Common Errors and/or Crashes Section

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The lizard one is because my Extras are not in the SVN. They are now, just turned off. If you want them you will have to turn them on again.

The boats/ships one is just some text I missed when adding the new prehistoric whaling improvement. I'll fix it.
 
But there isn't a building xml file for reptile/lizard one and TXT_blah_blah is still in game.

Pink button for Labyrinth. (seems natural since there aren't any art file)

I didn't turn on Extras, but they are in game? :confused:
 
Is this with REV on and BarbCiv On for this game?

And how many AI at setup?

JosEPh
 
A typo in Alt timelines MLF.

Thx, fixed

@Koshling:

Had this error when running latest SVN?

Traceback (most recent call last):

File "CvScreensInterface", line 262, in showTechSplash

File "TechWindow", line 281, in interfaceScreen

Spoiler :
Code:
# Buildings Enabled
		szBuildingsTitleDesc = u"<font=3b>" + localText.getText("TXT_KEY_PEDIA_BUILDINGS_ENABLED", ()) + ":" + u"</font>"
		szBuildingsTitleWidget = "BuildingsTitle"
		screen.setText(szBuildingsTitleWidget, "", szBuildingsTitleDesc, CvUtil.FONT_LEFT_JUSTIFY,
			       self.X_ALLOWS_PANEL + self.iMarginSpace, self.Y_ALLOWS_PANEL2 - 20, 0, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

		for j in range(CyGlobalContext().getNumBuildingClassInfos()):
			bTechFound = 0
			eLoopBuilding = CyGlobalContext().getCivilizationInfo(CyGlobalContext().getGame().getActiveCivilizationType()).getCivilizationBuildings(j)
			if (eLoopBuilding != -1):
				if (isTechRequiredForBuilding(self.iTech, eLoopBuilding)):
	        			screen.attachImageButton( panelName2, "", CyGlobalContext().getBuildingInfo(eLoopBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM,
								  [B]WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, eLoopBuilding, 1, False )[/B]

RuntimeError: unidentifiable C++ exception
ERR: Python function showTechSplash failed, module CvScreensInterface
 
Thx, fixed

@Koshling:

Had this error when running latest SVN?

Traceback (most recent call last):

File "CvScreensInterface", line 262, in showTechSplash

File "TechWindow", line 281, in interfaceScreen

Spoiler :
Code:
# Buildings Enabled
		szBuildingsTitleDesc = u"<font=3b>" + localText.getText("TXT_KEY_PEDIA_BUILDINGS_ENABLED", ()) + ":" + u"</font>"
		szBuildingsTitleWidget = "BuildingsTitle"
		screen.setText(szBuildingsTitleWidget, "", szBuildingsTitleDesc, CvUtil.FONT_LEFT_JUSTIFY,
			       self.X_ALLOWS_PANEL + self.iMarginSpace, self.Y_ALLOWS_PANEL2 - 20, 0, FontTypes.TITLE_FONT, WidgetTypes.WIDGET_GENERAL, -1, -1)

		for j in range(CyGlobalContext().getNumBuildingClassInfos()):
			bTechFound = 0
			eLoopBuilding = CyGlobalContext().getCivilizationInfo(CyGlobalContext().getGame().getActiveCivilizationType()).getCivilizationBuildings(j)
			if (eLoopBuilding != -1):
				if (isTechRequiredForBuilding(self.iTech, eLoopBuilding)):
	        			screen.attachImageButton( panelName2, "", CyGlobalContext().getBuildingInfo(eLoopBuilding).getButton(), GenericButtonSizes.BUTTON_SIZE_CUSTOM,
								  [B]WidgetTypes.WIDGET_PEDIA_JUMP_TO_BUILDING, eLoopBuilding, 1, False )[/B]

RuntimeError: unidentifiable C++ exception
ERR: Python function showTechSplash failed, module CvScreensInterface

That's most likely a missing pedia entry for some building. If you know what tech it was take a look at what buildings it enables and see if you can see any missing entries
 
That's most likely a missing pedia entry for some building. If you know what tech it was take a look at what buildings it enables and see if you can see any missing entries

I wonder it this could cause this:

RESMGR: Texture Wheat_farm_base.dds failed to load
RESMGR: Texture Art/Interface/Buttons/Buildings/button_labyrinth.dds failed to load
RESMGR: Texture Art/Interface/Buttons/Promotions/Mjolnir.dds failed to load
 
My game crashes when I click on the labyrinth button to build it, I assumed it was a missing art_def but it could be related to your crash.
 
My game crashes when I click on the labyrinth button to build it, I assumed it was a missing art_def but it could be related to your crash.

Art now up there.

Is someone changing "my" files? I keep getting "new" versions when I update from the SVN but so far they are the same as what I already have?
 
That's most likely a missing pedia entry for some building. If you know what tech it was take a look at what buildings it enables and see if you can see any missing entries

I cant find the problem, i know it gives the error when the Tech Oral Tradition is given?
 
Fixed the 'killer rabbit' problem. I had not loaded one of the MLF files so it was ignoring the one that turns those units off.

ahh yes, the MLF file, I thought there was one missing, goes to show you, "always go with your FIRST instincts.";)
 
You might want to post MLF's (or instructions to change the existing ones) for people playing with an SVN version that don't know/understand how to change them. If your current game has got killer rabbits in it (or other things) that are now off in the the new MLF files you can't load your save.
 
You might want to post MLF's (or instructions to change the existing ones) for people playing with an SVN version that don't know/understand how to change them. If your current game has got killer rabbits in it (or other things) that are now off in the the new MLF files you can't load your save.

If it was a max compat save it should. It just tells you that it is removing all those units. Or has that changed?

How to turn things on/off is documented at the beginning post of the Alternate Timelines thread.
 
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