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Thread: EDB Mystery

  1. #1

    Icon1 EDB Mystery

    Hello hello hello!

    I've been trying to get the following entries below working for months, and am unsure why the game crashes on launch when once these lines worked in game. Would someone be able to give me pointers on where most mistakes are made when adding new buildings, or show me where I've gone wrong in the code below?

    p.s. The CTD on start-up occurs on the first loading screen, and is not a black screen.
    p.s.s. The log file is blank apart from the first few lines as below:
    18:24:11.162 [system.rpt] [always] CPU: SSE2
    18:24:11.163 [system.rpt] [always] ==== system log start, build date: Sep 5 2014 version development ===
    18:24:11.226 [system.io] [always] mounted pack packs/data_0.pack
    18:24:11.258 [system.io] [always] mounted pack packs/data_1.pack
    18:24:11.367 [system.io] [always] mounted pack packs/data_2.pack
    18:24:11.429 [system.io] [always] mounted pack packs/data_3.pack
    18:24:11.461 [system.io] [always] mounted pack packs/data_4.pack
    18:24:11.976 [system.io] [always] mounted pack packs/localized.pack

    Spoiler Alert, click show to read: 
    Code:
    EDB
    
    building hinterland_ithil_restored
    {
        levels ithil_corrupt ithil_barren ithil_luminous ithil_restored
        {        
            ithil_corrupt castle requires factions { sicily, }  and hidden_resource hr_none
            {
                capability
                {
                    population_growth_bonus bonus -20 requires factions { sicily, denmark, }
                    law_bonus bonus 6  requires factions { england, }
                    gate_strength 4
                    free_upkeep bonus 4  requires factions { england, }
                    happiness_bonus bonus -10  requires factions { sicily, denmark, }
                    recruit_pool "Gondor Ithil Spearmen"  1  0.05   1  0  requires factions { normans, milan, byzantium, scotland, }  and event_counter ithil_allied 1
                    recruit_pool "Dunedain Steel Archers"  0   0.04   1  0  requires factions { turks, }  and event_counter large_city_barracks 1
                    recruit_pool "Umbar Knights"  1  0.05   1  0  requires factions { russia, } and region_religion kings 75 and event_counter large_city_barracks 1    
                    recruit_pool "Umbar Heavy Spearmen"  1   0.05   1  0  requires factions { russia, }  and region_religion kings 75 and event_counter large_city_barracks 1
                    recruit_pool "Harad Infantry Cavalry"  1   0.1   2  0  requires factions { england, } and event_counter mordor_harad_allied 1
                    recruit_pool "Southron Warband"  1   0.1   2  1  requires factions { england, } and event_counter mordor_harad_allied 1
                    recruit_pool "Rhun Infantry Pikemen"  1   0.09   1  1  requires factions { england, } and event_counter mordor_rhun_allied 1 and event_counter large_city_barracks 1
                    recruit_pool "Rhun Kataphracts"  1   0.09   1  0  requires factions { england, } and event_counter mordor_rhun_allied 1 and event_counter large_city_barracks 1
                    recruit_pool "Khand Axemen Cavalry"  1   0.2   2  0  requires factions { england, } and event_counter khand_is_allied 1
                    recruit_pool "Khand Kataphracts"  1   0.13   1  0  requires factions { england, } and event_counter khand_is_allied 1 and event_counter large_city_barracks 1
                }
                material stone
                construction  5
                cost 12000
                settlement_min village
                upgrades
                {
                    ithil_barren
                }
            }
            ithil_barren castle requires factions { sicily, }
            {
                capability
                {
                    recruit_pool "Ithilien Rangers"  0  0.06   2  0  requires factions { sicily, }  and region_religion islam 35
                    recruit_pool "Gondor Ithil Spearmen"  1  0.05   1  0  requires factions { sicily, denmark, turks, } and region_religion islam 35
                    recruit_pool "Angrenost Marksmen"  1  0.05   1  0  requires factions { sicily, denmark, turks, } and region_religion islam 35
                    gate_strength 4
                    recruitment_slots 1
                    free_upkeep bonus 2
                }
                material stone
                construction  5
                cost 6000
                settlement_min village
                upgrades
                {
                    ithil_luminous
                }
            }
            ithil_luminous castle requires factions { sicily, }
            {
                capability
                {
                    recruit_pool "Ithilien Rangers"  0  0.04   3  0  requires factions { sicily, }  and region_religion islam 60
                    recruit_pool "Gondor Ithil Spearmen"  1  0.05   2  0  requires factions { sicily, denmark, turks, } and region_religion islam 60
                    recruit_pool "Angrenost Marksmen"  1  0.05   2  0  requires factions { sicily, denmark, turks, } and region_religion islam 60
                    recruit_pool "Minas Ithil Rangers"  1  0.03   1  1  requires factions { sicily, denmark, turks, } and region_religion islam 60
                    law_bonus bonus 2
                    gate_strength 6
                    recruits_exp_bonus bonus 1 requires factions { sicily, }
                    recruitment_slots 3
                    free_upkeep bonus 4
                }
                material stone
                construction  8
                cost 10000
                settlement_min village
                upgrades
                {
                    ithil_restored
                }
            }
            ithil_restored requires factions { sicily, } and event_counter large_city_barracks 1
            {
                capability
                {
                    recruit_pool "Ithilien Rangers"  0  0.06   5  0  requires factions { sicily, }  and region_religion islam 90
                    recruit_pool "Gondor Ithil Spearmen"  1  0.04   4  1  requires factions { sicily, denmark, turks, } and region_religion islam 90
                    recruit_pool "Angrenost Marksmen"  1  0.04   4  1  requires factions { sicily, denmark, turks, } and region_religion islam 90
                    recruit_pool "Minas Ithil Rangers"  1  0.02   2  2  requires factions { sicily, denmark, turks, } and region_religion islam 90
                    religion_level bonus 5
                    population_growth_bonus bonus 6 requires factions { sicily, }
                     population_health_bonus bonus 2 requires factions { sicily, }
                    law_bonus bonus 4
                    gate_strength 8
                    recruits_exp_bonus bonus 2 requires factions { sicily, }
                    recruitment_slots 10
                    free_upkeep bonus 5  requires factions { sicily, }
                    agent_limit diplomat 1
                    agent diplomat  0
                }
                material stone
                construction  12
                cost  20000
                settlement_min village
                upgrades
                {
                }
            }
        }
        plugins
        {
        }
    }
    
