn.net/downloads
Then create a folder under beyond the sword/mods called Song of the Moon.
Once Tortoise SVN is installed, right click on the folder you just created and select SVN checkout. In the area it asks for a URL, put in the URL I gave you and click okay. The files will then download to your computer.

matthewv
Aug 07, 2007, 03:11 PM
Yes, Unfortunately you do need excel.

You can use Open office ( http://www.openoffice.org/ ) for free to edit to spreadsheet but you need excel to import and export.

woodelf
Aug 07, 2007, 03:16 PM
Woodelf, as head of the SotM Project I hereby declare you the xls man. ;)

Terrific. You've learned the art of delegating already... :eek:

AlazkanAssassin
Aug 07, 2007, 03:33 PM
Can I get in on the SVN as well?

I know I haven't been posting here much lately but I'm still reading everything and looking for things I can contribute.

woodelf
Aug 07, 2007, 03:34 PM
I'll forward the PM to you AA. I forgot my pword so I need to re-signup. :(

woodelf
Aug 07, 2007, 03:40 PM
It looks like the BasicInfos XML has been chopped up into 6-10 smaller files. Right now all I need to mess with will be the DomainInfos, once we know them. :)

GeoModder
Aug 07, 2007, 04:38 PM
First you should download Tortoise SVN if you haven't already: http://tortoisesvn.net/downloads
Then create a folder under beyond the sword/mods called Song of the Moon.
Once Tortoise SVN is installed, right click on the folder you just created and select SVN checkout. In the area it asks for a URL, put in the URL I gave you and click okay. The files will then download to your computer.

Yes, I've done all that before you posted this. I already told I got the hang of .svn again. ;)
I suppose I shouldn't have selected the HEAD option in the update screen.

matthewv
Aug 07, 2007, 04:40 PM
Can I get in on the SVN as well?

I know I haven't been posting here much lately but I'm still reading everything and looking for things I can contribute.

I added your name to the project members list. Your Google user name was 'michaelkathrynhall" right?

matthewv
Aug 07, 2007, 04:42 PM
I suppose I shouldn't have selected the HEAD option in the update screen.

Yes, do what the HEAD option selected as that will give you the most current revision.

GeoModder
Aug 07, 2007, 04:45 PM
So, HEAD revise selected gives the most current version?
What does the "revise" selection give then?

woodelf
Aug 07, 2007, 05:14 PM
What HEAD?

matthewv
Aug 07, 2007, 07:14 PM
So, HEAD revise selected gives the most current version?
What does the "revise" selection give then?
The "revise" selection allows you to go to previous revisions (really handy when trying to find a bug as it allows you to easily go back to previous revisions of the mod to find out when the bug was introduced) Every time someone does an update (by right clicking on the projects folder(Song of the Moon) and clicking "SVN commit.." ) for the project, the project files are updated according to the revisions made and a new revision is created.

If you want to see a list of all the revisions and the files changed with each revision, right click on the projects folder and select "TortoiseSVN" and "show log". Once you get the hang of the SVN system it can be very useful for projects like this.

matthewv
Aug 07, 2007, 07:16 PM
What HEAD?

He's talking about when you select "SVN checkout.." their is an option to select HEAD revision or any revision of the project you want.

GeoModder
Aug 08, 2007, 08:39 AM
Ah yes, things make sense now. :)
If I haven't said so already, a big thanks for setting this up for us, matthewv. :cooool:

matthewv
Aug 08, 2007, 09:32 AM
Ah yes, things make sense now. :)
If I haven't said so already, a big thanks for setting this up for us, matthewv. :cooool:

Glad you got things working. I will try to see if I can get the import and export functions to work in open office as well so that you can use the BtS editor as well.

@woodelf
Did you manage to figure out your password and get everything working?

woodelf
Aug 08, 2007, 09:36 AM
@woodelf
Did you manage to figure out your password and get everything working?

yep, thanks.

Should I start updating the files I've converted or wait a bit on that.

And how do we want to handle the Art folder?

AlazkanAssassin
Aug 08, 2007, 09:40 AM
And how do we want to handle the Art folder?
What would prevent us from downloading the art with the SVN as well?

woodelf
Aug 08, 2007, 09:56 AM
What would prevent us from downloading the art with the SVN as well?

Gerikes didn't do it that way with SMAC because of size. Is there a restriction?

GeoModder
Aug 08, 2007, 10:37 AM
The xml is more likely to be tinkered with then the art.

matthewv
Aug 08, 2007, 10:38 AM
yep, thanks.

Should I start updating the files I've converted or wait a bit on that.

And how do we want to handle the Art folder?

Yes, you can start updating the files.

Gerikes didn't do it that way with SMAC because of size. Is there a restriction?
We have up to 100 meg of space we can add the art files for now and remove them later if we run low on space.

Edit: This is weird. Google code says: Quota used: approximately 1.7 KB of 100 MB when the BtS Editor file is almost 3MB on its own:crazyeye:

woodelf
Aug 08, 2007, 01:05 PM
I can easily do the Art folder once we decide what unit and building art is to be included. I assume the same terrain, improvements, and LH art to be used.

About the buttons matt...you said you had an idea?

GeoModder
Aug 08, 2007, 01:50 PM
I have a problem. I just tried to update the .svn with the mod's Civ4LSystem.xml and Civ4PlotLSystem.xml files but wasn't allowed? Whenever I enter my nick and a proper password I got refused. I tried the same nick+password on the Planetfall .svn and could update without a problem. O yes, updating SotM isn't a problem either, but there's not much to update isn't it? ;)

woodelf
Aug 08, 2007, 02:00 PM
So adding new files is the problem? I'll defer to matt's expertise...

matthewv
Aug 08, 2007, 02:05 PM
I have a problem. I just tried to update the .svn with the mod's Civ4LSystem.xml and Civ4PlotLSystem.xml files but wasn't allowed? Whenever I enter my nick and a proper password I got refused. I tried the same nick+password on the Planetfall .svn and could update without a problem. O yes, updating SotM isn't a problem either, but there's not much to update isn't it? ;)

did you right click on the files you want to add and select "tortioseSVN.." and "add.."?

what do you mean it wasn't allowed? what was the message you got?

GeoModder
Aug 08, 2007, 02:11 PM
I'll try again. Hang on.

GeoModder
Aug 08, 2007, 02:18 PM
did you right click on the files you want to add and select "tortioseSVN.." and "add.."?

what do you mean it wasn't allowed? what was the message you got?

No, I tried with the .svn commit button.

matthewv
Aug 08, 2007, 02:21 PM
when adding new files to the project you have to right click on the file and select "add.." and then do an svn commit.

GeoModder
Aug 08, 2007, 02:22 PM
Okay, now I tried with the tortoise and found an add button but still failed.

I got a MKACTIVITY of '[svn hexnumber stuff]' authorization failed (http://songofthemoon.googlecode.com) message

GeoModder
Aug 08, 2007, 02:23 PM
when adding new files to the project you have to right click on the file and select "add.." and then do an svn commit.

Well that's what I did from the start! But it still simply doesn't do anything once I enter my nick+password and click enter. The window just appears again ready to fill in nick+password.

