How do i Debug my Map/Scenario ?

It's funny that you think a Lua/XML/SQL debugging process is simple enough that it CAN be explained in a quick bullet point format.

This is a programming language. Actually, it's THREE programming languages, each with its own syntax, although I hesitate to call XML a language.
It's not a quick and easy process, and there's no "Modding for Dummies" book for something like this. You need to read those introductory modders' guides (like Kael's), then learn more about the process, then try it yourself, then learn some more... and THEN, once you've done all that, you come on here and ask specific questions about what's wrong with your mod/map.

But fine, here's a very simple way to debug something:
> Start with what you KNOW works, i.e. the core game.
> Change one thing.
> See if it still works. If so, continue; if not, figure out what you did wrong in the above step and try again.
> Repeat until you're done.

If you spent days creating something without checking at any point along the way to see if it still worked, then it'll take forever for you to debug it and there's no easy way to make sure it fully works. Even after the crash bugs have been fixed, there can still be many bugs that cause it to screw up along the way that can't be easily caught, whereas a more iterative process would have caught those through their effects.

Now, if you're asking "how do I turn on the main debugging outputs", that's in your config.ini file; look for lines like "EnableTuner=0", for FireTuner, or the half-dozen or so logging lines for the text files. Set them to 1, and remember to load FireTuner up when you run the game.
 
Is this scenario attached to a custom mod? If not, then load up the scenario. It shouldn't crash.

If this is a custom mod we're talking about, I would recommend doing the following:

Clearly organize your files so they are easy to navigate.
Seperate your mod into different files (i.e. one for text, one for civilization changes, unit changes, etc.)
When you load up a game, provided nothing crashes, check all assets of your mod. If something doesn't work (like your units), you need to check your unit file and peruse it for errors and find out how to fix them. This is the most efficient way of debugging. (If the whole mod doesn't work, that could be because none of the files are properly updating the database).

Best of luck to you.
 
This is the most efficient way of debugging.

Actually, the most efficient way of debugging is to read the log files. One of the logs specifically deals with the loading of the GameData, and will say flat-out what the XML errors are. It'll also tell you errors that don't crash the game, like if you mistyped a name in one of the secondary tables (the ones that don't have ID entries, like Units_ResourceQuantityRequirements and such), which your method won't.
 
Actually, the most efficient way of debugging is to read the log files. One of the logs specifically deals with the loading of the GameData, and will say flat-out what the XML errors are. It'll also tell you errors that don't crash the game, like if you mistyped a name in one of the secondary tables (the ones that don't have ID entries, like Units_ResourceQuantityRequirements and such), which your method won't.

I stand corrected, then. Thank you.
 
it isnt...But it does :cry: and i havnt changed anything no codes or what ever just a WB Map/scenario.

How many cities are present on the map? Map size, civilization count?
 
All Civs except Siam and US ( I have to leave at least two out unfortunatley ) and i think 6 city states, its the largest it can be but i have played on a map thats modded to be even larger and that worked fine.

heres the picture !

Europe was made alot larger for a reason.



map.jpg


and after when i go to load it comes up with this after 5 seconds of loading

stop.jpg
 
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