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  1. #1

    Default Re: Crashes and how to fix them

    Hello.
    i added the lines "to = logs/system.log.txt" and added another line:level = * error under the [log] section in a file called TATW.cfg in "C:\Program Files (x86)\Steam\SteamApps\common\Medieval II Total War\mods\teutonic" (i called the divide and conqure mod teutonic and backed up the original mod so i can open it from steam).
    i cant see a log file in the place "C:\Program Files (x86)\Steam\SteamApps\common\Medieval II Total War\logs".
    the game crashes when i attack "caras galadhon" (through the battle map) after 3-7 minutes in the battle and i have no idea why. (i tried it again just now to be sure, the game crashed when i was on x1 speed).
    also the unit scale that i use is "small" based on your recommendation:
    Battle crash, many units together
    Q: The mod crashes when a lot of units fight in a very small area.
    A: If too many units fight in a small area M2TW is unable to handle this and crashes (this often happens in castle sieges). Reducing the unit size can prevent this.

    also my computer is pretty strong and dont crash on other games (including the game medieval 2 vanila and other mods and submods to it).
    im sorry i cant provide a log but i just dont see one apearing after CTD, can you please help my resolve the problem? thank you.

  2. #2

    Default Re: Crashes and how to fix them

    The mod will also crash if an agent without a name gets an Epithet. This can be fixed by changing the agent's name in the 'data\world\maps\campaign\imperial_campaign\descr_strat.txt' and restarting the mod so it uses the new name.
    I wondered what it could mean. Does that mean that an agent as no name at all ? It that possible ?

  3. #3

    Default Re: Crashes and how to fix them

    Whenever I end a turn and it reaches the rebels shield sometimes the game crashes some times not. Also, whenever brigands or pirates spawn and I put my cursor over them I get a CTD. What could be causing these problems? sorry if this double posts.

  4. #4
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    Pirates crash - could be missing descriptions. Which mod are you playing?










  5. #5

    Default Re: Crashes and how to fix them

    Not playing a hosted mod, just a mod I did. Do you mean descriptions in the text files.bins or the descr rebel factions?

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    The string.bin files - rebel_factions_descr.txt if you have new entries in descr_rebel_factions










  7. #7

    Default Re: Crashes and how to fix them

    Did that already, will check them again. But why does the game CTD when I end my turn and it gets to rebel factions sometimes?

  8. #8

    Default Re: Crashes and how to fix them

    heres the last part of the error log with trace;

    01:01:27.225 [system.io] [info] exists: missing mods/Pompei/data/ui/generic/eventpics/marriage_bride_available.tga
    01:01:27.225 [system.io] [info] exists: found mods/Pompei/data/ui/middle_eastern/eventpics/marriage_bride_available.tga (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    01:01:27.225 [system.io] [info] exists: missing mods/Pompei/data/ui/middle_eastern/eventpics/marriage_bride_available.tga.dds
    01:01:27.225 [system.io] [info] exists: found mods/Pompei/data/ui/middle_eastern/eventpics/marriage_bride_available.tga (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    01:01:27.225 [system.io] [trace] file open,,1BC54660,217308
    01:01:27.225 [system.io] [info] open: found mods/Pompei/data/ui/middle_eastern/eventpics/marriage_bride_available.tga (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    01:01:27.225 [game.script.trigger] [trace] Trigger <family15> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family15> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family24> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family24> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family24> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family24> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family24> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family24> fired
    01:01:27.226 [game.script.trigger] [trace] Trigger <family15> fired
    01:01:27.228 [system.io] [info] exists: found mods/Pompei/data/ui/generic/eventpics/end_of_turn.tga (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    01:01:27.228 [system.io] [info] exists: found mods/Pompei/data/ui/middle_eastern/eventpics/end_of_turn.tga (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    01:01:27.228 [system.io] [info] exists: found mods/Pompei/data/ui/middle_eastern/eventpics/end_of_turn.tga.dds (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    01:01:27.229 [system.io] [trace] file open,,111AB190,217308
    01:01:27.229 [system.io] [info] open: found mods/Pompei/data/ui/middle_eastern/eventpics/end_of_turn.tga (from: C:\Program Files (x86)\SEGA\Medieval II Total War)
    01:01:27.547 [system.rpt] [error] Uh oh. This isn't good. No idea why, but exiting now. Sorry pal.

