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  1. #1

    Default Request for help in log reading

    I have no idea what's going on. It was ok, but now i can't start my mod after removing map.rwm
    I can't find any errors (besides screaming for equal and names of settlements - i have no idea what's wrong - i've tryed to erase this errors - successless.

  2. #2
    IZob's Avatar Citizen
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    Default Re: Request for help in log reading

    Code:
     
    23:10:34.921 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3945, column 12
    You have chosen an invalid tile(306, 269) for the settlement of Ciechanów.
    It will mean not being able to reach this settlement and is a bug.
    For now we'll ignore it.
    ------
    23:10:34.921 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 4655, column 12
    You have chosen an invalid tile(206, 204) for the settlement of Lyon.
    It will mean not being able to reach this settlement and is a bug.
    For now we'll ignore it.
    ------
    23:10:34.812 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2755, column 12
    You have chosen an invalid tile(311, 245) for the settlement of Kraków.
    It will mean not being able to reach this settlement and is a bug.
    For now we'll ignore it.
    ------
    The above errors are related to your descr_strat.txt file. Go to the mentioned line for each error to fix them (or you can fix the error in geomod).

    Make sure your settlements are on the ground tiles (not water), there are no rivers crossing the settlement and the settlement isnt placed on the same spot of high mountians or dense forrests.

    If your using geomod you can use geomods debugger which will find these errors for you.

    Code:
    23:10:34.656 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1659, column 5
    The castle core building level should be EQUAL the settlement level!
    ------
    23:10:34.656 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1659, column 5
    The castle core building level should be EQUAL the settlement level!
    ------
    23:10:34.656 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1678, column 1
    The castle core building level should be EQUAL the settlement level!
    ------
    23:10:34.656 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 1678, column 1
    The castle core building level should be EQUAL the settlement level!
    23:10:34.921 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5145, column 1
    The castle core building level should be EQUAL the settlement level!
    ------
    23:10:34.921 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 5145, column 1
    The castle core building level should be EQUAL the settlement level!
    ------
    The above errors are related to your descr_strat.txt file. Go to the mentioned line for each error to fix them (or you can fix the error in geomod).

    These errors are saying that the core building (the castle/settlement wall) dosnt match the settlement level type.

    The levels are village, town, large_town, city, large_city, huge_city. They each have a limit on the population size and also use their own settlemet core building. The core building needs to match the settlement level. You can find more info on this in tutorials or you can refure back to a working mod and check the cordinated core_buildng to settlement levels.

    If your using geomod you can use geomods debugger which will find these errors for you.

    Code:
    23:06:47.734 [game.script] [error] Condition parsing error in data/export_descr_advice.txt, at line 15040, column 29
    Plug-in/Building level name ballista_range not found in building database
    ------
    23:06:47.734 [game.script] [error] Condition parsing error in data/export_descr_advice.txt, at line 15049, column 29
    Plug-in/Building level name catapult_range not found in building database
    ------
    23:06:47.734 [game.script] [error] Condition parsing error in data/export_descr_advice.txt, at line 15058, column 29
    Plug-in/Building level name siege_works not found in building database
    ------
    23:06:47.734 [game.script] [error] Condition parsing error in data/export_descr_advice.txt, at line 15130, column 29
    Plug-in/Building level name c_gunsmith not found in building database
    ------
    23:06:47.734 [game.script] [error] Condition parsing error in data/export_descr_advice.txt, at line 15139, column 29
    Plug-in/Building level name c_cannon_maker not found in building database
    ------
    23:06:47.734 [game.script] [error] Condition parsing error in data/export_descr_advice.txt, at line 15148, column 29
    Plug-in/Building level name c_cannon_foundry not found in building database
    ------
    23:06:47.734 [game.script] [error] Condition parsing error in data/export_descr_advice.txt, at line 15157, column 29
    Plug-in/Building level name c_royal_arsenal not found in building database
    These errors are in your exprot_descr_advice.txt file. Not sure exactly whats wrong as the error log hasnt told me much about it. But I would as normal go to the mentioned lines, find and fix the errors.

    These errors could be related to the:
    export_descr_buildings.txt file
    export_descr_buildings_enums.txt file
    export_buildings.txt.strings file.

    and more.

