I don't like the "There is no discernable way for a lay modder to read the Dev.exe minidumps" answer. My latest crashes yield a truncated Debug.txt and have no constructive information in them. I have the latest drivers and have validated the files in Steam through the Properties menu. There has to be a way to debug this game without speaking an obscure language that only computers seem to really understand.
Overzealous
Thanks for the ProTip Goa [e digicons]:)[/e] My ECT final took too much of my brain the other day and I was looking for an easy way.
Every update causes the mod I love to play to crash. Since I'm updating the files manually (with Notepad++ of all things), would it hurt to list the files changed with the ChangeLog?
[quote who="Nomada_Firefox" reply="210" id="3307844"] Good news, at leas by the moment, I fixed almost all the problems. Slot ACTION_CAPITALSHIP_OPENMANAGEINTERNALS can't be setup over ACTION_CAPITALSHIP_ABILITY_4. I suppose that one ability did not run.[/quote] This error was implemented as part of the Rebellion 1.5 Patch. Ability 4 worked in Rebellion 1.1. Many capital ships in the mod I am playing with have tak
Advent_Frigate0 refuses to work. Removing it from the game entirely fixes it. The starbase name thing in EntitySystemHelpers.cpp is now a problem. All starbase-related files were checked and validated. I'm tired of typing everything in and hoping it works. I've checked and rechecked and am obviously too ignorant to understand where the problem is. It's been a learning experience but I give up on the crash course route. The only tools I have been
[quote who="SpardaSon21" reply="4" id="3372419"] That's a worthless degree. If you really want to make games, one in programming is a far superior choice.[/quote] I'll gladly take that advice. Thanks :)
Right now, a bunch of errors related to "ExplosionEffectGroup 'Vasari_CapitalShip0' not found." for all the different ship types per race is causing a crash in Dev.exe. The files are there. Why can't the engine find them? Edit: Fixed - mentioned 2 posts below.
You may also need to add weapon Target Banks to it. Giving it the ability to fire in all directions does nothing if it cannot fire weapons due to lacking an actual weapon to fire on that side. It's like telling a person armed with a rifle to shoot in all directions at once. You need to equip it to do that first.
I got a crash free version running before the update but am having quite a time of converting the files to a format that the new Sins can agree with. Thanks to this I may switch my degree course from EE to Game Dev
Zombies has a pretty extensive and currently very confusing guide up so I guess that's where I could start. I can't even get Eclipse to work right yet. I'll figure it out eventually but for now, off to work with me again.
[quote who="GoaFan77" reply="53" id="3370883"] Quoting Overzealous, reply 52 This is not the place to ask for modding advice. Please post in the modding forum like this thread. And it is not impossible to do. I already have my very large mod updated for 1.5 and the DLC. As far as I can tell Stardock did a create job in allowing both mods and the DLC to coexist with each other.[/quote] I'd appreciate a brie
Why did the Developers hardcode things like PlanetBonus*.entity and Planet*.entity, making it impossible to put our mod on top of the new update and DLC? If there is a list of files to expand outside of the GameInfo folder that affects these specific entities and permits a string to ignore DLC errors, PLEASE let me know! I've been modding for only 4 days and have made the new files match side by side with the content of the Mod files with no success. (e.g. PlanetBon
By the way I am still brand new to this. I think that making games is fun but this is the first time that I have actually done any coding. I'm still in my first month of doing this sort of thing. The link refers to the following in the Fixedarray.h Source file: 116 // ----- Size ----- <a class="code" href="http://n
http://naesten.dyndns.org:8080/crawl-ref/source/html/fixedarray_8h_source.html This page may shed some light on the operating protocols of the FixedArray.h file. Apparently we have integers that return 0>= because they aren't properly referenced in the Engine or CodeSource. We are confusing the Sins.exe with modifications it cannot understand due to its limitation