GeoModder
Aug 08, 2007, 02:25 PM
Error: MKACTIVITY of '/svn/!svn/act/4a57df5b-3d15-fa4e-a6fa-8a3a940e3ead': authorization failed (http://songofthemoon.googlecode.com)

That's the error I receive when I stop this password window


Edit: I have to stop now. Time to go to bed.

matthewv
Aug 08, 2007, 02:30 PM
Okay, I added CIV4PlotLSystem.xml to the project. Do an svn update(you will need to move the CIV4PlotLSystem.xml to another folder first), copy and paste the change you made to CIV4PlotLSystem.xml and then do an svn commit.

woodelf
Aug 08, 2007, 02:30 PM
You can always send the file to one of us tomorrow and we'll try it Geo.

matthewv
Aug 08, 2007, 03:54 PM
I can easily do the Art folder once we decide what unit and building art is to be included. I assume the same terrain, improvements, and LH art to be used.

About the buttons matt...you said you had an idea?

I quickly draw something up tonight for an example.

matthewv
Aug 09, 2007, 04:03 PM
I quickly draw something up tonight for an example.

Example button (Genetics):
157804

GeoModder
Aug 09, 2007, 04:07 PM
Not bad. Is your aim to have a greyed out moon background and a depiction of the tech on the foreground for all the techs?

It was a lazy evening for me, sorry. Didn't feel like modding.

woodelf
Aug 09, 2007, 04:11 PM
That's gorgeous matt, but beyond my ability to duplicate and help you out. :(

woodelf
Aug 09, 2007, 04:11 PM
It was a lazy evening for me, sorry. Didn't feel like modding.

Not too lazy to take the woodelf position a few times.... :splat:

GeoModder
Aug 09, 2007, 04:18 PM
Hey, I wanna post something after gaming! :mad:

On that note, good night guys. Hold the fort while I'm asleep. ;)

GeoModder
Aug 10, 2007, 12:22 PM
Okay, I added CIV4PlotLSystem.xml to the project. Do an svn update(you will need to move the CIV4PlotLSystem.xml to another folder first), copy and paste the change you made to CIV4PlotLSystem.xml and then do an svn commit.

Done that all. I even deleted the whole folder and started anew and did a first update on it so I would have it all. Result is the same. My nick+password field becomes empty when I press enter. No error message until I press cancel to stop the charade.

The weird thing is that when I tried to update again it doesn't attempt to overwrite my Civ4LSystem file with the one from the .svn

GeoModder
Aug 10, 2007, 03:13 PM
Can somebody please update his SotM .svn and check if Civ4LSystem.xml is in his buildings folder now?

matthewv
Aug 10, 2007, 03:21 PM
It is on mine because I added it on Wednesday.

AlazkanAssassin
Aug 10, 2007, 03:22 PM
if you mean civ4plotLsystem, yep i've got it there now.

woodelf
Aug 10, 2007, 06:18 PM
It worked for me. Here's a zip version (http://forums.civfanatics.com/uploads/32561/CIV4PlotLSystem.zip) of that XML file Geo.

matthewv
Aug 10, 2007, 06:54 PM
It worked for me. Here's a zip version (http://forums.civfanatics.com/uploads/32561/CIV4PlotLSystem.zip) of that XML file Geo.

lol, the CIV4PlotLSystem that I added to the project is just the vanilla xml file. Since Geomodder was having trouble adding files to the project, I added the file for him and was trying to see if he could change the files.

@Geomodder
If you are still having difficulties, try making a new project folder and seeing if it will let you do an svn commit.. with it.
Also make sure you are using the right username and password. your username should be 'Geomodder' and you must use the password given on this webpage: http://code.google.com/hosting/settings (It will be a random sequence of letters and numbers and be 8 characters long)

woodelf
Aug 10, 2007, 07:02 PM
D'oh!

Yeah, that google pword is a PITA. It always gives the same one and I never remember to write it down. :(

GeoModder
Aug 11, 2007, 04:48 AM
lol, the CIV4PlotLSystem that I added to the project is just the vanilla xml file. Since Geomodder was having trouble adding files to the project, I added the file for him and was trying to see if he could change the files.

@Geomodder
If you are still having difficulties, try making a new project folder and seeing if it will let you do an svn commit.. with it.
Also make sure you are using the right username and password. your username should be 'Geomodder' and you must use the password given on this webpage: http://code.google.com/hosting/settings (It will be a random sequence of letters and numbers and be 8 characters long)

So, this means that nobody saw the Civ4LSystem.xml file I added? :(
And I already tried that, matthewv.
Is there a difference between teh svn 'commit' and the 'add' (when a blue '+' sign appears next to the file? This is what I did with the Civ4LSystem.xml last night.

woodelf
Aug 11, 2007, 05:45 AM
Upload the zipped file here Geo and I'll see if I can commit it. I'll also pay attention to how I did it since I can't remember right now.

matthewv
Aug 11, 2007, 07:48 AM
So, this means that nobody saw the Civ4LSystem.xml file I added? :(
And I already tried that, matthewv.
Is there a difference between teh svn 'commit' and the 'add' (when a blue '+' sign appears next to the file? This is what I did with the Civ4LSystem.xml last night.
Yes there is a difference. If you just do 'add..' nothing actually happens until you do 'svn commit..'. You have to do 'add..' and then do 'svn commit..' to add a file to the project.

woodelf
Aug 11, 2007, 02:58 PM
matt - It's okay to start adding files right? I think you said it was, but I want to make sure. It's not going to break anything obviously since it doesn't work yet anyhow. :p

woodelf
Aug 11, 2007, 03:02 PM
revision 7 done. 2 civilization files.

About the artwork...we're using the old terrain, resources, improvements, buildings, ect right? We can most likely use whatever files Geo has since he had the last Vanilla master.

GeoModder
Aug 11, 2007, 03:29 PM
revision 7 done. 2 civilization files.

About the artwork...we're using the old terrain, resources, improvements, buildings, ect right? We can most likely use whatever files Geo has since he had the last Vanilla master.

I still have the vanilla master.
I should be able to make a BtS package out of it, but of course the feature art will look horrific... (no complaint intended, matthewv)

woodelf
Aug 11, 2007, 03:42 PM
I don't think you need to do anything with the art for it to work with BtS. The XML is what needs to tie it together.

matthewv
Aug 11, 2007, 05:24 PM
I still have the vanilla master.
I should be able to make a BtS package out of it, but of course the feature art will look horrific... (no complaint intended, matthewv)

No harm done, I knew it looked horrible when I made it. The only reason it there is to act as a placeholder until some does a better job

woodelf
Aug 11, 2007, 05:33 PM
What feature art?

woodelf
Aug 11, 2007, 06:25 PM
Make sure you guys update before starting any XML work.

woodelf
Aug 11, 2007, 07:11 PM
Does anyone remember why we kept some of the vanilla improvements listed at the end of Civ4ImprovementInfos? I've converted the ones that SotM uses to BtS, but wonder why I should have to do the same for the others.

woodelf
Aug 11, 2007, 07:18 PM
At revision 14 now. I won't be working on it again until late Monday most likely.

Maniac
Aug 11, 2007, 08:56 PM
Does anyone remember why we kept some of the vanilla improvements listed at the end of Civ4ImprovementInfos? I've converted the ones that SotM uses to BtS, but wonder why I should have to do the same for the others.

