whenever i make a mod with a mine in it it always crashes it is set to global and is in a complete track but still every time i try to start the mod it crashes
what is going on?
-caleb8
mine mod crashing
Moderators: jelco, bert_the_turtle
try the modding guides I linked in your other thread.
also search this forum for "mine crash*" (the forum search accepts basic wildcards).
also read my recent reply to another thread:
http://forums.introversion.co.uk/darwin ... 1286#41286
Modding darwinia is unfortunately a pain in the ass. You must be willing to experiment and troubleshoot a little on your own. Just about every possible problem has already been answered in these forums. Learn to use the search function. Only a handful of modders still read new threads here, and usually they won't answer old problems for the 20th time. The answer is out there...
If you do post a problem you can't figure out, be sure to post the text of the relevant files (game.txt, map, mission, etc.) in "code" quote blocks. xander or me or TGF (maybe) might be able to spot something that way. But it might take a couple of days to get a reply. Be patient and keep on trying to figure it out yourself. Everything tha's know was figured out by trial and error. IV gave no one much help with the mod system.
If you have problems making a level, your first step should be to unpack the game.dat data as a mod (search this forum) and look at how similar levels were made to work in the original game. Also load up other mods in the editor (and/or text editor) and look at what they do.
also search this forum for "mine crash*" (the forum search accepts basic wildcards).
also read my recent reply to another thread:
http://forums.introversion.co.uk/darwin ... 1286#41286
Modding darwinia is unfortunately a pain in the ass. You must be willing to experiment and troubleshoot a little on your own. Just about every possible problem has already been answered in these forums. Learn to use the search function. Only a handful of modders still read new threads here, and usually they won't answer old problems for the 20th time. The answer is out there...
If you do post a problem you can't figure out, be sure to post the text of the relevant files (game.txt, map, mission, etc.) in "code" quote blocks. xander or me or TGF (maybe) might be able to spot something that way. But it might take a couple of days to get a reply. Be patient and keep on trying to figure it out yourself. Everything tha's know was figured out by trial and error. IV gave no one much help with the mod system.
If you have problems making a level, your first step should be to unpack the game.dat data as a mod (search this forum) and look at how similar levels were made to work in the original game. Also load up other mods in the editor (and/or text editor) and look at what they do.
i am sorry for the previous post it may have been a little rash however as you probrably know i only found all the files i need today
here is the game.txt file
and the mission_.txt
and finnaly the map.txt
[/code]
here is the game.txt file
Code: Select all
Locations_StartDefinition
# Id Avail mapFile missionFile
# ==================================================================
0 1 map_industry.txt mission_industry.txt
1 0 map_factory.txt mission_factory.txt
Locations_EndDefinition
Buildings_StartDefinition
# Id teamId locId type link online
# =======================================
0 1 0 5 -1 0
1 1 0 5 -1 0
2 1 0 5 -1 0
8 1 0 29 -1 0
9 1 0 5 -1 0
10 1 0 3 -1 0
11 1 0 3 -1 0
21 1 0 11 -1 0
28 1 0 11 -1 0
32 1 0 5 -1 0
Buildings_EndDefinition
Research_StartDefinition
Research Darwinian 0 2
Research Officer 0 2
Research Squad 0 2
Research Laser 0 2
Research Grenade 0 2
Research Rocket 0 2
Research Controller 0 2
Research AirStrike 0 2
Research Armour 0 2
Research TaskManager 0 2
Research Engineer 0 2
CurrentResearch Squad
CurrentPoints 0
Research_EndDefinition
Events_StartDefinition
Events_EndDefinition
and the mission_.txt
Code: Select all
Difficulty_StartDefinition
CreatedAsDifficulty 1
Difficulty_EndDefinition
CameraMounts_StartDefinition
# Name Pos Front Up
# =========================================================================
start 1787.25 201.10 1226.89 -0.43 -0.36 -0.83 -0.17 0.93 -0.32
