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View Full Version : AE Basics: Crashing to Desktop - Commons Errors and Solutions



Octopus Rex
5th Jun 07, 6:02 AM
Rating: Newbie Friendly

So: you've been modding with the Attribute Editor and testing things out for your new mod and got a couple things to work, but now you've changed something and your mod won't load but you don't know what has caused it. OH NOES!!!!

I'll go over some ways to find out what has caused it and also some common coding errors that cause crashes.

Note: many errors can survive in game. The ones that cause the game to crash or not load are called fatal errors.

1. How do I get Relic DC back?

You may find that your shortcut to Relic DC also crashes now. This is worrying at first, but don't worry you haven't killed your copy of DC! The shortcut for DC does not specify "Relic DC" and as a result it will load whatever the last mod you played was. If you've been playing Skirmish AI last then it will load that, so if you want to play Relic DC you must go into tgame and switch back to it using the Game Manager. Bit of an arse really.

The problem you have now is that you can't get the game to load and so you can't get to the Game Manager to switch back to DC. Well, there is a text file in your Dark Crusade folder (default install path is C://Program Files/THQ/Dawn of War - Dark Crusade) that keeps a record of which mod you just played so it knows which one to load again next time. This file also keep holds of your graphics info and other stuff. It's called local.ini.

Find local.ini, right click and check that the "read-only" box is not ticked, then open it with a normal text editor. It's only got a few lines in it. Find the line that says "currentmod=*yourmod*" and change the your mod bit to DXP2. Save. Go try your desktop shortcut again and you should find yourself loading normal Relic DC.


You can also just right-click on DarkCrusade.exe and create a shortcut. Open up the properties and add -modname DXP2 to the target. Does the same job and looks nice... :)
2. Warnings Files

When your mod doesn't load that means it has a fatal error. The engine will dump a load of info on this error in a text file in your Dark Crusade folder (the same one as mentioned above) called "warnings" and it may have a number after it so "warnings1". Find this, and open it with a text editor. There's tons of errors and failures in the list usually and most of them are harmless; the errors that you need to look for will look something like this:


20:59:34.89 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\guard\guard_squad_command_ squad.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
20:59:34.89 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\guard\guard_squad_command_ squad_advance_sp.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
20:59:34.89 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\guard\guard_squad_guardsme n.rgd' 'squad_loadout_ext' extension. Entity '' does not exist!
These entries will usually tell what file is wrong and also give a little info about what is wrong with it. Find this file in the Atribute Editor and change it accordingly. Save to binary and see if you've got it right this time.

Remember to close the warnings file when you attempt to load again because the engine will try and rewrite it. If you have the file open then it can't rewrite it and you won't have an error log.

Note: the warnings file will generally only show one fatal error, the first one that it came to. If you solve that you may find it still doesn't load as you have coded several fatal errors. Simply keep checking the file and work your way through them.

Warning: if you select requirement_research and forget to actually put a research in the drop box it will cause a fatal error that will not be shown in the warnings.log. It will ask you if you want to send an error report etc. after it crashes. This one took me a while to figure out.

3. The Editor

Simple. Go through the editor and try and remember all the changes you have made. Of particular significance are times when you add extensions and also when you have to type an entry in rather than a drop box.

4. Common Fatal Errors

- Mistyping: if you type in something slightly wrong into a modifier box (not a drop box obviously) eg an entity name or a squad name, then that will cause a fatal error. The game engine will search for that file and won't find it becuase it's been mispelled.

- Missing text: if you accidentally forget to fill in a text field that you should type in then this will cause a fatal error for the same reason as above. This commonly occurs when you accidentally select entity_type in the drop box rather than entity. The default can often be the wrong one so make sure you check as Relic themselves often get these wrong. "Entity" requires no specific entity to be typed in, whereas "entity_type" does.

- squad_loadout_ext + squad_can_attach = fatal if the max squad size is more than one - (one squad cannot attach to another)

- squad_reinforce_ext + squad_can_attach_ext - these two on the same SBPS are fatal (eg if you've reduced a squad to one make it attachable but forgotten to remove the reinforce_ext)

- complex_upgrades (a tickbox in the combat_Ext on the EBPS), a squad_loadout max of more than 1 and upgrades turned on (in reinforce_ext) = fatal. (eg predators cannot come in squads of more than one AND be upgradeable in the normal way).

