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Thread: Text improvement project for SS6.3

  1. #21
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by Silver Legionary View Post
    Byzantine Hetairae building tree has the same bug the Scholae barracks tree used to,
    as of right now.
    How do I fix that?
    As in no real description but a <Byzantine Hetairae> one?

    Also, Mongol priests have "EMT_MONGOL_PRIEST_2" or something like that instead
    of Mongol Priest.
    Extract the files below in SS6.3\data\text and let me know.
    text.rar

  2. #22
    Silver Legionary's Avatar Kihei
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    Default Re: Text improvement project for 6.3

    For the Hetairae buildings,
    in the building browser, it says:
    <byzantine_mercenary_barracks>
    or something like that.

    EDIT: Had to start a new campaign, but the Mongol priest fix worked.
    Last edited by Silver Legionary; September 03, 2010 at 10:49 AM.


  3. #23
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Alright thanks. Got no access to the game files right now and without that line I don't know what to add
    Noted and will most likely be fixed in the next update (around Wednesday).
    Let me know if that other one works (again, can't test it myself right now )

  4. #24
    Meneth's Avatar I mod, therefore I am
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    Default Re: Text improvement project for 6.3

    Just finished fixing several thousand errors in the text files. Everything from unit and building descriptions, to menu and battle tooltips.
    The fixes will hopefully go live later today or tomorrow.

  5. #25
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Updated first post, 0.5 should be finished this evening. Or late that night.

  6. #26
    Kirā
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by bane_tw View Post
    Updated first post, 0.5 should be finished this evening. Or late that night.
    installed 0.5 and have a problem. Each time i select the faction shield in the game to see pope standing, diplomacy,... the game exits....[system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit....never had this before until now...so has to do with 0.5....but your still adding/improving text to it so maybe i was a bit too fast to install
    Attached Files Attached Files

  7. #27
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by dominion View Post
    installed 0.5 and have a problem. Each time i select the faction shield in the game to see pope standing, diplomacy,... the game exits....[system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit....never had this before until now...so has to do with 0.5....but your still adding/improving text to it so maybe i was a bit too fast to install
    Thanks, I'll have a look. Generally I suggest waiting for / using the fixpack.

  8. #28
    Meneth's Avatar I mod, therefore I am
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by dominion View Post
    installed 0.5 and have a problem. Each time i select the faction shield in the game to see pope standing, diplomacy,... the game exits....[system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit....never had this before until now...so has to do with 0.5....but your still adding/improving text to it so maybe i was a bit too fast to install
    What have you done to your campaign script?
    It's at least 56497 lines long:
    20:48:01.183 [game.script.exec] [trace] exec <set_counter> at line 56497 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Un-modded is only about 21000 lines.

  9. #29
    Kirā
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    Default Re: Text improvement project for 6.3

    Well i can play further, i just may not select the faction shield or it crashes....taking turns isn't a problem.

  10. #30
    Kirā
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by Meneth View Post
    What have you done to your campaign script?
    It's at least 56497 lines long:
    20:48:01.183 [game.script.exec] [trace] exec <set_counter> at line 56497 in mods/SS6.3/data/world/maps/campaign/imperial_campaign/campaign_script.txt
    Un-modded is only about 21000 lines.
    nope, did nothing else then installing the 0.4(no problem) and 0.5 after bane just posted. But as he said i'll wait until 0.5 is finished.

  11. #31
    Meneth's Avatar I mod, therefore I am
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by dominion View Post
    Well i can play further, i just may not select the faction shield or it crashes....taking turns isn't a problem.
    I think I've found (part at least) of your problem:
    You're apparently using BGR, but you haven't re-run the setup after applying the text changes, meaning loads of stuff about traits, ancillaries and events is missing.

  12. #32
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Ok, not getting any crash from the interface. Not with BGR or without.

  13. #33
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by dominion View Post
    nope, did nothing else then installing the 0.4(no problem) and 0.5 after bane just posted. But as he said i'll wait until 0.5 is finished.
    Check if the bin files in data/text are 0bytes and get back to me after deleting them & starting the game (via ss_setup.exe)

  14. #34
    Meneth's Avatar I mod, therefore I am
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by bane_tw View Post
    Check if the bin files in data/text are 0bytes and get back to me after deleting them & starting the game
    Look above, I probably found his problem
    Running the sub-mod manager should fix it.
    The problem is that Text Improvement overwrites several files that BGR modify, so one has to re-apply BGR.

    Edit:
    Quote Originally Posted by bane_tw View Post
    Yeah I just added that part about ss_setup.exe but you were to fast as usual. Thats one thing thats really has to be made mandatory. How is Paris?
    Paris is nice, though I'm pretty tired after having to wake up at 4 AM this morning.

  15. #35
    Kirā
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by bane_tw View Post
    Check if the bin files in data/text are 0bytes and get back to me after deleting them & starting the game (via ss_setup.exe)
    Bin files are not 0KB,.....so i must just delete those that aren't 0KB?

  16. #36
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by Meneth View Post
    Look above, I probably found his problem
    Running the sub-mod manager should fix it.
    The problem is that Text Improvement overwrites several files that BGR modify, so one has to re-apply BGR.
    Yeah I just added that part about ss_setup.exe but you were to fast as usual. Thats one thing thats really has to be made mandatory. How is Paris?

  17. #37
    Meneth's Avatar I mod, therefore I am
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by dominion View Post
    Bin files are not 0KB,.....so i must just delete them?
    Re-run the sub-mod manager.
    All of BGR's trait, ancillary, and event descriptions are missing, which is probably what's causing your problem.

  18. #38
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by dominion View Post
    Bin files are not 0KB,.....so i must just delete those that aren't 0KB?
    Na the important thing is to rerun ss_setup.exe. The other stuff was just to make sure that my method with the 0kb doesn't screw anything up.
    Currently your history file is non-BGR (because the one in data/text is the standard one) so you have to rerun the ss_setup.exe to replace it.

  19. #39
    Kirā
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    Default Re: Text improvement project for 6.3

    Seems to be running fine now.

  20. #40
    bɑne's Avatar SS Forum Moderator
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    Default Re: Text improvement project for 6.3

    Quote Originally Posted by dominion View Post
    Seems to be running fine now.


    First post updated.

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