Because it will give tons of errors if you don't remove them from PlotLSystem as well?

woodelf
Aug 11, 2007, 10:01 PM
Because it will give tons of errors if you don't remove them from PlotLSystem as well?

I remember the error part come to think of it. :mad:

Geo - Can you make it so this isn't necessary in the LSystem?

GeoModder
Aug 12, 2007, 05:01 AM
I think I used matthewv's PlotLSystem in the last Vanilla Master version. Have to check to be sure but I thought he removed alot of unnecesary improvement entries.

GeoModder
Aug 12, 2007, 05:40 AM
Checked the PlotLSystem file. There's indeed no references to vanilla improvements, only the landworked huts (which we have graphics for) and the cottage entries (which we use atm for solar panels).

I have now a .svn update on everything Woodelf and matthewv committed. Hopefully with all the content in the .svn I can do new commits to, or at least updates from existing files.

woodelf
Aug 12, 2007, 07:06 AM
Super.

The big hurdles remaining are the diploInfos XML, which I'm going to tackle Monday, and the tech tree (so we can link the Units, Buildings, Civics, ect). I also plan on putting the first era into XML Monday if I find time.

woodelf
Aug 13, 2007, 05:27 AM
Diplo is done, but not commited since I'm at work. No new text for our leaders, but there shouldn't be XML issues when the mod is loaded.

woodelf
Aug 13, 2007, 01:23 PM
Up to revision 15. Diplo and TechInfos added.

woodelf
Aug 13, 2007, 01:28 PM
Checked the PlotLSystem file. There's indeed no references to vanilla improvements, only the landworked huts (which we have graphics for) and the cottage entries (which we use atm for solar panels).

Is there a reason to include vanilla units and buildings in the XML files? I know that we did way back when because we didn't know any better. Do we still have to?

The units are removed from the Formations XML and I assume Geo removed the buildings from a System XML. Are we good to start converting these files and only keep the units and buildings on the Moon?

woodelf
Aug 13, 2007, 01:29 PM
Geo - Is there any chance you could mail me your Art folder? I made some changes in mine and would rather have your master. :)

matthewv
Aug 13, 2007, 01:58 PM
Is there a reason to include vanilla units and buildings in the XML files? I know that we did way back when because we didn't know any better. Do we still have to?

The units are removed from the Formations XML and I assume Geo removed the buildings from a System XML. Are we good to start converting these files and only keep the units and buildings on the Moon?

Not for BtS as the BtS Lsystem and formation XMLs no longer reference specific buildings and units. You can delete any vanilla units and buildings you wish without creating any errors.

woodelf
Aug 13, 2007, 02:23 PM
Not for BtS as the BtS Lsystem and formation XMLs no longer reference specific buildings and units. You can delete any vanilla units and buildings you wish without creating any errors.

Sweet.

Revision 16 is up. Fairly large one. I'm updating the first post next.

woodelf
Aug 13, 2007, 02:38 PM
Should I leave the units in that we have and set them to Future Tech for now? That way we can always have them if we need them. :)

GeoModder
Aug 13, 2007, 02:40 PM
I'll break it down by folder for starters.

Art

Civ4ArtDefines_Bonus - Any idea what the tag FontButtonIndex means and if it's important?
Civ4ArtDefines_Building - there's now an LSystem tag. Geo?


I'm hoping a good portion of these won't need much work. I've read that BonusInfos and Civ4LSystem are changed, but have confidence in Geo. ;) If anyone knows anything about the other files let me know and I'll update the post.

Oh, you're home now? Guess I downloaded the tech xml for nothing.

On your questions:
Not a problem with the buildings LSystem tag, we can sort of override it in the Civ4Lsystem file itself since this one is appearantly read after the buildings xml. The only thing we need to adjust for our Moonmod buildings is instead of using a size entry (for instance 3x2) the LSystem entry.
Were you able to open a game and see the research screen now?

GeoModder
Aug 13, 2007, 02:42 PM
Should I leave the units in that we have and set them to Future Tech for now? That way we can always have them if we need them. :)

For most of them, yes please. Keep the colonist, engineer, rover and perhaps the pistolman buildable from the start (like it is now).
You could always experiment with the eagle by linking it to Lunar Industry or Vacuum Logistics.

GeoModder
Aug 13, 2007, 02:43 PM
Geo - Is there any chance you could mail me your Art folder? I made some changes in mine and would rather have your master. :)

Will do, I'm just in the process of looking things over on my latest vanilla test.

GeoModder
Aug 13, 2007, 02:44 PM
Bloody... the Civ4 version was already at 127 megs unzipped. :eek:

GeoModder
Aug 13, 2007, 02:49 PM
Woodelf, do you know how much upload space the average member has? And do you know if a .rar file counts as a file or a folder? A folder may be 30 megs big, a file 10 megs.
Atm I have used almost 28 megs on several files, and the packed moonmod artfolder is about 26 megs big.

woodelf
Aug 13, 2007, 02:51 PM
Oh, you're home now? Guess I downloaded the tech xml for nothing.

Yeah, simply update and see the progress. :)

On your questions:
Not a problem with the buildings LSystem tag, we can sort of override it in the Civ4Lsystem file itself since this one is appearantly read after the buildings xml. The only thing we need to adjust for our Moonmod buildings is instead of using a size entry (for instance 3x2) the LSystem entry.

So long as one of understand this we're golden.

Were you able to open a game and see the research screen now?

I'm a long way from trying the game out. The XML errors would be too numerous to click right now I think. Once all of the files are transferred over I'll see what happens and see how many incorrect leaps of faith I made. (like formations XML for instance.)

woodelf
Aug 13, 2007, 02:52 PM
For most of them, yes please. Keep the colonist, engineer, rover and perhaps the pistolman buildable from the start (like it is now).
You could always experiment with the eagle by linking it to Lunar Industry or Vacuum Logistics.

The ones that make sense I'll try to link the right way.

woodelf
Aug 13, 2007, 02:52 PM
Bloody... the Civ4 version was already at 127 megs unzipped. :eek:

Music the cause?

woodelf
Aug 13, 2007, 02:54 PM
Woodelf, do you know how much upload space the average member has? And do you know if a .rar file counts as a file or a folder? A folder may be 30 megs big, a file 10 megs.
Atm I have used almost 28 megs on several files, and the packed moonmod artfolder is about 26 megs big.

1 file, 10 meg max. Total max varies. I think the total can be modified by TF, but the max/file is fairly hardcoded.

You can break up the assets folders maybe.

GeoModder
Aug 13, 2007, 02:54 PM
Music the cause?

Nah, mostly the art. The artfolder on its own is 70 megs unpacked, and sounds has its own folder. (you still have the MP3's I sent you a month or two ago, do you?)

Okay, I'll break up the artfolder then.

woodelf
Aug 13, 2007, 03:00 PM
Nah, mostly the art. The artfolder on its own is 70 megs unpacked, and sounds has its own folder. (you still have the MP3's I sent you a month or two ago, do you?)

Okay, I'll break up the artfolder then.

I have the music somewhere. One of my HDs, I hope.