    EXPORT_BUILDINGS
    ¬--------------
    {ithil_corrupt}Tower of the Moon (Corrupted)
    {ithil_corrupt_desc}    
    {ithil_corrupt_desc_short}    
    {ithil_corrupt_northern_european}Tower of the Moon (Corrupted)
    {ithil_corrupt_northern_european_desc}Minas Ithil and Minas Anor were the twin guardians of Gondor's glorious capital at Osgiliath. Named for the moon and sun respectively they stood watch on either side of the river city. However, when Minas Ithil fell, the capital was moved to Minas Anor which was named anew as Minas Tirith or Tower of Guard. Its sister was also given a new name 'Minas Morgul', the Tower of Sorcery. Although it referred to the entire 'city' the name Tower of the Moon was also more specifically the name of the large tower at the settlements centre and subsequently it was this tower that spread the green hue over the walls of all Minas Morgul giving it its new more sinister name. The Tower stands tall still awaiting the return of its rightful masters and longing for the days that it can once again glow with a shimmering light rather than a darkening mist as it did in days gone by.  
    {ithil_corrupt_northern_european_desc_short}Ancient tower built in the Second Age.
    
    {ithil_barren}Tower of the Moon (Barren)
    {ithil_barren_desc}    
    {ithil_barren_desc_short}    
    {ithil_barren_northern_european}Tower of the Moon (Barren)
    {ithil_barren_northern_european_desc}The Tower of the Moon, once a beacon for the eerie light of the Witch-King, has been cleansed, yet remains barren. Minas Ithil and Minas Anor were the twin guardians of Gondor's glorious capital at Osgiliath. Named for the moon and sun respectively they stood watch on either side of the river city. However, when Minas Ithil fell, the capital was moved to Minas Anor which was named anew as Minas Tirith or Tower of Guard. Its sister was also given a new name 'Minas Morgul', the Tower of Sorcery. Although it referred to the entire 'city' the name Tower of the Moon was also more specifically the name of the large tower at the settlements centre and subsequently it was this tower that spread the green hue over the walls of all Minas Morgul giving it its new more sinister name. The Tower stands tall still awaiting the return of its rightful masters and longing for the days that it can once again glow with a shimmering light rather than a darkening mist as it did in days gone by.  
    {ithil_barren_northern_european_desc_short}Ancient tower built in the Second Age.
    
    {ithil_luminous}Tower of the Moon (Luminous)
    {ithil_luminous_desc}    
    {ithil_luminous_desc_short}    
    {ithil_luminous_northern_european}Tower of the Moon (Luminous)
    {ithil_luminous_northern_european_desc}The Tower of the Moon, now cleansed, begins to reflect the light of Minas Tirith, illuminating the Morgul Vale in blessed white.
    Minas Ithil and Minas Anor were the twin guardians of Gondor's glorious capital at Osgiliath. Named for the moon and sun respectively they stood watch on either side of the river city. However, when Minas Ithil fell, the capital was moved to Minas Anor which was named anew as Minas Tirith or Tower of Guard. Its sister was also given a new name 'Minas Morgul', the Tower of Sorcery. Although it referred to the entire 'city' the name Tower of the Moon was also more specifically the name of the large tower at the settlements centre and subsequently it was this tower that spread the green hue over the walls of all Minas Morgul giving it its new more sinister name. The Tower stands tall still awaiting the return of its rightful masters and longing for the days that it can once again glow with a shimmering light rather than a darkening mist as it did in days gone by.  
    {ithil_luminous_northern_european_desc_short}Ancient tower built in the Second Age.
    