    Code:
    23:06:47.421 [script.err] [error] Script Error in data/export_descr_ancillaries.txt, at line 3176, column 43
    Building level name catapult_range not found as a level in building database
    ------
    23:06:47.421 [script.err] [error] Script Error in data/export_descr_ancillaries.txt, at line 3426, column 43
    Building level name catapult_range not found as a level in building database
    ------
    23:06:47.421 [script.err] [error] Script Error in data/export_descr_ancillaries.txt, at line 3444, column 45
    Building level name siege_works not found as a level in building database
    ------
    23:06:47.421 [script.err] [error] Script Error in data/export_descr_ancillaries.txt, at line 4908, column 45
    Building level name c_gunsmith not found as a level in building database
    ------
    These errors are in your export_descr_ancillaries.txt file. My guess is these errors are a result of you changing the names of some structures in another file. But you didnt change the names in the export_descr_ancillaries.txt file. As a result the game is trying to find these structures in the building database but cannot find them because they are renamed (ie: no longer exist). Thats just my guess.

    These errors could be related to the:
    export_descr_buildings.txt file
    export_descr_buildings_enums.txt file
    export_buildings.txt.strings file.

    and more.

    Code:
     
    23:06:47.234 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/export_descr_character_traits.txt, at line 11642, column 42
    Building level name siege_works not found as a level in building database
    ------
    23:06:47.218 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/export_descr_character_traits.txt, at line 7398, column 8
    Could'n find level name description string for trait(PriestLevel) level(Patriarch).
    ------
    23:06:47.218 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/export_descr_character_traits.txt, at line 7399, column 21
    Could'n find description string for trait(PriestLevel) level(Patriarch_desc).
    ------
    23:06:47.218 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/export_descr_character_traits.txt, at line 7400, column 28
    Could'n find effect description string for trait(PriestLevel) level(Patriarch_effects_desc).
    ------
    These errors are in your export_character_traits.txt file. Not sure how to fix these but its related to your character traits. I'd check them out.

    Those errors could be related to the:
    export_descr_buildings.txt file
    export_descr_buildings_enums.txt file
    export_buildings.txt.strings file.

    and more.

    -----------
    And thats all the errors I found thank god.
    So many errors, I've never seen so many in one log. Fortunatly it seems you can trace the errors from where they came from, which means you can fix them with little hassle.

    I demand rep
    Last edited by IZob; October 15, 2010 at 07:19 PM.
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Request for help in log reading

    And you still overlooked this one:
    -------------
    Could'n find level name description string for trait(PriestLevel) level(Patriarch).
    23:06:47.218 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/export_descr_character_traits.txt, at line 7399, column 21
    Could'n find description string for trait(PriestLevel) level(Patriarch_desc).
    23:06:47.218 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/export_descr_character_traits.txt, at line 7400, column 28
    Could'n find effect description string for trait(PriestLevel) level(Patriarch_effects_desc).
    Seems there are no entries for a newly created trait in data\text\export_vnvs - not critical
    -------------
    These errors relate to buildings that were previously in the EDB and are referenced in descr_advice or other files (traits, ancillaries):
    Plug-in/Building level name catapult_range not found in building database
    - not critical
    --------------
    I am puzzled that the log cuts off without the generic error message, but fixing the existing errors might help.










  4. #4

    Default Re: Request for help in log reading

    what's rep?

    It's no matter of this errors (i've already knew them).
    I don't know, but all of my troubles were finished when i've changed trace to error in my *.cfg file
    I'm copletly astounded.

  5. #5
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Request for help in log reading

    Rep = Reputation, it's the little green button with the white cross.
    You press it if you feel that a post needs some acknowledgement. It will then add to the reputation amount of the member (the symbols under the post count)

    Trace\Error = the amount of reporting is reduced when the log is set to error instead of trace, but the actual errors will be the same. Trace makes it possible to pin down easier how an error has been created.










  6. #6

    Default Re: Request for help in log reading

    Paradigm
    As you wish

    Gigantus
    Thanx for your explanation about this "rep"

    I knew what means trace and error in *.cfg but i didn't know that it can influence for starting the game.

  7. #7
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Request for help in log reading

    I knew what means trace and error in *.cfg but i didn't know that it can influence for starting the game.
    It cannot influence the start of the game (unless there is something already seriously wrong in the CFG file to start with)










  8. #8

    Default Re: Request for help in log reading

    I've tryed to erase errors connectet with names of provinces Ciechanów (Ciech_Prowince), Kraków (Cracow_Province) and Lyon (Lyon_Province) again but i can't find what could be wrong.
    May i ask you for a help? Maybe you can see sometthing i've missed.

