The editor does have a pop up warning to restart via the loader. All my recent tests & the posted logs were opened via the loader jar. I've set that as the icon in my dock, so it's consistent.Opened file again & compared to pristine pcx on C3C install DVD. Original file is 512x256. File in Mughals is 384x256. Looks like the fourth column was trimmed off - otherwise the content is identical. Sorry I didn't catch that. Have to try swapping files out & see what happens.
Doesn't explain the difference between the TAM & the imported map biqs' behavior. They reference the same TAM art files.
It's getting too late to concentrate. Next session I'll swap out the Mughal terrain buildings file & see what happens. If nothing else it will be something to add to the list of files that need to be standard. Wonder why Firaxis' editor didn't reject it?
Firaxis's editor knows what format the game expects for PCX's, and may well use the exact same code as the game. Whereas I am not always aware of the different variations on PCXs (particularly size) that can be used. But see also my response to your next post.
With regards to the out of memory one... I've added some code (since 0.82) to report how much RAM is being used and available when that happens. It seems odd that it should be running out, but I'll at least be able to figure out how much it's using in the logs in 0.83 and later. The place where it's failing is very near where it failed when I tried without the launcher, which would indicate it wasn't getting more memory like it should have for some reason.
In the case of Malucca Pirates & Mughals it was the terrain buildings pcx. Simple substitution resulted in the map tab opening & displaying correctly. Thought that the same might be true with TAM. The imported maps have no preplaced terrain buildings. Looked at the TAM pcx. It is the same as the standard Firaxis file. Still got the result of TAM Fertile Crescent showing a blank map while the imported maps show just fine. Given what worked with Mughals a non-standard terrain file is likely the cause. But which could it be? Larger resource file? Off-size city? Is it a more general case that variable size files can cause similar problems?
Ahhh... the 384x256 terrain buildings PCX is a Vanilla one, without barricade graphics (this might also be a PTW one, I think barricades were from Conquests). I hadn't added in support for them since I've only done Conquests BIQ support thus far. Although in retrospect, it makes sense that some Conquests BIQs might be continuations of PTW scenarios that had custom terrain buildings PCXs that weren't upgraded for Conquests. I can probably add support for that style of terrain buildings without too much trickery.
Does the log have an error for TAM? If it's a graphics file, it should specify in the log which file is causing the hiccup. However, it is kind of late here, so I may have to re-read this later, too.
I will have to make this sort of error more visible in 0.83 so it isn't necessary to look in the log to know which file to investigate.
Variable sizes (width/height) of PCXs are likely to cause issues, although support is starting to be added for that, generally in accordance with when I'm aware of them being used (such as for city graphics). Larger-than-normal PCXs may simply cause things to display oddly (ex. my editor didn't know how to treat blown-up city graphics, and they wouldn't have been centered right before 0.81), but smaller-than-normal ones are likely to result in errors due to trying to chop them up into their sub-images and running off the edge of the PCX.
Takhisis/Ozymandias... response coming up...