    {ithil_restored}Tower of the Moon (Restored)
    {ithil_restored_desc}    
    {ithil_restored_desc_short}    
    {ithil_restored_northern_european}Tower of the Moon (Restored)
    {ithil_restored_northern_european_desc}The Tower of the Moon has restored, for the glory of Gondor! Nor man, elf or dwarf could ever have predicted this day would come to pass. This Tower, was once a jewel of the Kingdom of Gondor. A place of light, and beauty, and music. And so it shall be once more!
    Minas Ithil and Minas Anor were the twin guardians of Gondor's glorious capital at Osgiliath. Named for the moon and sun respectively they stood watch on either side of the river city. However, when Minas Ithil fell, the capital was moved to Minas Anor which was named anew as Minas Tirith or Tower of Guard. Its sister was also given a new name 'Minas Morgul', the Tower of Sorcery. Although it referred to the entire 'city' the name Tower of the Moon was also more specifically the name of the large tower at the settlements centre and subsequently it was this tower that spread the green hue over the walls of all Minas Morgul giving it its new more sinister name. The Tower stands tall still awaiting the return of its rightful masters and longing for the days that it can once again glow with a shimmering light rather than a darkening mist as it did in days gone by.  
    {ithil_restored_northern_european_desc_short}Ancient tower built in the Second Age.
    
    DESCR_STRAT
    
        building
        {
            hinterland_ithil_restored ithil_corrupt
        }
    Last edited by T.W. Stanforth; November 03, 2019 at 12:28 PM.

  2. #2
    Withwnar's Avatar Script To The Waist
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    Default Re: EDB Mystery

    Is "hr_none" in the hidden_resource list at the top of EDB?

    Try putting something in the desc and desc_short text lines:

    {ithil_corrupt_desc}
    {ithil_corrupt_desc_short}

    (and the other levels)

    I don't know if that's the reason. You seem to have spaces in there but I'm not sure if they count as valid text. Nothing else is jumping out at me.

  3. #3
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: EDB Mystery

    export_buildings requires the tree name, give the EDB validator a shot, too (it will find that omission). Lack of that entry will crash the game when you access the building browser but may cause other problems as well.
    Code:
    {hinterland_ithil_restored_name}your summary name here
    Run your log in trace mode for bug hunting, it may help as well










  4. #4
    Alondite's Avatar Semisalis
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    Default Re: EDB Mystery

    I'm 100% sure it's the problem of missing text in export_buildings.txt:

    {ithil_corrupt_desc}
    {ithil_corrupt_desc_short}

    You should always put something there. The game will regard the entries non-existent if you leave them blank, then nasty CTD will occur.

    {ithil_corrupt_desc}whatever
    {ithil_corrupt_desc_short}whatever




    Share my story here:


    I once experienced this situation before when I reconverted the .strings.bin file to .txt format in order to get a clean EB without duplicated entries, so I could use Withwnar's TWTECV. Then CTD occurred after I turned to use the clean text file.

    EDB validator said everything all right, but CTD was still there. TWTECV didn't give any error either.

    Finally I figured out that some wrong usage of backslash will make the strings.bin converter malfunction, so the entries were there but left blank. Once I put some text after the "}", everything works again.
    Last edited by Alondite; November 04, 2019 at 01:56 AM.

  5. #5

    Default Re: EDB Mystery

    Quote Originally Posted by Gigantus View Post
    export_buildings requires the tree name, give the EDB validator a shot, too (it will find that omission). Lack of that entry will crash the game when you access the building browser but may cause other problems as well.
    Code:
    {hinterland_ithil_restored_name}your summary name here
    Run your log in trace mode for bug hunting, it may help as well
    Just added it in along with the advice on the descr and descr_short entries, and its working!!!!! .
    I'll download EDB validator now, never knew it existed! But how does one run the log in trace mode?


    Quote Originally Posted by Withwnar View Post
    Try putting something in the desc and desc_short text lines:

    {ithil_corrupt_desc}
    {ithil_corrupt_desc_short}

    (and the other levels)
    AND

    Quote Originally Posted by Alondite View Post
    I'm 100% sure it's the problem of missing text in export_buildings.txt:

    {ithil_corrupt_desc}
    {ithil_corrupt_desc_short}
    You should always put something there. The game will regard the entries non-existent if you leave them blank, then nasty CTD will occur.
    I added it in along with Gigantus' line, and as above its functioning! The last bug left is that my unique icons in the description menu and in the 'built' panel appear, the standard Roman barracks appears as the icon on the browser where you select buildings to build. I'll look into it!

