Crash Help, PLS!!

strategyonly

C2C Supreme Commander
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Mar 13, 2006
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I need to figure out what is causing a crash in my MOD?? HELP

Here's the situation: I only have one (1) town in my civ, and only one (1) town in other civ, no other civs are left in game, i deleted all of them trying to figure out where the crash occurs?? But it still crashes.:mad:

I am not changing periods, my town is set to Wealth and i tried to deleted the other civ before when i had a different civ in game and it worked so i left just the one city in play. But still crashes.:mad:

I took out all my python files and it still crashes??:mad:

You got to use this for the mod name: Copy of Next Fantasy War v010, if you get a GFC error then try post # 246 here: http://forums.civfanatics.com/showthread.php?t=235435&page=13

I will PAY someone $10.00 dollars if they can figure out this crash, 10 dollars aint much, but i aint rich either, hows thats?????:crazyeye:

It happens in Next Fantasy War (new version just out) v010.


Ideas, suggestion, anything???
 
I used to have a problem with crashes occuring all the time in my mod. So I wrote a utility to check for missing references in XML. This found a number of problems in my mod. When I fixed these missing references, my crashes went away. I highly recommend you download civchecker and run it.
 
I used to have a problem with crashes occuring all the time in my mod. So I wrote a utility to check for missing references in XML. This found a number of problems in my mod. When I fixed these missing references, my crashes went away. I highly recommend you download civchecker and run it.

I get this: MissingArt: Art/Units/Selection Effect/Selection_Above.nif
Used: bts art/civ4artdefines_misc.xml at line 146
MissingArt: Art/Units/Selection Effect/Selection_Above.kfm
Used: bts art/civ4artdefines_misc.xml at line 147
MissingArt: Art/Units/Flag/Mediallion.nif
Used: bts art/civ4artdefines_misc.xml at line 153
MissingArt: Art/Interface\Buttons\WorldBuilder\Terrain_Peak.dds
Used: bts terrain/civ4terraininfos.xml at line 1099

Dont know if i did it right, i made a new folder in my mod area and put the three files there, then ran civchecker?? But how do i check my MOD?
 
I am not sure if you had a chance to read the documentation that comes along with civchecker. It explains about those four errors, which appear to be real unresolved references in the BTS distribution. It also explains how you can change the civcheck.cfg file to check your mod. Also, the comments inside civcheck.cfg should help you to set it up to check your mod.
 
I am not sure if you had a chance to read the documentation that comes along with civchecker. It explains about those four errors, which appear to be real unresolved references in the BTS distribution. It also explains how you can change the civcheck.cfg file to check your mod. Also, the comments inside civcheck.cfg should help you to set it up to check your mod.

I just did it thx, but i have more than 3358 things it brought up, and i started looking at them ie artbonusinfo and nothing wrong, even though it says its missing a dds file?? its there, infact alot of these are there, even alot of the nif files it says that are missing, are there???:confused:
 
I just did it thx, but i have more than 3358 things it brought up, and i started looking at them ie artbonusinfo and nothing wrong, even though it says its missing a dds file?? its there, infact alot of these are there, even alot of the nif files it says that are missing, are there???:confused:

Are you sure the paths are correct in civcheck.cfg?

The tool cannot read inside "fpk" files. Does the mod have "fpk" files of its own? I have made a list of all the art files which are inside the standard BTS "fpk" file, and civchecker knows about those ones.

Are you sure the files are really there with the exact correct spelling?

If you are sure everything is correct, please send one or two lines of output from civchecker so I can double check.
 
Are you sure the paths are correct in civcheck.cfg?

The tool cannot read inside "fpk" files. Does the mod have "fpk" files of its own? I have made a list of all the art files which are inside the standard BTS "fpk" file, and civchecker knows about those ones.

Are you sure the files are really there with the exact correct spelling?

If you are sure everything is correct, please send one or two lines of output from civchecker so I can double check.


Yes i have my own fpk.

Here are some:
MissingArt: Art/Terrain/Resources/Cotton/Cop.nif
Used: fury art/civ4artdefines_bonus.xml at line 403
MissingArt: Art/Terrain/Resources/Cotton/Cop.kfm
Used: fury art/civ4artdefines_bonus.xml at line 404
MissingArt: Art/Terrain/Resources/Cannabis/Cnq.nif
Used: fury art/civ4artdefines_bonus.xml at line 412
MissingArt: Art/Terrain/Resources/Cannabis/Cnq.kfm
Used: fury art/civ4artdefines_bonus.xml at line 413

i did catch a few artstyle ones, so thx there, ok, dont know if that was the problem or not, but going thru 3300 some, PHEW!!
 
If the files like Cop.nif are inside your fpk, civchecker cannot see them. If they are in directories, are you sure they are in the right place? Do the files display in the game? If they are not in fpks, and they display in the game, then perhaps I need to make some bug fix to civchecker.

If you have a lot of files inside your fpk, you may want to unpack them. That is the only way civchecker can see them.

I have found that some missing artstyle's cause an immediate crash when the game is loaded; other missing artstyle's only cause a crash when the game tries to display them.

Other causes of a crash can be a unit which is defined to have an upgrade class, but no units of the upgrade class exist. For example, in the vanilla game, warrior upgrades to axeman. If you delete all the axemen units, there is no error when the game starts. But the first time an AI tries to upgrade a warrior to an axeman, suddenly the game will crash.

These are the types of missing references which civchecker is designed to catch.
 
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