Fatal Error

Talk about your new mod or map here

Moderators: jelco, bert_the_turtle

User avatar
atze
level1
level1
Posts: 18
Joined: Sat Jun 04, 2005 10:12 pm
Contact:

Fatal Error

Postby atze » Fri Jun 17, 2005 10:01 pm

invalid map specified...

i wanted to play a mod. when i start darwinia now i get that error. how can i revert to a working state?
and what is the recommended way to load a mod? i was trying using the editor, then using a new profile. but there is no clear way how it should be done. HELP!!!!


=========================
DARWINIA BLACK BOX REPORT
=========================

VERSION : macosx-full-1.2.2
ERROR : 'Invalid map file specified'

=========================
====== STACKTRACE =======
=========================

retAddress = 0x5fbf8
retAddress = 0x5f9b4
retAddress = 0x56acc
retAddress = 0x58db4
retAddress = 0x42228
retAddress = 0x2cfd8
retAddress = 0x863f4
retAddress = 0x86550
retAddress = 0x7873c
retAddress = 0x5dc4
retAddress = 0x9287bbf8
retAddress = 0x90771840
retAddress = 0x90769964
retAddress = 0x92866000
retAddress = 0x9362d620
retAddress = 0x9362d50c
retAddress = 0x9362d054
retAddress = 0x9362cbfc
retAddress = 0x9287cc04
retAddress = 0x9287ca64
retAddress = 0x91450a40
retAddress = 0x914508dc
retAddress = 0x91450734
retAddress = 0x931253e4
retAddress = 0x9362b344
retAddress = 0x9362ae68
retAddress = 0x936273cc
retAddress = 0x93717c1c
retAddress = 0x60a0
retAddress = 0x2f60
retAddress = 0x2dd4
retAddress = 0x0
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Fri Jun 17, 2005 10:10 pm

Which mod?

open your preferences.txt, and set the line

Mod = whatever

to:

Mod = none

and restart the game.
User avatar
atze
level1
level1
Posts: 18
Joined: Sat Jun 04, 2005 10:12 pm
Contact:

Postby atze » Sat Jun 18, 2005 11:45 am

UserProfile = EnemyProfile
ModSystemEnabled = 1
Mod = EnemyWithin

but as i sad, i am not really sure
a) where to put other peoples mods (~/Library/Application\ Support/Darwinia/full/mods ?)
b) how to activate a mod (just choose it, restart darvinia after choosing, or do i have to activate the editor?)
User avatar
atze
level1
level1
Posts: 18
Joined: Sat Jun 04, 2005 10:12 pm
Contact:

Postby atze » Sat Jun 18, 2005 11:48 am

the profile is broken! i had to change the profile to none. if i select the broken profile darwinia quits with the massage about the broken map.
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Sat Jun 18, 2005 12:38 pm

When you load the mod through the menu in game, is it crashing immediatley? If so, that is a problem. If not, are you creating a new profile *each time* before you try to load a map?

If the mod loads properly, but crashes when you enter a level, you could try this - setting these parameters in the preferences.txt file with the game off:

Code: Select all

UserProfile = EnemyProfile
ModSystemEnabled = 1
Mod = EnemyWithin


Then, before you run the game , make sure that the 'EnemyProfile' folder (You Mac guys have folders, right?) is completely empty. If there's a game.txt file in there copied from the original game, or a different mod, then that could explain the crash.

If the mod crashes as soon as you load it, or if nothing above helps, then there must be something in my mod that has an issue with your version of MacOSX. xander has Tiger, and he played through it just fine though, what version are you using?
User avatar
atze
level1
level1
Posts: 18
Joined: Sat Jun 04, 2005 10:12 pm
Contact:

Postby atze » Sat Jun 18, 2005 4:18 pm

i am using 1.2.2 on tiger.

darwinia was throwing that error-panel immediately at me, no fullscreen, no intro.

the UserProfile was broken. i deleted it, set UserProfile to none (Mod was none already). darwinia started again without that error.

i don't create a new profile each time. i wanted to create a new one before loading the mod. maybe that was wrong (but it did not work with Mod = none either).

now i tried the StrickenSouls. that gave me hints how you have to do it:
a) load mod (no need to switch to the editor)
b) restart darwinia (make it load any resources it might need for that mod)
c) create a new profile to play that mod.

that made it work for me. after loading the mod i saw the new locations and connections. when i tried to load a mod before it just showed me Garden. that made me think something went wrong. are there any mods starting with a level named Garden? if that's so that should be changed. the player (me) just thinks he/she resetted the game instead of loading a mod.

trickfred i'll give your mod another try when i got through the Stricken Souls :)
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Sat Jun 18, 2005 5:18 pm

EnemyWithin had the same instructions when loading it as SS did. I was assuming you had followed them, hence why I didn't suggest that course of action.