- complex_upgrades + upgrades allowed + squad_can_attach_ext = fatal (eg tau commander cannot be upgradeable AND attachable)

- moving_ext + structure_ext on ebps = fatal

- moving_ext + addons_ext on ebps = fatal

- leader_ext with 2 or more leaders will cancel out any weapon upgrades. this will also cause a crash in multiplayer only. It will not crash when you skirmish it, it will crash when you click on the offening unit in a multiplyaer game.


forgetting to add a formation to a squad... it wil crash when you select the offending squad ingame

Hope that helps.

If you have anymore common blunders that I've not put it then feel free to add them in a reply! :)

horusheretic
5th Jun 07, 6:13 AM
one to definately note down as its a big crash and stalls your comp for agood few minutes before CTD. flayed ones trying to have cover and its own squad infiltration. not the veil of darkness infiltration as thats different. mk couldnt figure it untill i had came across it myself.

also when you dont get the deepstriking right it can ctd

theres another one that i sometimes come across but forgotten for time being

cagecrawler
5th Jun 07, 5:58 PM
A nice easy way to get Relic DC back is to create a .bat file. The bat file should contain the following text:
*DC Root*\DarkCrusade.exe -modname DXP2

That should automatically load the normal vanilla game. You can also just right-click on DarkCrusade.exe and create a shortcut. Open up the properties and add -modname DXP2 to the target. Does the same job and looks nice... :)

Templar Mikeel
6th Jun 07, 4:13 PM
This is really helpful. If only you had made it a bit ealier, then I wouldn't have had to plague the forums with all of my problems.

That warning file looks strangely familiar.;)

Octopus Rex
7th Jun 07, 5:12 AM
Haha, I made it BECAUSE of you! You were my muse, so to speak! Anyway, I'm always glad to lend a hand to frustrated modder.

Fire Fly
7th Jun 07, 9:41 AM
Heylo...Eeeemm having a bit of troblue geting the Mission Editor to work...Followed you guide and still no worky...Don't really know how to get it to work or what to put here other than this is the warnings log thingy....
17:38:34.46 W40KME started at 2007-06-07 17:38
17:38:34.46 OS NT 5.1, 1015MB Physical Memory
17:38:34.46 RUN-OPTIONS
17:38:34.46 WORKING-DIR C:\Program Files\THQ\Dawn of War - Dark Crusade
17:38:34.46 USER Niall
17:38:34.46
17:38:34.48 MATHBOX -- Version=5, Cpu=INTEL Pentium-IV:f=15,m=2, Mode=SSE
17:38:34.48 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
17:38:34.48 ME -- Warhammer Mission Editor, Build 96822
17:38:50.79 ME -- Creating blank scenario
17:38:50.82 MOD -- Initializing Mod dxp2, 1.0
17:38:51.54 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
17:38:51.73 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
17:38:51.78 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
17:38:51.78 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Full'.
17:38:51.79 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
17:38:51.79 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\High'.
17:38:51.79 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
17:38:51.81 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
17:38:51.82 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'.
17:38:51.82 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
17:38:58.29 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.29 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.31 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.31 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.31 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.31 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.32 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.32 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.32 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.34 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.34 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.35 Unknown starting entity blueprint 'eldar_support_platform_cannon' specified for race 'eldar_race'.
17:38:58.37 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.37 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.39 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.39 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.40 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.40 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.42 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.43 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.43 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.45 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.45 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.46 Unknown starting entity blueprint 'space_marine_turret_missile' specified for race 'space_marine_race'.
17:38:58.48 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.50 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.51 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.51 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.53 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.54 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.56 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.56 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.57 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.59 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.60 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.62 Unknown starting entity blueprint 'chaos_turret_missile_launcher' specified for race 'chaos_marine_race'.
17:38:58.65 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.67 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.68 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.68 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.70 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.71 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.73 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.75 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.76 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.78 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:58.79 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.79 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.82 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.84 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:58.85 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:58.85 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.87 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.89 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.90 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:58.92 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:58.92 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:58.93 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.95 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.96 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:58.98 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:59.00 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:59.00 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:59.01 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:59.03 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:59.04 Unknown starting entity blueprint 'ork_waagh_banner_turret' specified for race 'ork_race'.
17:38:59.06 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:59.06 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:59.07 Unknown starting entity blueprint 'ork_waagh_banner_missile' specified for race 'ork_race'.
17:38:59.10 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.10 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.12 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.14 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.15 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.17 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.18 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.18 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.20 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.21 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.23 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.25 Unknown starting entity blueprint 'guard_turret_missile_launcher' specified for race 'guard_race'.
17:38:59.26 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.28 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.28 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.29 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.31 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.32 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.34 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.34 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.35 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.37 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.39 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:38:59.40 Unknown starting entity blueprint 'necron_turret_missile' specified for race 'necron_race'.
17:39:00.03 Device Init -- Failed load for step: ''

