View Full Version : Debugging thread
GeoModder Aug 23, 2007, 02:18 AM Okay, I dl'd and implemented your working version of the moonmod, Woodelf, but what I get after loading is different from what you say the problems are.
When I start a game with the moonmap script, the mod crashes.
When I start a game with another maptype, it loads and I have mooncity graphics.
Is this what you have? If so, what's the problem then? I thought you said you don't have mooncity graphics? :confused: Can you load up a game with the moonmap script?
woodelf Aug 23, 2007, 03:14 AM Okay, I dl'd and implemented your working version of the moonmod, Woodelf, but what I get after loading is different from what you say the problems are.
When I start a game with the moonmap script, the mod crashes.
When I start a game with another maptype, it loads and I have mooncity graphics.
Is this what you have? If so, what's the problem then? I thought you said you don't have mooncity graphics? :confused: Can you load up a game with the moonmap script?
Wierd. Any chance you'd want to clear your custom assets? I can either "Play Now" or start a Custom Game with the moonscript and it works. Anyone else try it out yet?
GeoModder Aug 23, 2007, 03:39 AM There's not a single file in my custom assets, just a bunch of empty folders. So how would if affect the mod? :confused:
You're positive you've sent me the version you have?
I'm asking because in your download there was no python folder.
woodelf Aug 23, 2007, 04:05 AM I don't have a python folder. Have we ever had one for the BtS version?
Did I send the moonmap or not? If not you should have one in your Public Maps already.
And I'm positive that this mod loaded and started a game. I zipped, then extracted, and loaded it before uploading it to you guys. :cry:
GeoModder Aug 23, 2007, 04:11 AM The moonmap is included. But it is another version then the latest we had, since dust sea settings can't be put on 'off'.
woodelf Aug 23, 2007, 04:14 AM :hmm: What happens if you use that one?
If that isn't the cause then I have no idea. I'll have to go home and just zip the XML and see what happens. I wanted an all inclusive file in case someone who didn't have audio or art wanted it.
GeoModder Aug 23, 2007, 04:18 AM I don't know it anymore.
Do I need to put this moonmap script file anywhere else then in publicmaps?
GeoModder Aug 23, 2007, 04:24 AM Okay, the moonmap scrip that comes with your download is 27,4 kb big, and has last been tinkered with on august 13, 2007. When I put in in my publicmaps it crashes the game.
My old moonmap script has exact the same size, and was last tinkered with on March 11, 2006. It crashes too.
You need to check your publicmaps folder and see what size and date the moonmap script there has.
woodelf Aug 23, 2007, 04:26 AM I think Public Maps is where it belongs, but I also have that copy always near my Assets.
GeoModder Aug 23, 2007, 04:33 AM Argh, talking about initiating confusion. I've found a 32,7 kb big moonmap script on my old laptop. Created in june this year. This should be Matt's latest version.
woodelf Aug 23, 2007, 04:35 AM I honestly don't know if matt has fiddled with the mapscript since then or not. The trouble is that the files keep getting new dates as we c/p. :(
We need matt or AA to try the zip and see if I buggered it up or not.
woodelf Aug 23, 2007, 04:37 AM What version of BtS are you on? I might be 3.02 or 3.0 and I can guarantee I'm not 3.03
GeoModder Aug 23, 2007, 04:42 AM Finally, that one loaded your mod Woodelf.
I've put the bugged moonscript versions in my Civ4 publicmaps, the working moonscript version in my BtS publicmaps. Appearantly BtS mapscripts show only after all Civ4 mapscripts are displayed so on bottom of the list if you use Play Now mode. So it won't show at first since one need to scroll down to see this BtS moonmap script.
I recommend deleting all moonmap scripts in Civ4 publicmap folder (if you don't plan to use the Civ4 moonmod for references) and ONLY keeping a good version (this 32,7 kb one) in your BtS publicmap folder from now on. Or else clearly label both versions.
I'm at version 3.03, why aren't you?
woodelf Aug 23, 2007, 04:43 AM Thanks for your perserverence (or perversion :D) Geo. Now you can finally see what I've been seeing!