Code: Select all

EnemyWithin_LoadMod_2       If this is your first time loading this mod: Please be sure to restart Darwinia with the mod active, and create a new Profile on restart to ensure the mod works properly.


And in the readme.txt:

Code: Select all

To run: Place EnemyWithin directory in your Darwinia/Mods directory. If you
don't have a Mods directory, you'll have to create one.

For best results, load the mod, restart Darwinia, and create a new Profile to
play it.


Seemed pretty clear to me.
User avatar
LLamaBoy
level5
level5
Posts: 1627
Joined: Sun Aug 18, 2002 12:18 pm
Location: Cyprus
Contact:

Postby LLamaBoy » Sat Jun 18, 2005 7:23 pm

Pah, readmes are a last resort option, everyone knows that :P
User avatar
atze
level1
level1
Posts: 18
Joined: Sat Jun 04, 2005 10:12 pm
Contact:

Postby atze » Sat Jun 18, 2005 8:05 pm

<slapping my head on the table>

i have a folder EnemyWithin - which contains a readme.txt and a folder called EnemyWithin.... maybe i should move the contents of the second folder up to the first.

trickfred, the readme.txt is in the inner folder as well. maybe you should just dump the outer folder for ignorant folks like me?
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Sat Jun 18, 2005 8:12 pm

You're not by chance plaing an old version, are you? Maybe the one from thenextgame that is really out of date? I haven't had a readme outside the EnemyWithin folder since v1.1. The most recent one is v1.3.1, available here:

http://stellarmatter.net/

And I only have one folder inside the rar for the most recent - just choose 'unrar here' inside the mods folder, instead of unrar to 'EnemyWithin'.

Edit: Stumbled on this old post by accident looking for something else - changed the URL, as it was very, very old and dead.
Last edited by trickfred on Sat Apr 22, 2006 5:46 pm, edited 1 time in total.
mindule
level2
level2
Posts: 105
Joined: Wed Jul 21, 2004 5:14 am
Location: Baton Rouge

Postby mindule » Sun Jun 19, 2005 1:12 am

I don't suppose anyone can help me with this fatal error. Since the mod isn't exactly released yet.

ERROR : 'ScriptTrigger UniqueId was not unique in mods/Part1/levels/map_mountainpass.txt'

=========================
====== PREFERENCES ======
=========================

ServerAddress = 127.0.0.1
BypassNetwork = 1
SinglePlayer = 1
IAmAServer = 1
TextLanguage = english
TextSpeed = 15
HelpEnabled = 0
SoundLibrary = dsound
SoundMixFreq = 22050
SoundMasterVolume = 255
SoundChannels = 32
SoundHW3D = 0
SoundSwapStereo = 1
SoundMemoryUsage = 1
SoundBufferSize = 512
SoundDSP = 1
ScreenWidth = 1024
ScreenHeight = 768
ScreenWindowed = 1
ScreenZDepth = 24
ScreenColourDepth = 32
ScreenRefresh = 60
RenderLandscapeDetail = 1
RenderWaterDetail = 1
RenderBuildingDetail = 1
RenderEntityDetail = 1
RenderCloudDetail = 1
RenderPixelShader = 1
ControlUp = key E
ControlDown = key Q
ControlLeft = key A
ControlBackwards = key S
ControlRight = key D
ControlForwards = key W
ControlChatLog = key TAB
ControlZoom = key Z
ControlDeselect = key SPACE
BootLoader = random
Mod = Part1
UserProfile = tester1
ModSystemEnabled = 1

=========================
====== STACKTRACE =======
=========================

retAddress = 0041F3E5
retAddress = 004A13B0
retAddress = 004A0FC0
retAddress = 004A27DE
retAddress = 004A37E8
retAddress = 004A35D7
retAddress = 004AAFC9
retAddress = 00424A0F
retAddress = 004BF89A
retAddress = 7C816D4F
retAddress = 00000000