Octopus Rex
7th Jun 07, 10:11 AM
Oh. My tutorial is for the Attribute Editor. Not the mission editor. I'll change the title.

Fire Fly
7th Jun 07, 11:23 AM
Okies sorry!

psychopowner101
8th Jun 07, 10:50 AM
OK heres a Pickle for ya.
I understand that attribute editor takes a wile to load, but mine just freezes (gives the "not responding message") then my whole computer freezes I thought it might be just my computer so I tried it on my grandfathers dual core PC (his computer is only 6 monthes old) with over 1.2 gigs of memory and a 300 gb hard drive same problem.
please help me

ps. I have the latest dark crusade patch (1.20) and the mod tool to go with it
please help:cry: :cry:

*edit*
yah last day of school for this year

brother-horus
8th Jun 07, 11:01 AM
it freezes for everybody, wait a few minutes

psychopowner101
8th Jun 07, 11:04 AM
my whole computer freezes for half an hour after i closed it.
I waited 2 and a half hours for the Attribute Editor to load once and it still didnt.

Hornedrat
8th Jun 07, 1:05 PM
Is there a limit to the number of models you can have on screen before the game crashes? I modded squad limits and when the eldar/imp guard and orks mass attacked the game crashed to the desktop and the only thing i can find in the warnings log was regarding full texture memory?

thanks

Octopus Rex
9th Jun 07, 4:45 AM
@psychopowner101: this thread is about crashing to the desktop due to coding errors, not about how to get your AE to work. Sorry.

@hornedrat: I imagine that it depends on your PC specifications. The half size mod triples all the squad caps, so imagine that for an 8P map. I'm pretty certain that coding too many squads is not the problem.

horusheretic
4th Sep 07, 6:41 AM
another to note:

forgetting to add a formation to a squad when creating a new race. it wil crash when you select the offending squad ingame.

Unregistered
5th Sep 07, 11:28 AM
i keep getting the error luaconfigsave.c/659:! Failed to load lua file 'TOOL:designmode.lua'

Octopus Rex
5th Sep 07, 1:12 PM
You're getting that in the little debug window right? Yeah, ignore, doesn't mean anything.

Alucard...
16th Sep 07, 12:42 PM
Thank you :)Excellent idea for a tutorial!;)

elmslie
9th Jan 08, 6:16 AM
I had a great one two weeks ago, the mod would load ok, the problem only came when using the praetorian gu!ard race. The problem went like this; the turret and a vehicle could both be built however if you selected them the game would CTD but only if you selected them inside a control area! :wtf2:

*Edit: actually, if you set the rally point for the vehicle outside the control area and selected it, then moved back inside you could select it without crash.

But the weirdness doesn't end here. The crash started happening on a version that had been secure, without modification. after a week of trying to fix the problem, with no luck, I reverted to a backup made after the crashing had started, and it stopped.

It's not desperate as it has disappeared, (for now). I was just wondering if anyone could think of why, cos I live in fear that it will return. :Loco:

RexOmniaLupus
10th Jan 08, 8:37 PM
For those messing around with anchored buildings (LPs/Thermo gens) know this: your mod will not load if you have an entity that is bigger than any of it's anchors, e.g. a Listening Post that is bigger than Strategic Points/Relics. The game doesn't seem to care if entities are smaller though.

Octopus Rex
11th Jan 08, 4:22 AM
Indeed. The witch hunters mod causes problems due to this when you try to merge it with other mods.

elmslie: not got a clue what was happening there! There's usually a guilty piece of code somewhere though, it's just hard to find and not very obvious.