  9. #9

    Default Re: Crashes and how to fix them

    Ok I had to delete rebel_factions_descr.txt.bin from virtual store that one was overriding the one that was recently changed. Now the brigands and pirates don't cause a crash, but I'm still having a problem with the game sometimes crashing when I end my turn and the rebel factions' shield appears.

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    That is anyone's guess without a trace log.

    To solve the virtual store issue once and for all follow this tutorial from step 3 onward and delete the medieval ii total war folder from the virtual store afterward.










  11. #11
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    Default Re: Crashes and how to fix them

    If a log ends with an event line it's usually missing text in the historic_events file. In this case however it's the 'year_end_report' and the relevant text would be in events_title and events_string - those are files that are hardly edited and usually are drawn from the pack files.
    But check anyhow if those files exist in your data\text folder and if so, do they contain the 'year_end_report' entries.

    The firing of that report indicates that the crash is at the beginning of your turn, just before the screen changes - most of the times a script problem. To check if it was the script, simply put a semi-colon ( ; ) in front of the last two lines in descr_strat, that will prevent the script from running. Test if you still get the crash.










  12. #12

    Default Re: Crashes and how to fix them

    Apologies, I did as you instructed, so far so good. My schedule is quite busy, so I havent spent much time with the game. Will get more time this weekend so I'll let you know around then.

  13. #13

    Default Re: Crashes and how to fix them

    Crash still occurs.

  14. #14

    Default Re: Crashes and how to fix them

    I hope you guys can help on this, I have window's 7. I initially used the unpacker, moved the files from the virtual store sub directory, and backed up a copy of the "data" folder before making any changes. After tweaking a few units, I started the game (standard MTW2, I have kingdoms, but i'm trying to mod those yet) and it CTD. After checking the log, I realized that several of the sub-folders in the "data" folder did not "unpack" from the bin, namely: "animations, fmv, sounds, and world. I used the back up file I made to copy and paste in the missing directories using the error log as a guide. Now the game starts as usual, but once I start a game, I have no sound and the unit changes I made are only partially loading in (example: i changed the retinue longbowmen and reduced all the costs by 50%, raised the missile and melee attack by 2, increased the range to 250, and double ammo capacity.) The cost changes I made seem to have no effect, and the attack changes are flip-flopped. I have been modding Total War games since Rome, but this is a totally different animal. I've read in other threads folks having issues with the unpacker not unpacking all the bin files with vista, but not much info or thoughts on how to fix are offered. P.S. I have deleted the geography files as instructed in the read me, and add the file line in the config file. (another questions, I have a .txt and .bak config file, i changed them both because i'm unsure if there should be two? nor do I know which one the game uses for scripting.)

    also, every error log has the same lines:
    21:01:29.189 [system.rpt] [always] CPU: SSE2
    21:01:29.189 [system.rpt] [always] ==== system log start, build date: Jun 25 2007 version bld-medieval2-update2.1-30 (43169) ===
    21:01:29.199 [system.io] [always] mounted pack packs/data_0.pack
    21:01:29.199 [system.io] [always] mounted pack packs/data_1.pack
    21:01:29.199 [system.io] [always] mounted pack packs/data_2.pack
    21:01:29.199 [system.io] [always] mounted pack packs/data_3.pack
    21:01:29.199 [system.io] [always] mounted pack packs/data_4.pack
    21:01:29.199 [system.io] [always] mounted pack packs/localized.pack

    Any thoughts would be great! Thanks in advance.
    P.S.S. Now, when I restart the game using my saved original "data" file, the sound works on the load screens but not in the actual campaign map or in battles.