From map_mountainpass.txt:

Buildings_StartDefinition
# Type id x z tm rx rz isGlobal
# ==========================================================================
StaticShape 1 1470.99 244.87 255 1.00 0.00 0 1.87 library.shp
LaserFence 0 1972.10 898.58 255 0.17 0.99 0 2 4.40 2
LaserFence 2 2284.34 855.99 255 0.36 0.93 0 0 4.49 2
LaserFence 7 1972.10 898.58 255 0.17 0.99 0 8 4.40 2
LaserFence 8 2284.34 855.99 255 0.36 0.93 0 7 4.49 2
GunTurret 3 2019.10 724.31 1 1.00 0.00 0
TrunkPort 6 343.74 1000.11 1 1.00 0.00 1 5
BlueprintStore 10 1471.15 247.01 255 -0.18 -0.98 0 -1
GodDish 11 1518.05 335.04 1 1.00 0.00 0
GunTurret 12 2083.20 472.36 1 1.00 0.00 0
GunTurret 13 2102.35 645.90 1 1.00 0.00 0
SafeArea 4 357.61 1005.74 2 1.00 0.00 0 50.00 1 13
ScriptTrigger 5 2815.48 1027.64 2 1.00 0.00 0 -1 100.00 passintro.txt always
ScriptTrigger 9 2107.43 1021.88 2 1.00 0.00 0 -1 180.35 pass1.txt Officer
Buildings_EndDefinition
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Sun Jun 19, 2005 2:18 am

Are there any 'dynamic' buildings - ie., buildings in your mission file as opposed to your map file?
User avatar
xander
level5
level5
Posts: 16869
Joined: Thu Oct 21, 2004 11:41 pm
Location: Highland, CA, USA
Contact:

Postby xander » Sun Jun 19, 2005 7:05 am

mindule wrote:I don't suppose anyone can help me with this fatal error. Since the mod isn't exactly released yet.

ERROR : 'ScriptTrigger UniqueId was not unique in mods/Part1/levels/map_mountainpass.txt'
...


Every building in a level has to have a unique ID. This includes the buildings that are in the map file, and the buildings that are in the mission file. However, I have also noticed that the editor will occasionally bungle unique IDs -- I don't know why, and I can't really reproduce it. The first thing that you want to do is make sure that your script trigger does, indeed, have a unique ID. I assume that you know how to check this, but for those that don't look in you map file. Every building should have a line like this:

Code: Select all

   TrunkPort           0       621.70  913.62  2       0.83    0.56    1       1       
   TrunkPort           1       1101.86 2988.34 1       0.07    1.00    1       6     
   TrunkPort           2       770.74  2494.64 1       1.00    -0.01   1       5       
   ControlTower        3       1484.65 1614.54 1       0.83    0.56    1       7
   ControlTower        4       2078.00 1486.60 1       0.85    0.52    1       14
   ControlTower        5       2878.25 755.62  1       -0.50   0.86    1       15
Where the second column is the building ID. If two buildings have the same ID, change one of them. Also (again), make sure that these IDs are unique in both the map file, and the mission file. If that does not clear up the problem, try adding a digit to each building ID in the level (i.e. building 1 becomes 11, building 2 becomes 12, building 21 becomes 121, &c.).

Also, you may try commenting out the ScriptTrigger (according to the error, you have a ScriptTrigger that does not have a unique ID). You can do this by adding # (pound symbol) to the beginning of the line -- this will tell the game to ignore the line. If this works, you know that this building's ID needs to be changed (again, try adding a digit to it).

xander
Last edited by xander on Sun Jun 19, 2005 5:56 pm, edited 1 time in total.
mindule
level2
level2
Posts: 105
Joined: Wed Jul 21, 2004 5:14 am
Location: Baton Rouge

Postby mindule » Sun Jun 19, 2005 7:29 am

Ahh, it was dynamic. Looked over it the first time. Thanks.
User avatar
trickfred
level5
level5
Posts: 1691
Joined: Sat Jul 24, 2004 5:01 am
Location: The Great White North, Eh?
Contact:

Postby trickfred » Sun Jun 19, 2005 1:42 pm

trickfred ftw! :)

Return to “Mod Projects”

Who is online

Users browsing this forum: No registered users and 11 guests