Foxracer007
12th Jan 08, 10:15 PM
Agh I now i have a problem with the editor not even opening, I click on the attribute editor icon, it opens and all and then suddenly this error pops up saying "failed to read pipeline.ini". I just recently added new hardware and reformatted my computer and backed up all the module files, so i tried to bring it back and messed it all up, so I uninstalled all the dark crusade programs, tried to find as many of the mod tool files scattered all over my computer and tried to delete those. I did this twice, and now i'm wondering, did i just destroy my dc?

Octopus Rex
13th Jan 08, 5:31 AM
Post up your pipeline.ini in code tags please.

Foxracer007
13th Jan 08, 1:06 PM
Well after an hour I just fixed it, it didn't have anything to do with the pipeline.ini, I forgot to patch my game to 1.2, but after that it still didn't work. So I moved it into the dark crusade file, and then it worked for some reason, it might have been because of the pipeline file being in the dark crusade file, because before the mod tools file was elsewhere.

Octopus Rex
13th Jan 08, 1:12 PM
Yep, the ModTools folder has to be in the right game folder for it to recognise the pipeline.ini. Before we had DC ModTools I just copied the ModTools folder across from the old place and it worked fine, but obviously before that tools in the DoW folder won't magically start looking in the DC folder that didn't used to be there.

Glad you got it working dude :awesome:

nemesis646
13th Jul 08, 6:16 AM
Help. My game keeps crashing at the screen after the opening cinematic featuring the Necrons and Space Marines. I have received no error messages, and I can't get to the game menu. This has happened for weeks.

Octopus Rex
13th Jul 08, 8:54 AM
1. Have you tried the recommended solutions in the tutorial? (the shortcut or local.ini edit)

2. If so, have you been editing DXP2 rather than your mod?

entity
10th Aug 08, 6:14 PM
i could use some guidance i started working on a tc mod disabled the races added the 2 new races with their hq and a builder and couldnt get it loading what so ever its the ctd with the do i want to send an error report but its strange because i had a look at requirements as you said and i didnt have any requirements in the units i had edited

oh btw using corsix and ill get the warning up 2moro when i wake up ty in advance

Octopus Rex
11th Aug 08, 1:51 AM
Setting up a new race can be all kinds of fiddely. You must make sure you're using the proper folder structure and naming conventions, as well as appropriate use of nils vs luas, so it could be all kinds of stuff. However, the error report is the first thing: what does it say the fatal errors are? (the note I made about requirements is just something extra that doesn't show up in the error report)

entity
12th Aug 08, 9:34 AM
i seem to have fixed it now and got it working

Chicken
10th Oct 08, 2:01 PM
Hi,

I've run into a problem where I can't seem to create a new addon. I'm modding Soulstorm by editing the LUA files in a text editor and then compiling them into RGDs using Corsix's Mod Studio 0.5.5.

First I made the eldar "Überturret" from the single player campaign buildable by enabling advanced build, and then I tried to allow races other than the eldar to build it (pointless experiment for its own sake). This works fine, but the Überturret lua contains the following:



GameData["addon_ext"] = Reference([[ebpextensions\addon_ext.lua]])
GameData["addon_ext"]["addons"]["addon_01"] = [[addons\eldar_support_platform_addon.lua]]


The eldar_support_platform_addon requires a soul shrine, which the other races can't build, so I thought I'd create a new addon based on that, but remove the requirement.

My guard überturret has the following:



GameData["addon_ext"] = Reference([[ebpextensions\addon_ext.lua]])
GameData["addon_ext"]["addons"]["addon_01"] = [[addons\addon_guard_uberturret.lua]]


I created addons\addon_guard_uberturret.lua as a copy of eldar_support_platform_addon.lua and basically removed the requirement_ext, so it now reads as follows:



GameData = Inherit([[]])
GameData["add_on_motion_name"] = [[]]
GameData["modifiers"] = Reference([[tables\modifier_table.lua]])
GameData["modifiers"]["modifier_01"] = Reference([[modifiers\default_weapon_modifier_hardpoint1.lua]])
GameData["modifiers"]["modifier_01"]["application_type"] = Reference([[type_modifierapplicationtype\tp_mod_apply_to_entity.lua]])
GameData["modifiers"]["modifier_01"]["shield_of_faith"] = false
GameData["time_cost"] = Reference([[tables\time_cost_table.lua]])
GameData["time_cost"]["cost"]["requisition"] = 50
GameData["time_cost"]["time_seconds"] = 30
GameData["ui_hotkey_name"] = [[eldar_support_platform_addon]]
GameData["ui_index_hint"] = 1
GameData["ui_info"] = Reference([[tables\ui_info_table.lua]])
GameData["ui_info"]["help_text_id"] = [[$93661]] --
GameData["ui_info"]["help_text_list"]["text_01"] = [[$93662]] -- - Permanently replaces the weapons on this turret with a D-cannon.
GameData["ui_info"]["help_text_list"]["text_02"] = [[$93663]] -- - D-Cannons are effective against vehicles.
GameData["ui_info"]["help_text_list"]["text_03"] = [[$4600011]] -- - Effective against Aircraft.
GameData["ui_info"]["icon_name"] = [[eldar_icons/support_platform_dcannon_icon]]
GameData["ui_info"]["screen_name_id"] = [[$93660]] -- D-Cannon upgrade Add-on


I compiled it into an RGD, which went fine.

However, Soulstorm won't start. In warnings.log I get:



22:49:08.45 MOD -- Fatal Data Error for entity 'data:attrib\ebps\races\guard\structures\guard_uberturret.rgd' 'addon_ext' extension - add-on 'addon_guard_uberturret' does not exist!
22:49:08.45 WXP Mod Init -- Failed load for step: 'MOD Data Validation'


Is there some central registry of addons where I would have to list the new addon_guard_uberturret? Or what's wrong?

entity
6th Dec 08, 4:31 PM
i had a problem like that for research though when the research was in the research folder but apparantly still didnt exist

corncobman
26th Feb 09, 6:59 PM
Here's a new one for you:

When a unit has complex_upgrades set to true but the weapons have show_in_reinforce set to false, it crashes the game when you select the unit.

ChiefScout
23rd May 09, 9:27 AM
one i found to-day, peopel may be aware of it but if not:
if you have a squad that can enterch with a sargeant that can't; once the segreant is built: CTD

ohh the amusment of trying to work out why

J-dog
15th Feb 10, 12:08 AM
Hello

I am new to the Attribute Editor and I have just started modding 2 days ago. I was changing the space marines' attributes and when I tried the game, it just crashed with no warning. I checked the warnings file and I found this:

21:40:25.86 W40K started at 2010-02-14 21:40
21:40:25.86 OS NT 6.0, 2046MB Physical Memory
21:40:25.86 RUN-OPTIONS
21:40:25.86 WORKING-DIR C:\Program Files\THQ\Dawn Of War
21:40:25.86 USER Jojo Rillera
21:40:25.86
21:40:29.03 MATHBOX -- Version=5, Cpu=INTEL Pentium-III:f=6,m=7, Mode=SSE
21:40:29.03 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
21:40:29.03 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
21:40:29.03 GAME -- Warhammer, 1.40, Build 78258.63110
21:40:29.03 GAME -- Available memory: 2045MB RAM, 4279MB Pagefile
21:40:29.03 State::State - set socket send buffer to 131072
21:40:29.03 State::State - set socket receive buffer to 131072
21:40:29.03 HostState - 10.1.1.2:6112 / 10.1.1.2:6112
21:40:29.03 Session : Now Host
21:40:29.03 Session : We are now a Host
21:40:29.03 PeerState - 10.1.1.2:6112 / 10.1.1.2:6112
21:40:29.03 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
21:40:29.03 GSTransport::Connect - GT2AddressError
21:40:29.03 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
21:40:29.03 SPDx9 -- Driver Name = nvd3dum.dll Device = \\.\DISPLAY1 Desc = NVIDIA GeForce 9300GE
21:40:29.03 SPDx9 -- Driver Vendor = 0x10DE Device = 0x06E0 SubSys = 0x90041B0A Rev = 0x00A1
21:40:29.03 SPDx9 -- Driver Version Product = 0x0007 Version = 0x000F SubVersion = 0x000B Build = 0x1D61 (7521)
21:40:29.03 SPDx9 -- Driver GUID = {D7B71E3E-45A0-11CF-DB65-0FB001C2CA35}
21:40:29.03 SPOOGE -- 1003.00MB available texture memory
21:40:29.03 SPOOGE -- 1003.00MB available texture memory
21:40:29.03 GAME -- Beginning FE
21:40:29.07 MOVIE -- Opening movie 'movies:relic_intro.lua'
21:40:30.44 MOVIE -- Closing movie 'movies:relic_intro.lua'
21:40:30.44 MOVIE -- Opening movie 'movies:dow_intro.lua'
21:40:30.52 MOVIE -- Closing movie 'movies:dow_intro.lua'
21:40:31.19 MOD -- Initializing Mod my_mod, 1.0
21:40:31.19 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
21:40:31.19 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
21:40:31.19 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Full'.
21:40:31.19 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\High'.
21:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine_squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
21:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine_squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
21:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine_squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
21:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine_squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
21:40:31.19 W40K Mod Init -- Failed load for step: 'MOD Data Validation'
21:40:31.19 Mod Interface Init -- Failed load for step: 'Mod Init'
21:40:31.19 GAME -- Failed to initialize MOD 'my_mod'!
21:40:31.19 FE -- Failed to init MOD!
21:40:31.19 GAME -- Ending FE
21:40:31.44 SPOOGE -- 1003.00MB available texture memory
21:40:31.44 SPOOGE -- 1003.00MB available texture memory
21:40:31.49
Application closed with error code 4
____________________________________________________