  15. #15

    Default Re: Crashes and how to fix them

    I've got a weird crash for you to look all to look at.

    Another joyful unexpected error crash with no real information about it.

    Log is attached at bottom.


    The situation: My Byzantine army led by a family member is attacking a Russian Army led by one of their family members, the battle is not a river battle, just a battle with a river a square away.

    I crash during the loading of the battle map


    I want to fix this error and figure out just what the hell is going on, can any of you help me out?


    The_Long_Road.2.4.3.log.txt

  16. #16
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    The log is not helpful, can you change the setting to 'trace' please, repeat the action and then compress it (vastly increased size) before attaching. The setting is in the mod's CFG file (opens with Notepad):

    [log]
    level = * trace










  17. #17

    Default Re: Crashes and how to fix them

    Quote Originally Posted by Gigantus View Post
    The log is not helpful, can you change the setting to 'trace' please, repeat the action and then compress it (vastly increased size) before attaching. The setting is in the mod's CFG file (opens with Notepad):

    [log]
    level = * trace
    Unfortunately, this did not produce a helpful log.

    I wasn't quite sure if I did this the correct way, so I did it twice in two different ways. Both ways seemed to produce the same log. All test variables were kept the same so as to avoid


    The first attempt was with the code as layed out in the OP with:
    [log]
    level=*script* trace

    That produced this log:system.log.txt


    The second attempt was with the code that you layed out for me as:
    [log]
    level= * trace

    That produced this log:system.log.txt


    As you can see both seem to be the same and just as useless as the first log I uploaded before these two.

    I considered getting a log with the trace set for the AI's behavior at the time, but considering that I am just loading the battlemap and not crashing during the turns of the AI, I decided that it probably was not it.


    Any other ideas on how I can track this error down? I know that the log mentions lots of parsing warnings and two trigger parsing errors, but the warnings are just that, warnings, and the trigger parsing errors are just the game being confused over how I commented out the effects of City Razing so that it would eliminate the bug described here http://t-a-w.blogspot.com/2009/11/wh...edieval-2.html


    Thanks for getting back to me though Giga.

  18. #18

    Default Re: Crashes and how to fix them

    CORRECTION:

    This is the log that [ level = * trace ] brought me: system.log.txt

    The log doesn't look different, but because for my second attempt in my above post, I had my config set to [ level =* trace ] instead of [ level = * trace ]

    I don't know if the space between the equation sign and the asterik made a difference, but better safe than sorry.

  19. #19
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes and how to fix them

    A trace log should be miles long - even if you don't do anything but exit right away. Can you copy the whole content of the CFG file that is in the The_Long_Road folder?

    But I am not having much hope anyhow - battle loading crashes are notoriously difficult to figure out, most of the time it's an 'invalid' issue with one of the units.










  20. #20

    Default Re: Crashes and how to fix them

    [log]
    to = logs/system.log.txt
    level= * trace

    [features]
    editor = true
    mod = The_Long_Road

    [io]
    file_first = true
    disable_file_cache = true

    [misc]
    show_hud_date = true

    [game]
    ai_factions = skip
    auto_save = 1
    blind_advisor = 0
    campaign_map_game_speed = 99
    campaign_map_speed_up = 1
    fatigue = 1
    micromanage_all_settlements = 1
    morale = 1
    mute_advisor = 0
    no_campaign_battle_time_limit = 1
    unit_size = large
    unlimited_men_on_battlefield = 1

    [video]
    grass_distance = 999
    movies = false
    ;windowed = true


    [hotseat]
    autoresolve_battles = 0
    disable_console = 0
    disable_papal_elections = 0
    save_prefs = 0
    update_ai_camera = 0
    validate_diplomacy = 1

    There's my Long Road config file. Hope it helps.

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