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  1. #1
    CeltiberoRamiroI Member Monkwarrior's Avatar
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    Default Re: A modder's guide to CTDs

    Quote Originally Posted by Makanyane
    Don't think was mentioned specifically as point 2 there I think refers to regions file, but placing slave army that is sub_faction of a faction that isn't in descr_strat.txt causes CTD on scroll over.

    (probably predictable that one and yes, I am having a bad day )
    Not so predictable.
    I found it by my own, but depending on the configuration of the mod you can solve it by putting the faction as "emergent by event" and non-playable in descr_strat and also in descr_sm_faction. Of course, that even doesn't exist.

  2. #2
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: A modder's guide to CTDs

    Another one for the strange and irritating list:
    descr_names.txt can only share the same list of names between 2 factions,
    faction: lombardi, slavs
    works but trying:
    faction: lombardi, slavs, goths
    to use same set for three factions results in errorless CTD if you try and use names for the third faction in descr_strat. Can obviously be got round by just copying the names section down and using for 1 or 2 factions at a time, but might be worth knowing if you're wondering why camp. map won't load and you fiddled with the names file....
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  3. #3
    Notepad user Member Red Spot's Avatar
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    Default Re: A modder's guide to CTDs

    does order come in account there Makanyane??

    I mean looking at it I could understand the order;
    lombardi, slavs, goths
    crash

    where;
    goths, lombardi, slavs
    might not ..


    G

  4. #4
    Finder of Little Oddities Senior Member Makanyane's Avatar
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    Default Re: A modder's guide to CTDs

    It seemed to be just ignoring the third one whichever I made the third. When I've assigned the same set of names to two factions I haven't taken any notice of which order they were in. It shouldn't go on alphabetical listing anyway, only thing it could want to follow is the sm_factions order, but I've been re-arranging that anyway to get faction icons in right place in menus.

    btw that reminds me - changing order of factions in descr_sm_factions and not deleting map.rwm causes 'random' CTD in campaign about half dozen turns in
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  5. #5
    Notepad user Member Red Spot's Avatar
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    Default Re: A modder's guide to CTDs

    ok, that sets you back on the first place of finding weird bugs ... :D

    edit;
    found an other fun thing;

    when you edit EDU and remove the text the file starts with (the explanation of the stats) but leave at least 2* [enter] the game doesnt load giving a bit misleading error about it, saying its expecting a unit-type, just remove the [enter] and it will work again....


    G
    Last edited by Red Spot; 09-27-2007 at 12:35.

  6. #6

    Default Re: A modder's guide to CTDs

    Ok I'm having a CTD which is puzzling me: during custom battle, the precise istant when my modded wardogs reach the enemies, game CTD.

    I made lots of Tests to get the point, and finally I think I get it: given I cannot mod the skeletons here (somehow the animation pack can't be unpacked by Vercis' Tool) I rely on existing skeletons for the new units.

    'Cause Wargs are pretty bigger then dogs, I am using a horse skeleton (fs_fast_horse) for them. But seems that if I use a horse skeleton something crashes when wargs collides with enemies.

    So, if I'm not wrong, heres my in-battle-CTD: game crashes (with no error messages) when wardogs using a horse skeleton collides with enemies.

    (any hint to workaround that and have my wargs ready to gnaw elves and gondorians will be mostly appreciated)

  7. #7
    Anything that isn't 'member' Member Squid's Avatar
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    Default Re: A modder's guide to CTDs

    You can unpack the animation using the IDX extrator by vercingitorix (different from the paks extrator).

    -Trait/Ancillary/Building Editor

    "Two things are infinite: the universe and human stupidity;
    and I'm not sure about the universe." -----Albert Einstein

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