I have checked the loadout extension of the tactical squad but cannot find any error. I have also searched throughout the forums in this site but could not find any solution. If anyone has a solution please reply to this message

Octopus Rex
15th Feb 10, 11:06 AM
1:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine _squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
21:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine _squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
21:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine _squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
21:40:31.19 MOD -- Fatal Data Error for squad 'data:attrib\sbps\races\space_marines\space_marine _squad_tactical.rgd' 'squad_loadout_ext' extension. Leader entity 'nil' does not exist!
There's the important error lines. What changes did you make? I would probably have been able to tell you right off the bat a while back, but I'm getting real rusty at this, been a couple years since I modded anything.

Did you unset the trooper base or something? Check both the loadout_ext and leader_ext to confirm that you're referencing valid EBPs.

J-dog
15th Feb 10, 11:15 PM
I have checked the EBP's and its all correct. I checked the location of the leader entity and it is there. The only things I have modified in the squad loadout was the min number of units and the max number of units and I made sure that the max number of units was not lesser than the min no. of units. I have not touched the trooper base type because I do not want to change it and if i did change it, i used the original w40K mod project as reference if i have changed anything. I have also checked the squad leader and the target ebp is correct. My theory is that the game doesn't read the ebp of the sergeant. I'll continue to figure out the problem and notify you if I found a solution.

Octopus Rex
16th Feb 10, 10:34 AM
You used the w40k module for the basis of your AE project? Or did you mean just in terms of comparing the files? Either way, you should be using what ever the latest one that you have is - DC or SS (unless of course you only have the original game with no expansions). Doing otherwise can cause errors as you will be using out of date information and unexpected files will be overridden by the engine. Basically the file set you're looking at is not the data your game is based on. Many of the w40k files have newer versions.

J-dog
16th Feb 10, 11:26 PM
Oh ok. Well I used the w40k module to compare the terms of the modified space marine tactical squad with the original tactical squad just in case I changed something I wasn't supposed to change. I do have SS installed to my computer so is the fact that SS is installed in my computer making problems for the squad loadout ext? But when I try to modify the other files (the ebps of units that don't have leaders), there is no error that occurs.

So to summarise, I am only having problems with units with leaders. Hopefully that makes it easier for you

J-dog
21st Feb 10, 11:21 PM
Hey Octopus Rex. I was able to fix the problem. Well kind of.

I uninstalled the RDN tools and I installed Corsix's mod studio and I tried to modify the squads with leaders and they worked perfectly well. I guess it was the Attribute editor that had the problems.

Anyway thanks for your time and help man. Appreciate it. I owe you one.

Octopus Rex
22nd Feb 10, 3:47 AM
No. It's not the AE that has the problems. I've changed the squads and leaders in a ton of different ways without any problems. There's a possibility that your source data is corrupted or that you have is setup slightly wrong, but with actually seeing how you've done I can't tell. Oh well, good luck with Corsix tools.