GeoModder
Aug 13, 2007, 03:03 PM
Yeehaa, the two biggest sub artfolders are just under 10 megs when packed. This will work.

woodelf
Aug 13, 2007, 03:04 PM
Up to 17. Added Future Tech and some Unit XMLs. Still have the big UnitInfos looming... :(

woodelf
Aug 13, 2007, 03:05 PM
Yeehaa, the two biggest sub artfolders are just under 10 megs when packed. This will work.

Super news.

GeoModder
Aug 13, 2007, 03:07 PM
It will take some time tho, CFC upload isn't that fast. :(

woodelf
Aug 13, 2007, 03:09 PM
After looking at the remaining XML hurdles there's no hurry.

The biggies:

PromotionsInfos
UnitInfos
Basic Infos - this got chopped up into a lot of little pieces. Not cool.

The minor:

Civ4Traits
some tweaking now that techs are in

GeoModder
Aug 13, 2007, 03:16 PM
Darn you work quick.

I pm'd you the link of the first of three artfolders. Busy uploading folder 2 now.

matthewv
Aug 13, 2007, 04:30 PM
After looking at the remaining XML hurdles there's no hurry.

The biggies:

PromotionsInfos
UnitInfos
Basic Infos - this got chopped up into a lot of little pieces. Not cool.

The minor:

Civ4Traits
some tweaking now that techs are in

I'll take care of units and promotions tonight.

woodelf
Aug 13, 2007, 04:31 PM
I'll take care of units and promotions tonight.

Promotions are now done matt.

I'm currently making a list of changes from Vanilla to BtS in Units, but will gladly let you do that one.

But promotions XML is definitely done.

I'll commit now.

woodelf
Aug 13, 2007, 04:32 PM
At revision 18 now.

I'm not planning on doing any modifications until later on tonight.

I'll plan on cleaning up leaders, civilizations, traits

matthewv
Aug 13, 2007, 05:18 PM
BtW The civilizations xml in the BtS editor is actually working if you want to use it (just hide the first 5 columns). I should also have promotions and units working fairly shortly as well (I know you already converted the promotions xml to BtS).

woodelf
Aug 13, 2007, 05:55 PM
By converting I added the correct unitcombat types to the BtS corresponding promo.

We'll need to rename them and add new ones if we want.

Do you have time to tackle BasicInfos?

woodelf
Aug 13, 2007, 06:19 PM
Revision 19 up.

Added Civ4TraitInfos, modified Religions and Civilizations with correct techs.

woodelf
Aug 13, 2007, 06:40 PM
It looks like I made a big deal out of nothing with the chopping up of BasicInfos. Firaxis actually did us a big favor. The only one I see that needs modifying is the UnitCombat one. Geo can mess Calendar, Month, and Season when he wants to.

edit - revision 20. Added the above file.

matthewv
Aug 13, 2007, 07:57 PM
units XML is added.

A bunch xmls are currently not in sync with the BtS XML Schema files:
Religion
Trait
Special building
Improvement

Game crashes after those xml errors so there could be moe

woodelf
Aug 13, 2007, 07:58 PM
Is it easy to check the XML errors while the game is loading?

woodelf
Aug 13, 2007, 08:00 PM
I didn't get the UnitInfos when I updated

edit - nevermind. I had to rename the editor to get the new version. I can see that I need to import/export the CivUnitInfos. Nice

matthewv
Aug 13, 2007, 08:08 PM
I didn't get the UnitInfos when I updated

opps, try now.

woodelf
Aug 13, 2007, 08:09 PM
crosspost. :)

Did you mess with tech prereqs in that file? If not then I'll use my exported version.

woodelf
Aug 13, 2007, 08:18 PM
I put in a lot of Future Techs. I'm about to try it out. :eek:

matthewv
Aug 13, 2007, 08:20 PM
crosspost. :)

Did you mess with tech prereqs in that file? If not then I'll use my exported version.

The tech prereqs are from the original.(and thus need to be updated)

You will all need to add the art defines for the units.

woodelf
Aug 13, 2007, 08:45 PM
I got bumped on my first attempt. :D

I did end up cleaning up a lot of errors. 2nd try coming

woodelf
Aug 13, 2007, 09:06 PM
LOts of fixes. Up to revision 23

woodelf
Aug 13, 2007, 09:32 PM
24 now .

woodelf
Aug 13, 2007, 09:42 PM
I have 2 issues that I'm going to have to leave for now.

There's a 100 and a 50 error in the BuildingInfos that I've never heard of.

And there is an issue with the Improvements in the BuildInfo file.

Feel free to take a crack anyone. :)

edit - I'm done for the night at revision 25

matthewv
Aug 13, 2007, 10:13 PM
There's a 100 and a 50 error in the BuildingInfos that I've never heard of.

I was changing the editor a bit and accidentedly deleted something which caused a bad xml export for BuildingInfos. Fixed now.

matthewv
Aug 13, 2007, 10:35 PM
I have 2 issues that I'm going to have to leave for now.

There's a 100 and a 50 error in the BuildingInfos that I've never heard of.

And there is an issue with the Improvements in the BuildInfo file.

Feel free to take a crack anyone. :)

edit - I'm done for the night at revision 25

got rid of all the xml errors, though we still have a crash on load. I haven't the faintest Idea why though.:confused:

Edit: We might be getting the crash because allot of the art defines aren't done yet. Going to bed now as well.

BTW, Good job guys.:goodjob: We got allot of work done today.:D

woodelf
Aug 14, 2007, 04:07 AM
Do art defines give crashes upon loading normally? Also, most of the artdefines XML files were direct transfers and the art folder is the same basically. I hope that's all it is, but have my doubts.

Maybe our lack of Events and Corporations files?

woodelf
Aug 14, 2007, 04:55 AM
For the Event XML files do we need to keep the Vanilla ones or can I completely remove them?

AlazkanAssassin
Aug 14, 2007, 05:10 AM
You could go through them systematically eliminating the ones that wouldn't fit at all on the moon, and changing text to fit better those that do. We are going to want to use a lot of those events, right? No sense "re-inventing the wheel".

woodelf
Aug 14, 2007, 05:22 AM
Now I feel dumb pestering you via PM AA. I was doing other PM work and didn't see your replies. :blush: I'll leave most Events and triggers and simply reword the text.

woodelf
Aug 14, 2007, 05:26 AM
Could the CTD be related to audio or the main menu?

woodelf
Aug 14, 2007, 08:43 AM
Can someone either post the Corporations XMl file or modify it so it doesn't have conflicts. I've never looked at it, but I assume there are prereqs that our mod no longer meets. These should cause issues (along with Events which I'm modding now).

GeoModder
Aug 14, 2007, 09:31 AM
Btw, did you guys put the python and res folder in Assets in your BtS version of the mod?

GeoModder
Aug 14, 2007, 09:50 AM
Put everything together (.svn xml + my civ4 sound xml, python, art and res folder from the Civ4 version and tried to start it.

Results:
I have an xml error on xml/terrain/Civ4ImprovementsInfos.xml.
the <Bonustypestructs> element may according to DTD/scheme not be empty (line 45,32)

I compared this with the BtS improvementsinfos file, and this tag isn't there. How did it get into the MoonSong improvementsinfos file?

