ahh right, those _ names are messed by some names tool sometimes.
i´ve found this redundant error:this seems to be the exception in me2twCode:descr_missions.txt 1105: Missing client text faction_mission_source in text/expanded.txt
ahh right, those _ names are messed by some names tool sometimes.
i´ve found this redundant error:this seems to be the exception in me2twCode:descr_missions.txt 1105: Missing client text faction_mission_source in text/expanded.txt
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
No worries, you are welcome to the discussion.
You seem to be using a very old version of the checker, like from 2018 or 2019? Or perhaps you have been confused by early thread posts into trying to make a fresher version work like it used to back then? The command line now takes only a single argument, not the data folder and strat folder like it used to back in the day.
More precisely, instead of this:
java -cp target main.BovineM2twCheck "%DATAFOLDER%" %STRAT%
It should now read like this:
java -cp target main.BovineM2twCheckKt configuration.txt
It was changed to be like this because there turned up quite a few settings that should vary from mod to mod, so it made more sense to make it into a configuration file. (Unimportant, but if you're wondering, the "Kt" bit in BovineM2twCheckKt is due to a fairly recent transition towards programming in Kotlin instead of Java)
-----------
About the configuration file, that will be overwritten each time you download a new version of the tool. The best way to keep your settings is to make copy of it one step up (so, if you unpacked the tool into "C:\TheTool", copy "C:\TheTool\config\configuration.txt" to "C:\TheTool\configuration.txt"). It will first look for its configuration file there, and then in the config folder if it's not there.
Once the tool can successfully find its configuration, it should at least be able to create the output files.
Hope that helps. If you still fail, please include the contents of the output window. It should read like this if successful:
Starting the checker. This will show terse information about main stages starting.
You can see more verbose output by tailing "checker.output.log".
Initializing the tool.
Starting reading process.
Starting processing of checks.
Successful run.
Upon an unsuccessful run, it should print a technical error message and wait for you to dismiss the window - this error message will help a lot in diagnosing what is wrong.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
{} are called "curly braces" in English, i believe.
You're right, the code names should not have spaces in them, only the display text. I'll make that check as part of the common code for reading all the text files formatted like that.
Not sure I understand you. There doesn't need to be any such text for those missions to work? What gets displayed then?i´ve found this redundant error:this seems to be the exception in me2twCode:descr_missions.txt 1105: Missing client text faction_mission_source in text/expanded.txt
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
correct.
but all the brothers/sisters need one
Code:{ASSASSINS_GUILD_MISSION_EXPIRE}Assassins' Guild Mission Expired {ASSASSINS_GUILD_MISSION_FAIL}Assassins' Guild Mission Failed {ASSASSINS_GUILD_MISSION_GIVEN}A Request from the Assassins' Guild {ASSASSINS_GUILD_MISSION_SOURCE}Assassins' Guild {ASSASSINS_GUILD_MISSION_SUCCESS}Assassins' Guild Mission Success {COUNCIL_MISSION_EXPIRE}Council of Nobles Mission Expired {COUNCIL_MISSION_FAIL}Council of Nobles Mission Failed {COUNCIL_MISSION_GIVEN}A Petition from the Council of Nobles {COUNCIL_MISSION_SOURCE}Council of Nobles {COUNCIL_MISSION_SUCCESS}Council of Nobles Mission Success {EXPLORERS_GUILD_MISSION_EXPIRE}Explorers' Guild Mission Expired {EXPLORERS_GUILD_MISSION_FAIL}Explorers' Guild Mission Failed {EXPLORERS_GUILD_MISSION_GIVEN}A Request from the Explorers' Guild {EXPLORERS_GUILD_MISSION_SOURCE}Explorers' Guild {EXPLORERS_GUILD_MISSION_SUCCESS}Explorers' Guild Mission Success {FACTION_MISSION_EXPIRE}Faction Mission Expired {FACTION_MISSION_FAIL}Faction Mission Failed {FACTION_MISSION_GIVEN}A Task for Your Faction {FACTION_MISSION_SUCCESS}Faction Mission Success {MASONS_GUILD_MISSION_EXPIRE}Masons' Guild Mission Expired {MASONS_GUILD_MISSION_FAIL}Masons' Guild Mission Failed {MASONS_GUILD_MISSION_GIVEN}A Request from the Masons' Guild {MASONS_GUILD_MISSION_SOURCE}Masons' Guild {MASONS_GUILD_MISSION_SUCCESS}Masons' Guild Mission Success {MERCHANTS_GUILD_MISSION_EXPIRE}Merchants' Guild Mission Expired {MERCHANTS_GUILD_MISSION_FAIL}Merchants' Guild Mission Failed {MERCHANTS_GUILD_MISSION_GIVEN}A Request from the Merchants' Guild {MERCHANTS_GUILD_MISSION_SOURCE}Merchants' Guild {MERCHANTS_GUILD_MISSION_SUCCESS}Merchants' Guild Mission Success {POPE_MISSION_EXPIRE}Papal Mission Expired {POPE_MISSION_FAIL}Papal Mission Failed {POPE_MISSION_GIVEN}A Mission from His Holiness the Pope {POPE_MISSION_SOURCE}The Pope {POPE_MISSION_SUCCESS}Papal Mission Success
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Uploaded a new version.
