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  1. #1

    Default Crashes after modding to add a new faction

    hey guys.

    Been on these forums for around 24hrs solid now, working to adding a county of toulouse faction to the road to jerusalem 2.2 mod. I followed the tutorial on these forums on adding a new faction, I just replaced the bulgaria refs with toulouse.

    Got all the files modded, added faction symbols (once again thanks to yet another tutorial ), but now that I try to start the game as a test, I can get into the game fine, but as soon as I hit the start campaign button, I get a ctd with an unspecified error.

    My system log is here
    removed huge system log here, at is was pointless, read on to post 4 for my new problem though
    I unpacked the rtj2.2 data files with the CA unpacker, just moved the origional data file to the desktop, put the mods data file in the game folder, used the unpacker, and I had it handily unpacked, just incase this could be part of the problem.

    But as you can see from the system log, its telling me I have lots of things missing, but I know I didnt delete anything, so perhaps what could be wrong? Has anyone solved this error before, seen some people mention very similar problems, but no soloutions seemed to be presented.

    Thanks in advance for any help, also if Ihave put this thread in the wrong forum, I apologise but as you can see im very new to posting here, so wasnt exactly shure on where to post, and here seemed my best bet.

    Thanks in advance again
    Last edited by Priceykins; June 10, 2008 at 04:54 AM.

  2. #2
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Crashes after modding to add a new faction

    Your log is set to the 'trace' mode which will give all sorts of warnings. It can be very confusing to say the least.
    To change the mode of the logging, open the CFG file in the RTJ directory. Add or modify the [log] section to look like this:
    Code:
    [log] 
    to = logs/M2TW.system.log.txt 
    level = * error
    Your log will now appear in the M2TW\logs directory showing only major errors. Try again and see what it says.










  3. #3

    Default Re: Crashes after modding to add a new faction

    Ah, thanks, got a much more understandable log this time, so I know what wrong now, its to do with unit ownership of norman knights, must have added a wrong line in there somewhere. Fixing now.

  4. #4

    Default Re: Crashes after modding to add a new faction

    ok, im now just ctd when i try to start a new campaign. It may be something to do with my faction symbols perhaps, as the system log now just tells me mtw2 has crashed with an unspecified error, and since im crashing just before the faction select screen, then perhaps its my faction symbols that I have got wrong?

    *edit*

    Checked my symbols, dont think they are the reason for the crash. Since I have been trying to create the county of toulouse(an independant french county at the time) I allowed them use of all the french units, so in export_descr_strat, and export_descr_unit I just searched for france, and wherever france was, i added toulouse. In these files do the location of spaces matter, as I may have a couple of entries with extra spaces before toulouse.

    Im guessing my mistake must be in one of those files, but since the log is just telling me

    14:08:45.546 [system.rpt] [always] CPU: SSE2
    14:08:45.562 [system.rpt] [always] ==== system log start, build date: Apr 23 2007 version bld-medieval2-update2-84 (37970) ===
    14:08:45.625 [system.io] [always] mounted pack packs/data_0.pack
    14:08:45.671 [system.io] [always] mounted pack packs/data_1.pack
    14:08:45.828 [system.io] [always] mounted pack packs/data_2.pack
    14:08:45.890 [system.io] [always] mounted pack packs/data_3.pack
    14:08:45.921 [system.io] [always] mounted pack packs/data_4.pack
    14:08:45.921 [system.io] [always] mounted pack packs/localized.pack
    14:10:24.500 [system.rpt] [error] Medieval 2: Total War encountered an unspecified error and will now exit.
    I cant work out whats going wrong, any ideas anyone? Ive uploaded the two files i think the problem is in, just incase anyone would be kind enough to check them over for me, and see if you can spot a problem I cant.

    once again, thanks in advance
    Last edited by Priceykins; June 10, 2008 at 08:16 AM.

  5. #5
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    Default Re: Crashes after modding to add a new faction

    Two possibilities: The spacing that you have given Toulouse in the EDB could be the culprit. A simple find and replace will fix that.
    Code:
    Find: ,  Toulouse,}
    Replace with: , Toulouse, }
    Second could be the capitalization of the faction name, but then the Normans are written the same way.
    Can't find any fault with the EDU. You might run into trouble when you start your first battles if you haven't got the right entries (Toulouse) in the ModelDB file.










  6. #6

    Default Re: Crashes after modding to add a new faction

    already fixed all the double spaces and capitolizations, thank god for find and replace, saved me so, so much time

    Still didnt work, but I now know what the problem is, I havent updated my battle_models file....sigh. Since im not using a vannila version so begin with, I cant use the already parsed version on the forums, so I am either going to have to go into uni to use my student version of matlab there (as the parsing code is in matlab, and sadly i dont know enough about python to convert it to that) or sort it by hand. Think I may just head into uni as trying to get a trial version of matlab is impossible

  7. #7
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    Default Re: Crashes after modding to add a new faction

    There is a tool in the download section that does just the job. ModelDB checker I think is the name.
    Found the link: http://www.twcenter.net/forums/downl...o=file&id=1180










  8. #8

    Default Re: Crashes after modding to add a new faction

    thank you, you have saved me a fair bit of trouble in trying to get into my uni, now thats its the summer and all.