Next I receive xml errors on faulty infoclasses on the terrain improvements like Biodome, Glasshouse, Mine, enfin, all of them before the game shuts down.
The weird thing is the error message links those IMPROVEMENT classes to the xml/UNITS/Civ4BuildInfos.xml
Sounds contradictionary. Improvements in the units folder?

GeoModder
Aug 14, 2007, 09:56 AM
Deleting the BonusTypeStructs tag in this file solves the xml errors but at about twothirds loading the game crashes to desktop.

matthewv
Aug 14, 2007, 10:44 AM
Results:
I have an xml error on xml/terrain/Civ4ImprovementsInfos.xml.
the <Bonustypestructs> element may according to DTD/scheme not be empty (line 45,32)


Oops, thats my fault. I changed the schema but I forgot to add it to the project.

matthewv
Aug 14, 2007, 10:47 AM
Next I receive xml errors on faulty infoclasses on the terrain improvements like Biodome, Glasshouse, Mine, enfin, all of them before the game shuts down.
The weird thing is the error message links those IMPROVEMENT classes to the xml/UNITS/Civ4BuildInfos.xml

Don't worry about those errors. They will dissappear when the improvments one is fixed.

Edit: maybe I should read all the posts before replying.:crazyeye:

Btw, did you guys put the python and res folder in Assets in your BtS version of the mod?

I haven't

GeoModder
Aug 14, 2007, 10:59 AM
I haven't

Well, doesn't make a difference anyway. The mod still crashes at about 60% loading.

Going to try things the other way around. Adding stuff to a fake mod.

matthewv
Aug 14, 2007, 11:11 AM
Well, doesn't make a difference anyway. The mod still crashes at about 60% loading.

Going to try things the other way around. Adding stuff to a fake mod.

GL with that. I am very curious to see what is causing the crash as I don't think I had ever seen a crash like that while the game is loading.

woodelf
Aug 14, 2007, 11:12 AM
Oops, thats my fault. I changed the schema but I forgot to add it to the project.

When will you be able to update this matt?

woodelf
Aug 14, 2007, 11:13 AM
I'm hoping that when you correct the last XMl error all will be well. That seemed to happen a lot with Vanilla.

matthewv
Aug 14, 2007, 11:14 AM
When will you be able to update this matt?

If you add the default Bts terrain schema to the project I will be able to do it now. Otherwise it will have to wait till tonight as I have access to the mod now but not Civ4.

woodelf
Aug 14, 2007, 11:20 AM
If you add the default Bts terrain schema to the project I will be able to do it now. Otherwise it will have to wait till tonight as I have access to the mod now but not Civ4.

I don't have Civ4 access either yet. :(

woodelf
Aug 14, 2007, 11:23 AM
Here's the Events folder (http://forums.civfanatics.com/uploads/32561/Events.rar) all buttoned up. If anyone wants to commit it they can. If not I'll do it when I get home.

woodelf
Aug 14, 2007, 01:18 PM
The terrain schema is committed matt, along with the Events folder.

woodelf
Aug 14, 2007, 01:40 PM
At revision 28 now. I put in SotM resources into the Corporations file.

GeoModder
Aug 14, 2007, 01:44 PM
Does the revision already load without a crash?

I'm atm busy testing the audio xml. We do need to work from the BtS files, not the Civ4 ones. Have some trouble getting the right music to play.

woodelf
Aug 14, 2007, 01:47 PM
I haven't tried playing to see about crashes. I'm waiting for matt to fix the one schema. I hope that removes some later Improvement errors.

matthewv
Aug 14, 2007, 01:48 PM
The terrain schema is committed matt, along with the Events folder.

Fixed Bonus type struct problem

GeoModder
Aug 14, 2007, 02:02 PM
Well, if my experiences with the audio are something to go looking for, a missing BtS tag does create a crash without error. Perhaps someone missed some tag in whatever file?

The opening music plays fine now, whatever mainscreen prefs a player uses. Now I'm trying to let the moon MP3's play in a game.

woodelf
Aug 14, 2007, 02:04 PM
Trying it now. I'm hoping for some new errors. :D

woodelf
Aug 14, 2007, 02:11 PM
Super hard crash. It say "an error log has been created". Any idea where that is?

GeoModder
Aug 14, 2007, 02:13 PM
I wish I knew. :(
I enabled numerous times this crash log to never find where they are. :mad:

woodelf
Aug 14, 2007, 02:14 PM
I have faith in matt since he solved the original SotM CTDs. :please:

GeoModder
Aug 14, 2007, 02:16 PM
I keep tabs on a missing BtS tag. :D

woodelf
Aug 14, 2007, 02:19 PM
Good luck finding a missing tag. :(

Actually I did miss several, but upon loading I received errors telling me what line it should have been in. No such helpful errors this time.

GeoModder
Aug 14, 2007, 02:25 PM
Literally telling a certain tag was expected, or content in existing tags?
While I was tinkering with the audio files, I got no such warning for missing tags. Just a CTD.

woodelf
Aug 14, 2007, 02:29 PM
Literally telling a certain tag was expected, or content in existing tags?

It didn't say it was missing, but gave a line number and error. When I went into that file and found the line number it looked like nothing was wrong. When I crossreferenced the BtS file I noticed an entire line missing. Adding that line solved everything :blush:

While I was tinkering with the audio files, I got no such warning for missing tags. Just a CTD.

Wierd. I've never messed with Audio though.

GeoModder
Aug 14, 2007, 02:35 PM
Yeah well, audio tags appearantly link directly to the game engine to, like art. Perhaps that's the reason.

matthewv
Aug 14, 2007, 02:38 PM
Super hard crash. It say "an error log has been created". Any idea where that is?

Logs are stored in the civilization 4 folder under "My Games"

matthewv
Aug 14, 2007, 02:41 PM
I have faith in matt since he solved the original SotM CTDs. :please:

Maybe, But it wasn't very fun and it toke me several days. I am not willing to spend that long now to find a stupid bug. I got to many more important things to do ATM. (Like finish the BtS XML Editor)

woodelf
Aug 14, 2007, 03:15 PM
How do you set it up to record error logs?

I get this under a init text doc

[463.031] DBG: CIV Init
[463.046] VERSION: App: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe
[463.046] VERSION: Build: Thu Jul 12 19:24:34 2007
[463.046] VERSION: 3.0.2.94 (75914)
[561.625] VERSION: Mod Loaded: Mods\Song of the Moon\
[561.734] DBG: FILE Cat Init

matthewv
Aug 14, 2007, 03:32 PM
How do you set it up to record error logs?

I get this under a init text doc

[463.031] DBG: CIV Init
[463.046] VERSION: App: C:\Program Files\Firaxis Games\Sid Meier's Civilization 4\Beyond the Sword\Civ4BeyondSword.exe
[463.046] VERSION: Build: Thu Jul 12 19:24:34 2007
[463.046] VERSION: 3.0.2.94 (75914)
[561.625] VERSION: Mod Loaded: Mods\Song of the Moon\
[561.734] DBG: FILE Cat Init

See here:
http://forums.civfanatics.com/showpost.php?p=3579837&postcount=5


BTW can I lock the mod for 10 mins. to add a bunch of changes I made to the editor? It you made any changes please commit then before I do this.