GeoModder Aug 23, 2007, 05:00 AM Okay, what I see (graphically) is moon terrain, but no moon features (except rilles if those are features). They're replaced by the civ4 ones like nuke fallout and jungles. And for some reason there's terrain attrition on the map? When I leave a unit in the fallout at the end of turn, it disappears the next.
And I have mooncity graphics, which your reported not having, right?
please respond on these.
I almost had the perversion of quitting here, Woodelf... :backstab:
I'll include my audio xml, and see what gives. After that I could clean up those tech tags.
woodelf Aug 23, 2007, 05:08 AM Everything you say is true, but I don't see city graphics.
Feel free to fix any XML issues. :)
GeoModder Aug 23, 2007, 05:36 AM Everything you say is true, but I don't see city graphics.
Feel free to fix any XML issues. :)
Wait a second, do you see civ4 citygraphics or no citygraphics at all?
woodelf Aug 23, 2007, 05:47 AM Wait a second, do you see civ4 citygraphics or no citygraphics at all?
No city graphics at all, except the lunar command building and land worked.
GeoModder Aug 23, 2007, 05:58 AM Oh, in that case it might be you're starting a game in an era not supported by graphics. ;)
Remember, only the Ancient, Classical and Renaissance era's are linked with the city graphics. :lol:
woodelf Aug 23, 2007, 06:17 AM Oh, in that case it might be you're starting a game in an era not supported by graphics. ;)
Remember, only the Ancient, Classical and Renaissance era's are linked with the city graphics. :lol:
:blush:
I wonder what era I'm starting in. :confused:
I'll be able to check in 7 hours...
GeoModder Aug 23, 2007, 06:48 AM Scrap that, I just tested this and the citygraphics showed in every era, even when not defined.
Which xml file has the tech labels? I can't find it. I did find a file where the tech explanation is but that's it.
woodelf Aug 23, 2007, 06:54 AM Scrap that, I just tested this and the citygraphics showed in every era, even when not defined.
Wierd. I wonder what my problem is.
Which xml file has the tech labels? I can't find it. I did find a file where the tech explanation is but that's it.
Is there a Text file for Techs? I saw that you had some details in the first few techs, but didn't know where you did that prior.
matthewv Aug 23, 2007, 10:36 AM Sorry that I have not been able to help out more recently. :(
This week has been a very busy week and I actually won't be available at all to help with anything till next week.
So much to do but so little time.......
GeoModder Aug 23, 2007, 11:08 AM No problem, matt. There's still plenty to do at the groundworks which is a waste of your talents anyway.
Just finished labeling the techs in CIV4GameText_Objects_BTS.xml, at least the tech tree is readable now. :)
woodelf Aug 23, 2007, 11:17 AM Any advice on cleaning up terrain/features matt? Is that something you want us to wait on for you to finish?
matthewv Aug 23, 2007, 12:07 PM Any advice on cleaning up terrain/features matt? Is that something you want us to wait on for you to finish?
You can go ahead add fix this. If is mainly just the art references that need to reference the moon artwork instead of vanilla.
GeoModder Aug 23, 2007, 12:13 PM You can go ahead add fix this. If is mainly just the art references that need to reference the moon artwork instead of vanilla.
Would this solve the attrition stuff we experience on feature tiles?
woodelf Aug 23, 2007, 12:53 PM Would this solve the attrition stuff we experience on feature tiles?
I would think that's in the mapscript. Did you turn off attrition when starting the game?
woodelf Aug 23, 2007, 12:59 PM You can go ahead add fix this. If is mainly just the art references that need to reference the moon artwork instead of vanilla.
Thanks matt.
You or me Geo? Who tackles this? Or attempts to tackle...
GeoModder Aug 23, 2007, 01:10 PM Atm I first plan to put custom era's in the mod (Settlement -> Colonization -> Exploration if everybody agrees with those names) and relink the techs/cityart to them. And link the city-audio to the Final Frontier mp3's. It's a bit sidework, I know, but since a number of those features are still on representation graphics I don't see a hurry for doing it. You can try to tackle it if you want, and see if the attrition on those features disappears with it.
woodelf Aug 23, 2007, 01:13 PM Sounds good. I'll look into it.
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