    It comes from log file:
    23:10:34.921 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 3945, column 12
    You have chosen an invalid tile(306, 269) for the settlement of Ciechanów.
    It will mean not being able to reach this settlement and is a bug.
    For now we'll ignore it.
    ------
    23:10:34.921 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 4655, column 12
    You have chosen an invalid tile(206, 204) for the settlement of Lyon.
    It will mean not being able to reach this settlement and is a bug.
    For now we'll ignore it.
    ------
    23:10:34.812 [script.err] [error] Script Error in mods/Bare_Kingdoms/data/world/maps/campaign/imperial_campaign/descr_strat.txt, at line 2755, column 12
    You have chosen an invalid tile(311, 245) for the settlement of Kraków.
    It will mean not being able to reach this settlement and is a bug.
    For now we'll ignore it.
    ------
    Last edited by attyla; October 16, 2010 at 12:35 PM.

  9. #9
    IZob's Avatar Citizen
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    Default Re: Request for help in log reading

    Attyla do you have Geomod? I highly reccomend trying out this mapping tool because it'll help you fix these errors alot faster and easier.

    For those errors above the settlements are on invalid tiles. That means the settlement is on a impassiable ground type, or the settlement is in a place it shouldnt be, for example:

    - settlements cannot be placed on water tiles (make sure the surrounding tiles and undernieth tiles have a hight of 1 or higher). See your map_heights.tga file. "Hight 1" = "RGB 111". (RGB = red, green, blue. If RGB are the same numbers the color will be black). You will need Geomod or a paint program to find out the RGB values of the map_heights.tga map to make sure your settlement is being placed on land (its obviuos settlements dont go on water).
    - settlements cannot be adjacent to the region border. Settlements need to be atleast 1 pixle or more away from the region border. See your map_regions.tga file.
    - settlements cannot be ontop of rivers (blue), springs(white), crossings(green), fords(light blue) or volcannos(red). See your map_features.tga file.
    - Its not a good idea to completly surround settlements by rivers.
    - settlements cannot be placed over resources. See your descr_strat.txt file.
    - make sure your settlements are on passiable ground types:

    Code:
     Ground types
    impassiable ground types are in bold 
     
    map_ground_types.tga file.
    - This is where you set the textures for your campaign map (i.e. Fertile, desert etc). There are 14 different ground types defined using different RGB values. 
     
    The ground types and RGB values are:
    Fertile Low - Cyan ............... RGB (0, 128, 128)
    Fertile Medium - Green ........... RGB (96, 160, 64)
    Fertile High - Olive ............. RGB (101, 124, 0)
    Wilderness - Black ............... RGB (0, 0, 0)
    Mountains High - Pink ............ RGB (196, 128, 128)
    Mountains Low - Dark Brown ....... RGB (98, 65, 65)
    Hills - Olive-Brown .............. RGB (128, 128, 64)
    Forest Dense - Dark Green ........ RGB (0, 64, 0)
    Forest Sparse - Green ............ RGB (0, 128, 0)
    Swamp - Bright Green ............. RGB (0, 255, 128)
    Ocean - Dark Maroon .............. RGB (64, 0, 0)
    Sea Deep - Dark Red .............. RGB (128, 0, 0)
    Sea Shallow - Red ................ RGB (196, 0, 0)
    Beach - White .................... RGB (0, 0, 0)
    Impassable wilderness - Grey ..... RGB (64, 64, 64)
    Last edited by IZob; October 17, 2010 at 01:02 AM.
    Contact me on Steam: steamcommunity.com/id/IZob/ or send a PM.

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Request for help in log reading

    You have chosen an invalid tile(306, 269) for the settlement of Ciechanów.
    As long as you get a valid coordinate, the problem should only be the map_ground_type texture. If the coordinates are a double zero, then the height is less then RGB value 1,1,1 = 0,0,0










  11. #11

    Default Re: Request for help in log reading

    Paradigm
    I'll have got it if you'll give me a functional link

    Gigantus
    i don't get you. Where are those coorinates? I cannot find it.
    Last edited by attyla; October 17, 2010 at 01:54 AM.

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: Request for help in log reading

    According to the error log you are using Bare Geomod. I wrote that mini mod for easy use with the Geomod tool.
    My suggestion: download the Geomod Tool and my manual for it - then familiarize yourself with it. Trying to figure out where certain co-ordinates are the old way is a convoluted affair.










  13. #13

    Default Re: Request for help in log reading

    Gigantus
    I think you have it a lot, but you are so helpfull, that i have to give you nex rep.

    I take care of it - thax!

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