The changes mostly make the editor easier to use. I mainly added a whole pile more drop down lists, many of which arent functional yet.

woodelf
Aug 14, 2007, 03:34 PM
lock away.

woodelf
Aug 14, 2007, 03:43 PM
Here's the XMl log from my attempt. It has a lot of succeeded and I can't tell where the critical failure is.

matthewv
Aug 14, 2007, 03:48 PM
lock away.

Changes done

woodelf
Aug 14, 2007, 03:51 PM
Geo - Here's the audio error log I'm getting.

matthewv
Aug 14, 2007, 03:56 PM
Here's the XMl log from my attempt. It has a lot of succeeded and I can't tell where the critical failure is.

The way to find a bug using a log file is to typically look at the end and find the last things recorded. (in this case notes from CIV4UnitInfos.xml) From this we can typically say that the game crashed loading something from CIV4UnitInfos.xml or the xml file that loads after units (I will look up which file this is when I get home)

There are a bunch of other noncritical error in that log that can be fixed if your bored though.

woodelf
Aug 14, 2007, 04:09 PM
I just found a huge problem in the UnitInfos pertaining to Specialunits. A lot of vanilla tags could be close </> whereas in BtS they need the 0. Checking how far I get this time.

woodelf
Aug 14, 2007, 04:17 PM
I can see the problem now matt. Things like spy, suicide, canmoveallterrain, ect need 0 now.

woodelf
Aug 14, 2007, 04:29 PM
I've fixed all of these tags in the editor Matt. The last 2 lines about leader promotion and leader experience I'm not allowed to edit so I need to manually edit those by c/p.

I should know in a few if this works.

GeoModder
Aug 14, 2007, 04:33 PM
Geo - Here's the audio error log I'm getting.

Thanks for the trouble of uploading it, but I solved most of the issues now. I only need to be sure if more then one moonsong is played, but at least when starting a game moonmusic is on the air. ;)

woodelf
Aug 14, 2007, 04:42 PM
I'm fairly certain that our hard CTDs are not caused by missing lines, but by lines that used to be <xxxxxx/> and now need to be <xxxxxx>0</xxxxxx>. When these are found the crashes go away. Sadly there are a f-load of them.

I'm also very confused by an error in Civ4SpecialistInfos since I'm using the BtS minus the Spy and General.

I'm going to commit the editor changes and the files I've tweaked, but I'd suggest keeping a backup of your other stuff JIC. I don't want to be the cause of major problems.

woodelf
Aug 14, 2007, 04:47 PM
I've committed what I've done. I'm very confused about this part of my error log:

[10139.437] SetGlobalClassInfo (Civ4SpecialistInfos/SpecialistInfos/SpecialistInfo)
[10139.437] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10139.453] info type UNITCLASS_GREAT_SPY not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.625] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.625] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml

since it's the BtS file. I understand the Great Spy part since he isn't in UnitInfos. Maybe I missed another boolean addition somewhere?

GeoModder
Aug 14, 2007, 04:47 PM
Woodelf, while you're at it, could you delete all those <BonusTypeStructs/> tags in the Civ4ImprovementsInfos.xml file?

Matthewv, could you please send me again this link for getting a Gmail password for the .svn? I seem to have deleted this PM which you have me the link.

Maniac
Aug 14, 2007, 05:18 PM
http://forums.civfanatics.com/showthread.php?t=208584

http://code.google.com/hosting/settings

GeoModder
Aug 14, 2007, 05:20 PM
Never mind, I just attach things here.

Included are TerrainImprovementInfos, AudioDefines and Audio2DScripts.
When you put this in your assets folder, you also need to change some stuff in the assets/sounds/soundtrack folder: rename all moonsong tracks to Moonsong_1, Moonsong_2 and so on, and put them in the soundtrack folder, not in the folder they are now in.

EDIT: argh, bloody hell, now this forum doesn't accept .rar files either. :mad:

woodelf
Aug 14, 2007, 05:41 PM
Woodelf, while you're at it, could you delete all those <BonusTypeStructs/> tags in the Civ4ImprovementsInfos.xml file?

Matthewv, could you please send me again this link for getting a Gmail password for the .svn? I seem to have deleted this PM which you have me the link.

Sorry, I had to water my gardens. Now time to eat. :D

Write that pword down. It was the smartest thing I've done in 07.

woodelf
Aug 14, 2007, 05:41 PM
Never mind, I just attach things here.

Included are TerrainImprovementInfos, AudioDefines and Audio2DScripts.
When you put this in your assets folder, you also need to change some stuff in the assets/sounds/soundtrack folder: rename all moonsong tracks to Moonsong_1, Moonsong_2 and so on, and put them in the soundtrack folder, not in the folder they are now in.

EDIT: argh, bloody hell, now this forum doesn't accept .rar files either. :mad:

If you upload and then link to that it works.

woodelf
Aug 14, 2007, 05:51 PM
Or I could be completely wrong about my above diagnosis. I have no idea. :mad:

matthewv
Aug 14, 2007, 05:53 PM
Gah, I take 2 hours to drive home and things explode.:P

I've fixed all of these tags in the editor Matt. The last 2 lines about leader promotion and leader experience I'm not allowed to edit so I need to manually edit those by c/p.
why did you have to do them manually? am I missing a couple of tag in the editor?

I've committed what I've done. I'm very confused about this part of my error log:

Code:

[10139.437] SetGlobalClassInfo (Civ4SpecialistInfos/SpecialistInfos/SpecialistInfo)
[10139.437] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10139.453] info type UNITCLASS_GREAT_SPY not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.625] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.625] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml

since it's the BtS file. I understand the Great Spy part since he isn't in UnitInfos. Maybe I missed another boolean addition somewhere?

I will have at look at it.

Woodelf, while you're at it, could you delete all those <BonusTypeStructs/> tags in the Civ4ImprovementsInfos.xml file?

don't bother. I it very easy for me to change the editor so it doesn't add these tags when exporting. I should have done this earlier already but I was feeling a little lazy about looking a the VBA code at the time.

Edit: done

woodelf
Aug 14, 2007, 05:55 PM
Gah, I take 2 hours to drive home and things explode.:P


why did you have to do them manually? am I missing a couple of tag in the editor?

It said I couldn't edit those 2 lines.

matthewv
Aug 14, 2007, 05:58 PM
It said I couldn't edit those 2 lines.

nm I see what you mean. fixing it now.

Edit: Fixed

woodelf
Aug 14, 2007, 05:59 PM
Now I'm eating. No pressure to save the mod in the next 10 minutes matt. :p

matthewv
Aug 14, 2007, 06:31 PM
I've committed what I've done. I'm very confused about this part of my error log:

[10139.437] SetGlobalClassInfo (Civ4SpecialistInfos/SpecialistInfos/SpecialistInfo)
[10139.437] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10139.453] info type UNITCLASS_GREAT_SPY not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.625] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.625] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml
[10141.640] info type NONE not found, Current XML file is: xml\GameInfo/CIV4SpecialistInfos.xml

since it's the BtS file. I understand the Great Spy part since he isn't in UnitInfos. Maybe I missed another boolean addition somewhere?


