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December 15th, 2002, 11:36 PM
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Join Date: Oct 2002
Location: London, Ont.
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Re: Mod error
Quote:
Originally posted by Dan C.:
I guess I'll have to replace them with the originials one-by-one until I find the culprit...
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There must be something against quoting yourself...
Anyway I finally found the error, and I am explaining this in case anyone else sees this problem.
Replacing the files one-by-one led me to the fact that it was my TechArea.txt file that was in error. So thinking I had some sort of loop I fire up the mod editor by DavidG. So I see that a number of "leads to" techs are not being displayed So noteing that one tech is a prerequisite for 20 techs per level for 3 levels, I am thinking maybe this is the source of my overflow. I reduce the number down to 5 each, and set the other 15 techs to no-prereq, and nope. But I did find a limit in the mod program that it only displays 20 leads to techs... (must be some sort of internal array limit
After much reviewing of the file, dropping pre-reqs, dropping branches of the tree (and all derived components, facilities etc), I see the error. I somehow typed a -1 instead of a 1 for maximum level. This tech was a minor tech (actually Fighter Missiles) not granted at the start of the game, (requiring 7 levels from 3 different techs) but I guess when the program was setting up the initial tech for the players, it hit this level issue and even without the pre-req's it crapped out (better at the beginning than in the middle of a game though). So I don't know why it wasn't caught when the file was initially read in, but there it is.
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-Dan
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December 15th, 2002, 11:56 PM
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Shrapnel Fanatic
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Join Date: Jul 2001
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Re: Mod error
The game must not check techarea.txt very thoroughly when starting up. 
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December 16th, 2002, 09:10 PM
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Major
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Re: Mod error
Quote:
Originally posted by Dan C.:
I am working on a mod for SEIV:Gold and I have run into a strange error. All the datafiles load without any warnings, but when I start a game (say after selecting 2-3 player races, and no NPC's) the program gets to around 50% of player placement and then gives an "Integer Overflow" error popup and stops.
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If it gets to 50% placement with 2 player races, that would be immediately after (or possibly during) placement of player 1. So, given that you found the error in techarea.txt, it's possible that the game engine checks tech areas during (at the end of?) each player's placement phase. Which makes a certain amount of sense, as races need to pick up their racial techs & the game may need to place racial facilities in high-tech start games...
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December 17th, 2002, 05:38 PM
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Re: Mod error
Quote:
Originally posted by DirectorTsaarx:
If it gets to 50% placement with 2 player races, that would be immediately after (or possibly during) placement of player 1. So, given that you found the error in techarea.txt, it's possible that the game engine checks tech areas during (at the end of?) each player's placement phase. Which makes a certain amount of sense, as races need to pick up their racial techs & the game may need to place racial facilities in high-tech start games...
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No, actually it goes to 50% (48% sometimes) regardless of the number of players. It must place all the players, then perform the tech trees for all the players and then set up the facilities on all the planets.
The game does such a good job on data checking, when it doesnt it can catch you by surprise as you assume that the data files are valid by this point.
__________________
-Dan
L++++ GdY $!+ Fr- C--- SdP T!- Sf A M++ Mp! RNSP Pw? Fq Nd Rp G++++ AuO
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December 17th, 2002, 10:52 PM
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Major
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Re: Mod error
Quote:
Originally posted by Dan C.:
quote: Originally posted by DirectorTsaarx:
If it gets to 50% placement with 2 player races, that would be immediately after (or possibly during) placement of player 1. So, given that you found the error in techarea.txt, it's possible that the game engine checks tech areas during (at the end of?) each player's placement phase. Which makes a certain amount of sense, as races need to pick up their racial techs & the game may need to place racial facilities in high-tech start games...
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No, actually it goes to 50% (48% sometimes) regardless of the number of players. It must place all the players, then perform the tech trees for all the players and then set up the facilities on all the planets.
The game does such a good job on data checking, when it doesnt it can catch you by surprise as you assume that the data files are valid by this point. Hmmmm. Interesting. It's been a while since I watched the progress bar for "placing races". I may have to pay more attention next time.
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