    I just want to say thank you 3 for fixing this issue for me. Its been on my mind for months, and I'm giddy that you managed to solve it so quickly .

  6. #6
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: EDB Mystery

    Trace log - that's an entry in the mod's CFG file. You should have something like this:
    Code:
    [log] 
    to = system.log.txt                    # path and name of log
    level = * trace                        # detailed log
    #level = * error                    # basic log
    In the example the log is set to trace and will be produced in the root of the game as system.log.txt - basically the default log. Notice the hash sign in front of the error line - it means the line will be not be processed. Once you have finished testing you can then remove the hash sign and put it in front of the trace line, that way you will get the small log again.
    As the trace log is pretty extensive you will need to compress (7Zip is freeware) and upload it somewhere before linking to it.

    The building icons follow a simple rule where naming and size is concerned:
    1. #[culture]_[building name] - 78*62 pixels, in data\ui\[culture]\buildings folder
    2. #[culture]_[building name]_constructed - 300*245 pixels, in data\ui\[culture]\buildings folder
    3. #[culture]_[building name] - 78*62 pixels, in data\ui\[culture]\buildings\construct folder
    Which means you can have different pics (and different text in export_buildings) for different cultures,










  7. #7

    Default Re: EDB Mystery

    Hi again! Good news is, the buildings and their UI are fully running . The bad news is, upon copying the EDB and other files into a new Third_Age_3 folder, it crashes and the log shows as follows:

    Spoiler Alert, click show to read: 
    Code:
    17:26:20.741 [script.err] [error] Script Error in mods/Third_Age_3/data/export_descr_buildings.txt, at line 229, column 47
    Unknown unit type specified: Stoor Hunters


    The only issue is; they dont exist in the file, never mind on line 229:

    Spoiler Alert, click show to read: 
    Code:
                    recruit_pool "Stoor Shirriffs"  1   0.1   1  0  requires factions { turks, }  and hidden_resource Vale and hidden_resource ResB


    I replaced this entry with another unit in the file to make room in the EDU for a new unit.
    I've triple checked, even with a different TA3 folder, the unit does not exist. Should I run it through the EDB checker?

  8. #8
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: EDB Mystery

    Put a semi-colon in front of the recruit line (commenting it out, it won't be read) to see what happens. Make sure you edit the EDB that is in the path specified: mods/Third_Age_3/data.

    Have you started a new game after the change or is it from an older save?










  9. #9

    Default Re: EDB Mystery

    Quote Originally Posted by Gigantus View Post
    Put a semi-colon in front of the recruit line (commenting it out, it won't be read) to see what happens. Make sure you edit the EDB that is in the path specified: mods/Third_Age_3/data.
    Just followed your advice, and its still producing the same error code in the log file

    Quote Originally Posted by Gigantus View Post
    Have you started a new game after the change or is it from an older save?
    I'm not even reaching the main menu yet, tis CTDing on the loading screen yet works in the Third_Age_3 file the entry was developed/copied in/from.

  10. #10
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: EDB Mystery

    I am starting to think 'virtual store' - do have a check at this tutorial and follow it from step 3. Then delete the M2TW folder in the virtual store directory if it exists.

    Else you might be looking at a different log. Do check the entry in your mod that specifies the name and path of the log (see my post #6) and then make sure to read that one.










  11. #11

    Default Re: EDB Mystery

    Followed SignifierOne's tutoriall from stage 3, went to delete the VirtualStore entry but one did'nt exits, changed the CFG to trace log and double checked the entry location for the log file, still came out as the same result . The original version in the original TA3 file still runs smoothly.
    Could it be that I've forgotten to do something basic with the new TA3 folder, such as delete a .bin file?
    Last edited by T.W. Stanforth; November 08, 2019 at 02:14 AM.

  12. #12
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: EDB Mystery

    The error message in post #7 clearly states that a unit listed in the EDB is not present in the EDU. You are saying that the EDB does not contain that unit's entry to start with.

    Can you please compress and upload those two files for me to check, together with the trace crash log?










  13. #13

    Default Re: EDB Mystery

    Hi @Gigantus, I just feel like the biggest moron ever - my EDB file was being pasted into the /text file and not the /data file XD. Apologies for wasting your time! The download link for Gondor Restored v1.2 is now live . I've mentioned you for all your help in the release post; have a brilliant day!

  14. #14
    Gigantus's Avatar I am not special - I am a limited edition.
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    Default Re: EDB Mystery



    Glad you got it sorted.










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