Appearently this is normal. You game the same messages when loading vanilla BtS as well. Things like that I wouldn't really worry about as they are not going to effect the game at all.

woodelf
Aug 14, 2007, 06:32 PM
Then I guess that isn't causing the crash. :blush:

woodelf
Aug 14, 2007, 06:45 PM
Wierd. Comparing regular BtS and our mod shows that TechInfos never shows up in BtS's XML log. It's a huge list of errors for us.

woodelf
Aug 14, 2007, 06:56 PM
I'm now focusing on checking button art. It's either the "," or the fact that the dds they are mapped to doesn't exist. Hopefully one of those.

matthewv
Aug 14, 2007, 06:57 PM
I have confirmed that the CTD definately come from the units XML. Still have to find exactly where in the xml though.

matthewv
Aug 14, 2007, 06:58 PM
Wierd. Comparing regular BtS and our mod shows that TechInfos never shows up in BtS's XML log. It's a huge list of errors for us.

I say don't worry about it. Its not going to cause any problems.

woodelf
Aug 14, 2007, 07:08 PM
Here's a difference in UnitInfos:

BtS:
<PrereqCorporation>NONE</PrereqCorporation>

Ours:
<PrereqCorporation/>

matthewv
Aug 14, 2007, 07:12 PM
Here's a difference in UnitInfos:

BtS:
<PrereqCorporation>NONE</PrereqCorporation>

Ours:
<PrereqCorporation/>

its not that i checked

woodelf
Aug 14, 2007, 07:14 PM
Do different types of units need different advanced start costs?

right now our military units are opposite of BtS. Same with workers/settlers

matthewv
Aug 14, 2007, 07:14 PM
Well guess what. It's our art define tag that keeling us over. Boy I feel stupid as this is the first thing I should have checked as we have had the same problem before.

woodelf
Aug 14, 2007, 07:21 PM
Is it the comma or something else?

edit, there is no comma here. :p

woodelf
Aug 14, 2007, 07:27 PM
So we don't even have an ArtDefines file!

matthewv
Aug 14, 2007, 07:35 PM
So we don't even have an ArtDefines file!

Exactly!!!!!!!!!!!

you can change all the art defines to existing ones if you don't want to worry about art defines now.

matthewv
Aug 14, 2007, 07:39 PM
Is it the comma or something else?

edit, there is no comma here. :p

I'm lost..

woodelf
Aug 14, 2007, 07:55 PM
I'm lost..

Nevermind, I was really lost too.

woodelf
Aug 14, 2007, 07:56 PM
Exactly!!!!!!!!!!!

you can change all the art defines to existing ones if you don't want to worry about art defines now.

I won't have time tonight, but might tomorrow.

woodelf
Aug 14, 2007, 07:59 PM
What Art Defines do we need matt?

edit - nevermind again. I'm sending the 6 we lack to work. I can whip them up tomorrow. Shouldn't be many changes.

woodelf
Aug 15, 2007, 04:36 AM
A big change in ArtDefines_Unit is that the button is now there instead of in UnitInfos. That and a few new lines that I'm now painstakingly c/p'ing.

woodelf
Aug 15, 2007, 04:47 AM
I'm going to scream!!

Why add this...

<bActAsLand>0</bActAsLand>
<bActAsAir>0</bActAsAir>

When nothing uses it?

woodelf
Aug 15, 2007, 04:58 AM
Can someone please d/l this (http://forums.civfanatics.com/uploads/32561/SotMArtDefines.rar) and commit it to the SVN? I think these 4 files should help fix the game. For unit buttons I set them all the default Firaxis worker in case we get that far and people see wierd stuff. Right now I'd love to get that far!

woodelf
Aug 15, 2007, 05:01 AM
Updated the first post. I can't wait to see what's broken now. :)

edit - And the most important post gets pushed to the bottom of the last page. :mad:

I hate that. Please check that one until I get a volunteer (Geo :D) to test the artdefines.

GeoModder
Aug 15, 2007, 05:48 AM
Can't commit it, but can include it and try it out.

woodelf
Aug 15, 2007, 05:51 AM
Can't commit it, but can include it and try it out.

Thanks man.

GeoModder
Aug 15, 2007, 05:52 AM
Please respond to my post in the other thread you posted a link to artdefine files.

woodelf
Aug 15, 2007, 05:54 AM
Please respond to my post in the other thread you posted a link to artdefine files.

Done .

woodelf
Aug 15, 2007, 05:59 AM
I'm not expecting a miracle, but new errors would be nice. :yup:

woodelf
Aug 15, 2007, 06:57 AM
New Art update (http://forums.civfanatics.com/uploads/32561/SotMArtDefines.rar). It includes the fixes Geo suggested.

woodelf
Aug 15, 2007, 10:37 AM
No XML errors, just a hard crash with the "improvements" I made. :(

Here's the XML log, which is bigger this time. Way more UnitInfos listings.

matthewv
Aug 15, 2007, 10:52 AM
According to that log, the crash is occuring were loading the 25th unit in the units xml, which is the great engineer. I looked in the art defines and find none fore the great engineer, thus the CTD.

Never underestimate the debugging power of log files:)

woodelf
Aug 15, 2007, 10:55 AM
Thanks, I was about to test something else, but I'll tweak that now.

I'll have another log in a minute. :p

woodelf
Aug 15, 2007, 11:24 AM
Since I'm not sure how you counted that log matt here's another.

I had to get rid of a lot of UNITCLASS errors after getting beyond the Great_Engineer issue.

matthewv
Aug 15, 2007, 11:38 AM
Since I'm not sure how you counted that log matt here's another.

I had to get rid of a lot of UNITCLASS errors after getting beyond the Great_Engineer issue.

That would be art define for bombard missing

woodelf
Aug 15, 2007, 11:39 AM
I'm about all the way through UnitInfos. I hope there are no XML files after this one

woodelf
Aug 15, 2007, 11:40 AM
That would be art define for bombard missing

I changed it to Engineer after seeing Fighter there. Next one is upcoming... :D

woodelf
Aug 15, 2007, 11:41 AM
I wish I were brave enough to remove every instance of this crap. We must be getting close as there aren't many units left.

matthewv
Aug 15, 2007, 11:42 AM
Since I'm not sure how you counted that log matt here's another.


BTW I can tell which unit is causing the problem by counting how many times this line occurs in the log file: "info type not found, Current XML file is: xml\Units/CIV4UnitInfos.xml"

matthewv
Aug 15, 2007, 11:44 AM
I wish I were brave enough to remove every instance of this crap. We must be getting close as there aren't many units left.

Last unit: airfield.

woodelf
Aug 15, 2007, 11:47 AM
I broke through the unitinfos into a world of hurt. Several XML files that must be new to BtS that have references to BtS units, buildings, ect. Crap.

woodelf
Aug 15, 2007, 11:49 AM
Revision 33 done. Time to tackle new files.

woodelf
Aug 15, 2007, 11:59 AM
I was actually initializing the engine when I crashed this time, but I have several odd XML errors to find.

matthewv
Aug 15, 2007, 12:09 PM
xmls I think are fully loading now so the xml log can no longer be used to determine where its crashing. I am out of ideas ATM.

woodelf
Aug 15, 2007, 12:10 PM
What comes next? Opening Slideshow, music, ????

woodelf
Aug 15, 2007, 12:12 PM
Did Geo post the Audio XMl anywhere? Or can we use the stuff from Vanilla SotM? I have a soundtrack folder and am wondering if it's causing an issue without having XML telling it pick Moon Music

matthewv
Aug 15, 2007, 12:14 PM
It could be sound but I have no experience with sound in Civ4

woodelf
Aug 15, 2007, 12:19 PM
Here's the last file in the log, small file.