CameraMounts_EndDefinition
CameraAnimations_StartDefinition
CameraAnimations_EndDefinition
Buildings_StartDefinition
# Type id x z tm rx rz isGlobal
# ==========================================================================
Buildings_EndDefinition
InstantUnits_StartDefinition
# Type team x z count inUnit state spread waypointX waypointZ
# ==================================================================================
InstantUnits_EndDefinition
PrimaryObjectives_StartDefinition
NeverTrue
PrimaryObjectives_EndDefinition
and finnaly the map.txt
Code: Select all
Landscape_StartDefinition
worldSizeX 2000
worldSizeZ 2000
cellSize 12.00
outsideHeight -10.00
landColourFile landscape_default.bmp
wavesColourFile waves_default.bmp
waterColourFile water_default.bmp
Landscape_EndDefinition
LandscapeTiles_StartDefinition
# frac height desired gen lowland
# x y z size dim scale height method seed smooth guideGrid
# =============================================================================
748 0.00 0 1254 1.20 1.00 39 0 66036817 1.00 0
7 0.00 24 384 1.20 1.00 200 2 66097727 1.00 0
203 0.00 -8 564 1.20 1.00 200 2 66116077 1.00 0
1077 0.00 168 754 1.47 1.00 197 1 66277448 1.00 0
169 0.00 1369 384 1.20 1.00 200 1 66817456 1.00 0
1176 0.00 1443 384 1.20 1.00 200 1 66863142 1.00 0
99 0.00 1444 384 1.20 1.00 200 2 66847017 1.00 0
1093 0.00 1392 424 1.20 1.00 71 1 66872905 1.00 0
-6 0.00 750 384 1.20 1.00 93 1 66928048 1.00 0
246 0.00 679 384 1.20 1.00 93 1 66928048 1.00 0
159 0.00 17 464 1.20 1.00 133 1 1 1.00 0
LandscapeTiles_EndDefinition
LandFlattenAreas_StartDefinition
# x y z size
# ==========================
LandFlattenAreas_EndDefinition
Lights_StartDefinition
# x y z r g b
# =========================================
0.00 0.78 0.62 3.97 1.20 0.00
Lights_EndDefinition
Buildings_StartDefinition
# Type id x z tm rx rz isGlobal
# ==========================================================================
RadarDish 0 1240.31 1449.52 1 0.25 0.97 1
RadarDish 1 1107.78 926.24 1 -0.72 -0.69 1
RadarDish 2 1063.09 849.36 1 0.00 1.00 1
RadarDish 3 302.32 773.12 1 -0.43 0.90 1
RadarDish 4 120.03 365.04 1 -0.52 -0.86 1
RadarDish 5 432.51 1756.31 1 -0.81 0.58 1
ControlTower 6 1150.53 903.45 1 1.00 0.00 1 1
ControlTower 7 1113.73 866.69 1 1.00 0.00 1 2
ControlTower 8 314.42 813.74 1 1.00 0.00 1 3
ControlTower 9 222.74 1789.52 1 1.00 0.00 1 5
ControlTower 10 1160.81 1490.15 1 1.00 0.00 1 0
ControlTower 11 134.55 301.31 1 -0.24 -0.97 1 4
ControlTower 12 157.06 1534.72 1 -0.88 -0.47 1 13
RadarDish 13 224.32 1538.54 1 -0.84 -0.55 1
TrunkPort 14 1774.75 934.32 1 0.80 0.61 1 -1
ControlTower 15 1706.03 1058.88 2 1.00 0.00 1 14
Refinery 16 1306.09 692.74 1 0.62 -0.78 1 30
Incubator 17 1256.14 1529.12 1 -1.00 -0.04 1 0
ControlTower 18 1274.99 1605.05 1 1.00 0.00 1 17
Mine 19 640.96 391.46 1 -0.40 -0.92 1 27
Mine 20 464.33 384.83 1 0.73 0.68 1 27
Mine 21 300.31 130.15 1 1.00 0.00 1 45
Incubator 22 516.72 945.46 1 1.00 0.00 1 0
Wall 23 397.63 1739.79 1 -0.03 1.00 0
Wall 24 347.42 1728.86 1 -0.03 1.00 0
DisplayScreen 25 1487.19 594.67 1 1.00 0.03 0
ControlTower 26 528.39 989.52 1 1.00 0.00 1 22
TrackLink 27 693.59 529.39 1 0.17 -0.99 0 28
TrackLink 28 1018.19 438.48 1 0.54 -0.84 0 29
TrackLink 29 1152.64 543.27 1 0.58 -0.81 0 16
TrackLink 30 1413.91 821.76 1 0.36 -0.93 0 31
TrackLink 31 1571.29 729.41 1 1.00 0.00 0 32
TrackLink 32 1659.92 466.08 1 0.90 0.43 0 33
TrackEnd 33 1718.41 342.37 1 0.92 -0.39 0 34 -1
TrackLink 34 1639.79 249.70 1 0.70 -0.72 0 35
TrackLink 35 1446.66 215.56 1 -0.08 -1.00 0 36
TrackLink 36 1168.06 183.80 1 -0.18 -0.98 0 37
TrackLink 37 977.65 205.96 1 -0.18 -0.98 0 38
TrackLink 38 729.03 172.34 1 0.07 -1.00 0 39
TrackLink 39 513.86 120.35 1 -0.32 -0.95 0 40
TrackLink 40 274.04 302.18 1 0.36 -0.93 0 41
TrackLink 41 162.23 194.21 1 1.00 0.00 0 42
TrackLink 42 188.06 87.00 1 0.28 -0.96 0 21
TrackStart 45 386.92 112.11 1 0.94 -0.34 0 43 -1
TrackLink 43 427.77 212.29 1 1.00 0.00 0 44
TrackJunction 44 528.70 250.94 1 0.97 0.25 0 -1 20 19
TrunkPort 46 1689.99 428.68 1 0.45 -0.89 1 -1
ControlTower 47 1745.15 651.68 1 -0.18 -0.98 1 46
Buildings_EndDefinition