Originally Posted by Change log
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
tested the new version:
descr_missions.txt 959: Unrecognized mission parameter garrison_strength
descr_missions.txt 960: Unrecognized mission parameter num_reinforce_units
descr_missions.txt 989: Unrecognized mission parameter neutral_modifier
descr_missions.txt 991: Unrecognized mission parameter ally_modifier
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Thanks, now recognized (but ignored).
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
so i've tried this in the .bat now
SET EDITOR=notepad
set DATAFOLDER= C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\banana\data
set STRAT= C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\banana\data\world\maps\campaign\imperial_campaign
REM java -jar target\BovineM2twCheck.jar configuration.txt
java -cp target main.BovineM2twCheckKt configuration.txt
start "%EDITOR%" eda.error.log
start "%EDITOR%" edct.error.log
start "%EDITOR%" filereferences.error.log
start "%EDITOR%" unit.error.log
start "%EDITOR%" script.error.log
start "%EDITOR%" sounds.error.log
start "%EDITOR%" stratmap.error.log
start "%EDITOR%" sundry.error.log
start "%EDITOR%" checker.output.log
(the external hard drive that I have mentioned in my earlier post died on me, so im using the c: drive now) ((rip my 2 tb drive, been dealing with that and I also never got the email notif, which is weird))
and "it" works "as in the tool itself, now doesn't crash anymore"
however it's not recognizing my files,
what I have in my configuration.txt now is
DATAFOLDER= C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\banana\data
and
STRAT= C:\Program Files (x86)\Steam\steamapps\common\Medieval II Total War\mods\banana\data\world\maps\campaign\imperial_campaign (I have also tried the short form)
(i've also have tried moving the configuration.txt in the ((your mod: Bovine)) tool file (((like bovine/))) instead of the ((bovine/config/)) file path like you said, i have also tried the datafolder with quotes but the same thing happened)
one question: i noticed the tool now checks the names in descr_names and descr_strat (and reported me two missing names per faction )
did the tool also checks the revence of the names in slave faction for descr_names?
if name in faction portugal - then also referenced in faction slave?
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Sorry, I don't fully understand you, but giving you a bit of information which may and may not answer your questions.
For name text, the tool reads:
names.txt (called translation default)
campaign/translation/<each subfolder>/names.txt (called translation whatever-the-subfolder-is-named)
Every name in descr_names.txt is checked against existence in the text files for each translation.
Name texts not listed for any faction get reported as unused.
Names in descr_strat.txt are not yet checked against the list of faction names.
Names defined in any read script (campaign script, custom battle scripts as well as any scripts defined in export_descr_advice) are checked against the list of faction names. For each character, the main faction of that character is used to see if the name(s) is defined for that faction. That is, if a character belongs to the slave faction and has a subfaction, the tool still expects the name to be defined for the slave faction.
There is no report for faction names not in specific use in scripts, as these can be used by the game engine for new characters.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
ahh ok, not sure if i understand it correctly.
my question is the reference of the slave subfactions. in the kind of:
descr_names.txt
faction 1 has names:
A
B
C
Faction 2 has names:
D
E
F
then faction slave need:
A
B
C
D
E
F
to have the names for slave subfactions 1 and 2
The Great Conflicts 872-1071
public alpha II + patch 001 09.03.2021
GoRR 0.1 beta - Glory of Rome Remastered
Yes, that is true. A character of any subfaction will not use the names of that subfaction, but needs to have them defined for its main faction (slave) instead. Is this not how the game works?