Does that tell you anything as it loads the engine?

matthewv
Aug 15, 2007, 12:29 PM
Here's the last file in the log, small file.

Does that tell you anything as it loads the engine?

Maybe, Now what does that log look like when loading just BtS whitout any mod?

woodelf
Aug 15, 2007, 12:40 PM
Here's a regular BtS init

matthewv
Aug 15, 2007, 12:52 PM
Hmm, its eitheir Font or MenuManager that is causing the CTD. I am stumped ATM and it is hard for me to pinpoint the bug further without access to civ4.

woodelf
Aug 15, 2007, 12:53 PM
Hmm, its eitheir Font or MenuManager that is causing the CTD. I am stumped ATM and it is hard for me to pinpoint the bug further without access to civ4.

Did we change either of those?

matthewv
Aug 15, 2007, 12:54 PM
BTW what did we change in CIV4ColorVals.xml?

GeoModder
Aug 15, 2007, 12:55 PM
I didn't upload sound xml yet. Just check under your Assets/XML/audio folders to see if there is any file inthere. There is none here, I only tested audio in a fake mod. (and got it to work :D )

woodelf
Aug 15, 2007, 01:02 PM
BTW what did we change in CIV4ColorVals.xml?

Probably nothing. :)

woodelf
Aug 15, 2007, 01:03 PM
I didn't upload sound xml yet. Just check under your Assets/XML/audio folders to see if there is any file inthere. There is none here, I only tested audio in a fake mod. (and got it to work :D )

I put the Vanilla XML files into this conversion. Is that the files you used?

woodelf
Aug 15, 2007, 01:36 PM
3 last XML errors in Civ4ForceControlInfos. They must not be a big deal since the game progresses on before crashing. The trouble is that there are no references in that file to the errors that appear. :confused:

matthewv
Aug 15, 2007, 01:51 PM
3 last XML errors in Civ4ForceControlInfos. They must not be a big deal since the game progresses on before crashing. The trouble is that there are no references in that file to the errors that appear. :confused:

I have seen things like that before. The error is not really in Civ4ForceControlInfos but another xml. the reason it is reported wrong is due to bugs in SDK.

GeoModder
Aug 15, 2007, 02:07 PM
I put the Vanilla XML files into this conversion. Is that the files you used?

I used the SotM files I adjusted for the MP3's I sent you a month or two ago.
They won't work in BtS, but they won't crash either since I was able to load my fake mod with wrong references in it.

woodelf
Aug 15, 2007, 02:31 PM
I'm officially stumped and tired.

I hope we narrowed it down enough for you to hammer it home matt. :D

matthewv
Aug 15, 2007, 02:48 PM
I'm officially stumped and tired.

I hope we narrowed it down enough for you to hammer it home matt. :D

Thanks for all you've done. Hopefully I can get her purring tonight.:p

matthewv
Aug 16, 2007, 12:40 AM
Okay, this bug is proving to be very painful. I have exhausted almost all the debugging methods I know of except trying to systematically isolate the bug, which is proving to be very nasty. In the process of trying to isolate the bug I am having problems with game crashing before the bug we want to isolate occurs. This makes things very difficult.

I am not completely out of options but all remain ways I know of to isolate the bug can take several days and many long boring hours. I may have the time to isolate it before next week but I make no promises, especially since it is very tedious work and can be hard to find the motivation to to it.

I don't know if you will understand what I just said, but the short answer is that things are going nowhere fast.

If you have any Ideas I managed to Isolate the bug to one of the xmls in the following folders:
Units
Techs
Buildings
Civilizations
Art

woodelf
Aug 16, 2007, 04:11 AM
Damn. I don't have as much time as normal in the next few days, but when I do I can look at redoing some of those XMLs with limited entries. We don't need a lot of what's in there so there's no sense completely doing any XML file from scratch until we find which file.

woodelf
Aug 16, 2007, 05:39 AM
If anyone can upload the BtS (non-modified) Unit XML folder I'd be thrilled. I'd like to remove everything except 1 unit and see what happens to our mod.

GeoModder
Aug 16, 2007, 05:57 AM
I PM'd it to you.

woodelf
Aug 16, 2007, 06:07 AM
On first glance the formations XML is wildly different and now I don't remember if we even changed this. I hate being at work! :mad:

Ellestar
Aug 16, 2007, 06:32 AM
I have seen things like that before. The error is not really in Civ4ForceControlInfos but another xml. the reason it is reported wrong is due to bugs in SDK.
If it's something like "info type XXX not found, Current XML file is: YYY" then it may happen after XML finished loading, as i understand python also calls CvGlobals::getInfoTypeForString function (maybe indirectly) that reports the last XML being loaded as the current XML.
Maybe there are other bugs like that, i don't know.

woodelf
Aug 16, 2007, 06:39 AM
Geo - I sent this exact message as a PM, but I'll post it here too:

I'm assuming you've updated the SVN. :)

Can you take this file (http://forums.civfanatics.com/uploads/32561/CIV4UnitInfos.rar) and replace what we have. Also, please delete or rename the formations file in our mod so that the game uses the default one.

What I've found is that we're using an incorrect line in UnitInfos. We have:

<FormationType/>

and should have:

<FormationType>FORMATION_TYPE_DEFAULT</FormationType> or Default can be any other defined type, but I entered in default for all units.

woodelf
Aug 16, 2007, 06:41 AM
If it's something like "info type XXX not found, Current XML file is: YYY" then it may happen after XML finished loading, as i understand python also calls CvGlobals::getInfoTypeForString function (maybe indirectly) that reports the last XML being loaded as the current XML.
Maybe there are other bugs like that, i don't know.

I don't think we have any python or XML changes. We used to have a new title screen, but right now we don't even have a python folder. Shouldn't we have one? Is there anything in the mod's loading that would go looking for the SotM title screen?

woodelf
Aug 16, 2007, 06:45 AM
And this whole thing better not be caused by a "," somewhere within thousands of lines of XML!

matthewv
Aug 16, 2007, 09:31 AM
I don't think we have any python or XML changes. We used to have a new title screen, but right now we don't even have a python folder. Shouldn't we have one? Is there anything in the mod's loading that would go looking for the SotM title screen?

We don't need it to run the mod so I wouldn't worry about it for now.

The SotM Title screen is just art file changes and thus should not cause any problems.

woodelf
Aug 16, 2007, 09:54 AM
I'm worried about starting it from scratch to be honest, although that might not be too bad in the long run.

woodelf
Aug 16, 2007, 10:30 AM
Two things in the ArtDefines_Civilizations file that are most likely nothing, but are definitely different.

We have this:

<bWhiteFlag>1</bWhiteFlag>

and BtS has:

<bWhiteFlag>0</bWhiteFlag>

I doubt switching this will matter, but who knows. The other is that this is the only ArtDefines files where the Vanilla version allowed a "," in front of the button path when not using an atlas. It worked in Vanilla, but is it possible that doesn't work in BtS? I did a direct swap to the conversion, but maybe that was a bad idea...