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Old Dec 21, 2004, 04:05 PM   #1
FinnMcCool
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NOOB Editor: missing entry crashes mod

Whenever I change PTW by adding a new building, I get the error message

Missing entry in "text\PediaIcons.txt": ICON_#BLDG_yaddayadda

I have tried several new buildings ("Shrine", "Shrine Culture", "Temple Of Venus", "Rock of the Ascension") and none of them take.

Every time I enter the pcx files into the Icons\buildings folder, then run the
scenario, I get the "Missing entry" window of death and the game exits. I have files in the PediaIcons file, and I've used the same format as all other
entries. For example, there's a file in my Icons\buildings folder "Shrine.pcx"
and an entry in the PediaIcons.txt file "Shrinelarge.pcx" and "Shrinesmall.pcx" but when I run the scenario I get the "Missing entry in text/pediaicons.txt" window.

I've read through the tutorials, which were very helpful. But at this point I think I have to punt, and ask you experienced mod-makers WTF?

What worries me is that the error message says,

Missing entry in "text\PediaIcons.txt": ICON_#BLDG_Shrine

But **NOWHERE** in the PediaIcons file does the # come after ICON. All entries require the # to come first. Is this a problem? Can any of you who have succeeded at making a custom modpack tell me why this error keeps coming up?
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Old Dec 21, 2004, 04:24 PM   #2
IbnSina
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In my sig there is a link to a program that can help find these problems before you start the game. They always result from a misnamed file or forgotten entry in the .biq file or pediaicons.

... and I am required by law to point out that the traditional and most helpful forum for a question such as this is the Creation and Customization forum. Good luck!
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Got mod? PiC: the Pediaicons Checking Utility
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Old Dec 21, 2004, 06:00 PM   #3
FinnMcCool
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Thanks, son of Sina, but that's not what I'm looking for. I don't want any more software that claims to "detect errors"... I want to be able to create the scenario correctly on my own.

But you mentio .biq files and that makes me wonder if the tutorials I read aren't complete. They don't mention .biq files. Do I need to create entries
in the PediaIcons folder more than just the ...large.pcx and ...small.pcx files?
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Old Dec 22, 2004, 07:31 AM   #4
El Justo
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Quote:
Originally Posted by FinnMcCool
Whenever I change PTW by adding a new building, I get the error message

Missing entry in "text\PediaIcons.txt": ICON_#BLDG_yaddayadda

I have tried several new buildings ("Shrine", "Shrine Culture", "Temple Of Venus", "Rock of the Ascension") and none of them take.

Every time I enter the pcx files into the Icons\buildings folder, then run the
scenario, I get the "Missing entry" window of death and the game exits. I have files in the PediaIcons file, and I've used the same format as all other
entries. For example, there's a file in my Icons\buildings folder "Shrine.pcx"
and an entry in the PediaIcons.txt file "Shrinelarge.pcx" and "Shrinesmall.pcx" but when I run the scenario I get the "Missing entry in text/pediaicons.txt" window.

I've read through the tutorials, which were very helpful. But at this point I think I have to punt, and ask you experienced mod-makers WTF?

What worries me is that the error message says,

Missing entry in "text\PediaIcons.txt": ICON_#BLDG_Shrine

But **NOWHERE** in the PediaIcons file does the # come after ICON. All entries require the # to come first. Is this a problem? Can any of you who have succeeded at making a custom modpack tell me why this error keeps coming up?
i know where these errors are coming from

i'd check 2 things:

1st, look at the text entry in your biq file for the Shrine. it's in the "Civilopedia Entry" (i think) box in the editor. make sure it's spelled properly and that it matches exactly what you have entered in the PediaIcons.txt.

2nd, if all else fails, give the civ3 engine what it wants and add in the "missing entry" in the proper spot in the PediaIcons.txt.
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Old Dec 22, 2004, 11:46 AM   #5
IbnSina
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Quote:
Originally Posted by FinnMcCool
Thanks, son of Sina, but that's not what I'm looking for. I don't want any more software that claims to "detect errors"... I want to be able to create the scenario correctly on my own.

But you mentio .biq files and that makes me wonder if the tutorials I read aren't complete. They don't mention .biq files. Do I need to create entries
in the PediaIcons folder more than just the ...large.pcx and ...small.pcx files?
I admire your fortitude. We all make mistakes in our mods, but most of us want to find them before we start the game. The willingness to let the game crash in order to find errors requires a special strength that I, for one, do not have.

As for the .biq referenence, I'm sorry - that really just means "the editor". I think the tutorial files are complete - not many of us hack the .biq files themselves. I think you need to use the editor to fix your current problem.

I think the immediate problem -might- be that in your civilopedia entry in the editor (as described by El Justo) your tag was entered as "#BLDG_Shrine". You will not want the "#" there - enter it as only "BLDG_Shrine". Civ III puts the pound sign and descriptors such as #ANIMNAME and #ICON in by itself. You'll notice that there most entries in the pediaicons file have a form such as #TYPE_OBJECT_Name. Civ III puts in the #TYPE_ part, and we specify the OBJECT_Name part. Of course, there are variations on that theme...
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Old Dec 22, 2004, 12:21 PM   #6
FinnMcCool
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Thanks for the feedback, I'll check it out as soon as I can. The editor itself. Makes sense, all the while I was tweaking headers for "Temple Of Venus" like "Temple_Of_Venus" etc, I forgot the entry text in editor...



Just a quick tweak in editor and launched a test scenario. It works! Thanks to IbnSina and El Justo! Now I can start on neatening up graphics and stuff. OOOooo, my mouth is starting to water just thinking about it...

Last edited by FinnMcCool; Dec 22, 2004 at 01:09 PM.
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