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Hello @bovi,
I got a suggestion for a new check: missing unit cards.
Every faction listed in the ownership line in the EDU should have a corresponding tga file in data/ui/units/FACTION/#UNIT_DICTIONARY_NAME.
For example, in SSHIP EDU we have this unit:
Someone pointed to us the unit card was missing in-game for slave, so we had to create (well, more like copy from another faction!) the file data/ui/units/slave/#norman_cavalryCode:type Norman Cavalry dictionary Norman_Cavalry ; Miles : feudal knight category cavalry class heavy voice_type Heavy banner faction main_cavalry banner holy crusade_cavalry soldier Norman_Cavalry, 24, 0, 1 officer Norman_Cavalry officer northern_captain_early_flag mount early heavy horse mount_effect elephant -4, camel -4 attributes sea_faring, hide_forest, hardy, command, can_withdraw, can_formed_charge move_speed_mod 0.98 formation 1.5, 4.4, 2, 6, 2, square, wedge stat_health 1, 3 stat_pri 5, 9, no, 0, 0, melee, melee_blade, piercing, spear, 70, 1 stat_pri_attr no stat_sec 5, 5, no, 0, 0, melee, melee_blade, piercing, sword, 25, 1 stat_sec_attr no stat_pri_armour 8, 4, 4, metal ; stat_sec_armour 0, 0, flesh stat_heat 6 stat_ground -1, -2, -3, -1 stat_mental 12, impetuous, highly_trained stat_charge_dist 45 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 0, 1050, 120, 1050, 1050, 1, 300 armour_ug_levels 10 armour_ug_models norman_cavalry ownership england, sicily, slave era 0 england, sicily, slave recruit_priority_offset 25
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
That's a bit of a coincidence. As part of recently expanding the EDU parsing I noticed the directives info_pic_dir and card_pic_dir, which override which folder where the game should look for those. I was thinking to add a check for that soon anyway.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Nice coincidence indeed!
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
I've written a test for the info pictures, but I'm afraid it may be faulty - there are such a lot of missing info pictures for SSHIP I cannot think it's correct. Keep in mind I don't have your dev build, only a released version, so you may have fixed some of them and the line numbers may not line up with your current EDU.
Spoiler Alert, click show to read:
I'll keep it unreleased until I've done similarly for the cards anyway, but if you can spot any mistake in this output, I'll fix it before then.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Uploaded a new version.
New checks:
"unitCardPicturesArePresent", verifying presence of unit pictures for details page and army composition panel.
Bugfixes:
When reading unit ownership from EDU, empty tokens are now skipped.
Mission parameters now recognized (but ignored): neutral_modifier, ally_modifier, garrison_strength, num_reinforce_units.
When checking presence of unit textures, the checker will no longer check more than once for each ownership token, even if the owner has the unit in more than one era.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking
Sorry for the late reply, I must admit I do not know much about the unit cards and infos. Maybe there is a default folder, like southern_european for some other UI-related tga?
I'll try to find more info.
Also, the unit roster is being fully rework in SSHIP so I would not be surprised if there is a lot of missing stuff, as it is WIP!
We're almost ready to release our 0.98 version, I'll send you a DL link by PM then.
Belovèse's Toolbox: export text files to spreadsheet, detailed unit stats
Stainless Steel Historical Improvement Project (SSHIP) team member.
Mini-mods: diplomacy and relation/reputation - detailled unit stats
For EB2, most units seem to be fine except possibly 4, so that speaks in favour of it being accurate. If you're not surprised by the great number of dangly bits, I'll assume it's accurate for now. I'll make a check for surplus files in those folders using the results from the existence checks.
Having problems getting EB2 to run? Try these solutions.
================
I do NOT answer PM requests for help with EB. Ask in a new help thread in the tech help forum.
================
I think computer viruses should count as life. I think it says something about human nature that the only form of life we have created so far is purely destructive. We've created life in our own image. - Stephen Hawking