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I'm going to assume that you know very little about MS-DOS. That's probably incorrect, but it's easier for me to explain that way. Just be patient.
My guess is that Civconverter is choking on either your use of ' " ' or the spaces in the paths. You could avoid that by changing your directory ('cd' command) before invoking Civconverter to c:\...\plutorising. The "..." is my own abbreviation for your lengthy path. You'll need to spell it in full. Then you could run converter with:
Code:"c:\...\Utilities\Civconverter\Civconverter" plutorising.scn or c:\progra~1\microp~1\utilities\civconverter\civconverter plutorising.scn
Hope this helps!
Thanks for trying the upgrade
[Edit]Found this on Catfish's site:
Note: CivConverter will accept long file names, but it's not keen on spaces in the pathname. Including them will produce the following error message:
Error in opening Scenario File! Please check for existence of file and remember to use full path & extension
There are a number of options available here, but the simplest is to enclose the entire file pathname in quotation marks, eg, civconverter "c:\unzipped\red front\redfront.scn". If the scenario.txt file contains spaces, manually copy this file to the Converted directory.
[/Edit]Last edited by Boco; April 19, 2006, 19:31.
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I don't think that's the case either, because it seems CivConverter has already successfully converted the scenario file before it crashes.
It seems to crash with the Units.bmp.
Is it a 24-bit bitmap?
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doesn't it need to be a 16 bit bitmap?
EDIT: Anyhoo, my scenario has a problem. As soon as my Empire's turn ends, the game crashes. Can anyone help?
1.52 megabytesLast edited by PlutonianEmpire; April 20, 2006, 19:14.Be nice or I'll nuke you. ;)
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Um, would you believe that the last 10 lines of your readout didn't show on my PC?
My Units.bmp have a 16 million color depth (24-bit, right?).
Has control been ceded to another civ before it crashes?
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Originally posted by Boco
Um, would you believe that the last 10 lines of your readout didn't show on my PC?
My Units.bmp have a 16 million color depth (24-bit, right?).
Has control been ceded to another civ before it crashes?
Then, when I switch control to another civ, then it crashes.
When I start the civ who's turn is after the Empire's, it starts up normally, but still crashes once the Empire's turn is over.
I uploaded it in case someone with 1337 hex-editing skills might be able to fix it, or something like that.Be nice or I'll nuke you. ;)
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Your DOS box's last 10 lines indicate that Civconverter did indeed parse the complete scenario name. The last recorded successful operation was finding Units.bmp. Had I bothered to read and think about that, I wouldn't have posted all that stuff about the path.
If these are [Shift-F3] switches, it sounds like your crashes are not linked to tech advances. Does that seem true to you?
Do you have any engineers at work on Mtns in maps 2 or 3, or for that matter anywhere?
Can you switch to all maps as the Russians or Plutonians without crashing?
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Originally posted by PlutonianEmpire
I'm trying to convert my MGE scenario to ToT, but for some reason, it keeps crashing, for the reason of "invalid syntax error".
Code:civconverter c:\progra~1\microp~1\civili~1\scenario\plutorising\plutorising.scn
Originally posted by PlutonianEmpire
Anyhoo, my scenario has a problem. As soon as my Empire's turn ends, the game crashes. Can anyone help?
Anyway, being the kindly soul that I am, I've fixed it for you (attached). I performed a few other hex editing fixes while I was at it, namely removing the unit build transporter orders and the two animation lockouts, and clearing the casualty lists. If you want to make further edits to the scenario, load it as a saved game, ie, Ctrl+L and enter "plutorising.scn", minus the quotes. Save the game and use that as your working file.
Originally posted by PlutonianEmpire
doesn't it need to be a 16 bit bitmap?
Originally posted by PlutonianEmpire
I uploaded it in case someone with 1337 hex-editing skills might be able to fix it, or something like that.Attached Files
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Have you made any discoveries about this mystery table beyond what's in section 5.2?
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No, I haven't really done any game engine testing since around Christmas. I believe the coordinates listed in the tables are locations for things like attacks and various settler tasks. An example: at one point during the testing of WotR, I had some units attack a specific city on the first turn. Further edits were made to the scenario and to my annoyance, the units began to ignore this city and instead go for another further away. I couldn't figure out why this occurred. I zeroed the table for that civ. They now always attack the nearer city first. It was as clear cut as that. No other edits were made.
BTW, I kind of lazily skimmed this thread and missed Merc's comments. I can confirm that spaces in the pathname produce the 'The syntax of the command is incorrect.' error. CivConverter seems to be able to locate the scenario directory but then proceeds to crap itself once it starts converting the graphic files.
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Could this mean that orders for units (squares?) is limited to 64 per civ?
[Edit]Nah, probably not, but I'm confused about the relationship of these tables with the Units Information table. [/Edit]
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[Edit2]Are the "unit build transporter orders" a result of one of these 64 square tables getting corrupted? Or did you find it in the Units Info Table (but how did it get there?)?[/Edit]
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I just totally forgot, the plutonian empire techs, (except plutonianism), are PlutonianEmpire-specific. can you hex-edit that too, please?
EDIT: I know it's just a civ-slot thingamajig. it's a figure a speech.Last edited by PlutonianEmpire; April 21, 2006, 03:50.Be nice or I'll nuke you. ;)
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Originally posted by Catfish
An example: at one point during the testing of WotR, I had some units attack a specific city on the first turn. Further edits were made to the scenario and to my annoyance, the units began to ignore this city and instead go for another further away. I couldn't figure out why this occurred. I zeroed the table for that civ. They now always attack the nearer city first. It was as clear cut as that. No other edits were made.
Originally posted by Boco
Could this mean that orders for units (squares?) is limited to 64 per civ?
[Edit]Nah, probably not, but I'm confused about the relationship of these tables with the Units Information table. [/Edit]
Originally posted by Boco
Are the "unit build transporter orders" a result of one of these 64 square tables getting corrupted? Or did you find it in the Units Info Table (but how did it get there?)?
Originally posted by PlutonianEmpire
I just totally forgot, the plutonian empire techs, (except plutonianism), are PlutonianEmpire-specific. can you hex-edit that too, please?Attached Files
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