1) your problem is that you are using TrackStart and TrackEnd where you shouldn't. Delete those two buildings and replace them with regular TrackLinks. You can do this with a text editor easily enough, but be sure to match up the link numbers: building ID (first column of numbers) --> link (last column for TrackLink bldgs)
See: http://www.thenextgame.co.uk/modguide/index.php?p_id=11
TrackStart is for special situations and should NOT be placed in a circular loop circuit. Look into the original game files and search this forum for more info on when to use them. Or build a simple test level and link the various track building in various ways to see what's legal. If it works it works. You can do lots of things that weren't done in the original game. But you have to experiment carefully to know what's what when problems occur.
In the future, when you get a crashing bug like this, reread my post on how to troubleshoot using comment hash marks. I linked to it in one of my recent replies to you. That's how I figured your problem out.
I any case, sometimes it's best to clear all building links and re-link from scratch. The best way to do this is to change all link numbers back to "-1" with a text editor. Most of the times that is the last number on the line, but some buildings have extra data afterwards. I think it is always the column just after the IsGlobal column listed in the header. If you want to do it from within the game editor, you can try linking every building to itself. This is usually OK, but might cause crashes with some building types like Generators.
2) you should always clear the game.txt list of Building data. After you create a new level the editor will leave garbage in these lines, and this will sometimes cause mysterious problems and even crashes. Delete all lines of numbers between Buildings_StartDef and Buildings_EndDef headers whenever you start having problems.
when you start editing files directly with a text editor it can be helpful to make backup copies for a while. the in-game editor wil trash any commented lines when you are troubleshooting, and this can be infuriating if you aren't prepared for it. After a while you'll get used to how sucky the editor is, and you won't have any problems with it.
See: http://www.thenextgame.co.uk/modguide/index.php?p_id=11
TrackStart is for special situations and should NOT be placed in a circular loop circuit. Look into the original game files and search this forum for more info on when to use them. Or build a simple test level and link the various track building in various ways to see what's legal. If it works it works. You can do lots of things that weren't done in the original game. But you have to experiment carefully to know what's what when problems occur.
In the future, when you get a crashing bug like this, reread my post on how to troubleshoot using comment hash marks. I linked to it in one of my recent replies to you. That's how I figured your problem out.
I any case, sometimes it's best to clear all building links and re-link from scratch. The best way to do this is to change all link numbers back to "-1" with a text editor. Most of the times that is the last number on the line, but some buildings have extra data afterwards. I think it is always the column just after the IsGlobal column listed in the header. If you want to do it from within the game editor, you can try linking every building to itself. This is usually OK, but might cause crashes with some building types like Generators.
2) you should always clear the game.txt list of Building data. After you create a new level the editor will leave garbage in these lines, and this will sometimes cause mysterious problems and even crashes. Delete all lines of numbers between Buildings_StartDef and Buildings_EndDef headers whenever you start having problems.
when you start editing files directly with a text editor it can be helpful to make backup copies for a while. the in-game editor wil trash any commented lines when you are troubleshooting, and this can be infuriating if you aren't prepared for it. After a while you'll get used to how sucky the editor is, and you won't have any problems with it.
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