  9. #9
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    Default Re: Crashes after modding to add a new faction

    One is glad to be of service










  10. #10

    Default Re: Crashes after modding to add a new faction

    well, after a few hours of modding batle_models, my game is now worse of than before.

    Im getting an odd crash, where when I try to start the mod, i just get a black screen that I have to hit my return key to get rid of. I checked the how to solve crashes thread, says its a sound error, but my sound is not disabeled, and I dont end up with a black version of the intro screen. sigh.

    Is it perhaps something to do with the "dummy_en_spearmen" sort of entries. Since I am basically just copying the french, I added a section for my faction everytime france was there. Tested my battle_models file, no syntax errors, so I can only think its to do with me having entries for my faction under units it cant actually recruit.

    Any ideas?

  11. #11
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    Default Re: Crashes after modding to add a new faction

    Ok, I know your problem (I think). You have to mod the checker. If you right click it you should be able to edit (edit with IDLE)it. Scroll down where it has all those faction names and add an entry for toulouse. Should look like this:
    Code:
        elif string == 'toulouse' :
            return True
    If it isn't set up for it, it will not find a fault with it. Silly me.










  12. #12

    Default Re: Crashes after modding to add a new faction

    this might sound silly, but what is the checker?

  13. #13
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    Default Re: Crashes after modding to add a new faction

    The modeldb checker you downloaded (from the link I provided).










  14. #14

    Default Re: Crashes after modding to add a new faction

    I have another problem now, the syntax checker has decided to break. as I said, first time I ran it, no problem, got the file back from it, was completely empty but I got it. deleted the empty one, added the lines you said into the code, and now, when I run it, the dialog box pops up for less than a second(as it did the first time) and no report is produced.

    Tried pulling a clean copy of the checker from the archive file, but still no luck. I just have no idea whats going wrong. my file i want to check is the right name "formatted_battle_models", they are both in the same folder, so any ideas on how to fix this one

  15. #15
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    Default Re: Crashes after modding to add a new faction

    I don't think it broke. Have you got more then one custom faction?










  16. #16

    Default Re: Crashes after modding to add a new faction

    no, only the one custom faction. Its really strange as to why it wont work. I might try it on another pc to see if its just the pc not letting it work for some reason.

  17. #17
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    Default Re: Crashes after modding to add a new faction

    You might have entered the data wrongly. Here is the whole section, simply replace one of my custom factions with yours.

    Code:
    # ===================================================================================
    def isfactionname( string ) :
        if string == 'england' :
            return True
        elif string == 'scotland' :
            return True
        elif string == 'france' :
            return True
        elif string == 'hre' :
            return True
        elif string == 'denmark' :
            return True
        elif string == 'spain' :
            return True
        elif string == 'portugal' :
            return True
        elif string == 'milan' :
            return True
        elif string == 'venice' :
            return True
        elif string == 'papal_states' :
            return True
        elif string == 'sicily' :
            return True
        elif string == 'poland' :
            return True
        elif string == 'russia' :
            return True
        elif string == 'hungary' :
            return True
        elif string == 'byzantium' :
            return True
        elif string == 'moors' :
            return True
        elif string == 'egypt' :
            return True
        elif string == 'turks' :
            return True
        elif string == 'mongols' :
            return True
        elif string == 'timurids' :
            return True
        elif string == 'aztecs' :
            return True
        elif string == 'slave' :
            return True
        elif string == 'merc' :
            return True
        elif string == 'saxons' :
            return True
        elif string == 'normans' :
            return True
        elif string == 'norway' :
            return True
        elif string == 'aragon' :
            return True
        elif string == 'novgorod' :
            return True
        elif string == 'armenia' :
            return True        
        elif string == 'georgia' :
            return True        
        elif string == 'seljuks' :
            return True        
        else :
            return False
    
        return False
    
    
    # ===================================================================================










  18. #18

    Default Re: Crashes after modding to add a new faction

    checked it out, my code is exactly the same, tried yours aswell still not working.

    Managed to get a hold of a laptop with matlab on it too, but sadly, when I try to run that, tells me there is several errors in the actual code, on line 436 and line 65, but ive only used matlab for engineering problems, so no idea how to fix this.

  19. #19
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    Default Re: Crashes after modding to add a new faction

    I think I know the prob: I have been talking about the python version. Can you try that?










  20. #20

    Default Re: Crashes after modding to add a new faction

    what do you want me to try? running the python version on the laptop?

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