Crashes

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Therm
Posts: 4
Joined: Thu Mar 14, 2013 5:20 am

Crashes

Post by Therm »

I'm developing a mod, and stupidly decided not to test it until the thing was done. And obviously, it doesn't work.

I'm almost certain its due to a screwup in the xmls, but I was just wondering if theres anyway to properly diagnose where things broke. Any ideas?

edit: game crashes the moment I click start.
Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Crashes

Post by Vhati »

Therm wrote:I'm almost certain its due to a screwup in the xmls, but I was just wondering if theres anyway to properly diagnose where things broke. Any ideas?
In the mod manager, select the mod you're working on, and click "Validate".
You'll get a list of things to fix.

One of them might be what you're after.
Last edited by Vhati on Thu Mar 14, 2013 7:51 am, edited 1 time in total.
UltraMantis
Posts: 2125
Joined: Thu Sep 20, 2012 3:17 pm

Re: Crashes

Post by UltraMantis »

Crashes are almost allways .xml related. It's very hard to spot typos or copy paste errors, but those are most likely to be the reason. It also helps if you avoid making too many changes at once.
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speedoflight
Posts: 660
Joined: Mon Feb 18, 2013 11:08 am

Re: Crashes

Post by speedoflight »

Well, i noticed something. If the crash is produced before u can get to the main game menu, the problem is in the ship.xml file or the txt one. If the crash is after u click in the "new game" button and select a ship (or before) the problem is in the blueprints.xml.append file.

Anyways, i expereienced some crashes, and the cause was always a ">" that i forgot. I usually do a lot of copy paste, and sometimes this could happen xD.
My currently mods / wips ->
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Therm
Posts: 4
Joined: Thu Mar 14, 2013 5:20 am

Re: Crashes

Post by Therm »

GMM validate comes up clean :/

Guess i'll have to comb through all this then
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Crashes

Post by DryEagle »

often as not it'll be because you have a <thing> instead of a <thing/>
All ships I have created include custom weapons, graphics etc:
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Vhati
Posts: 792
Joined: Thu Oct 25, 2012 12:01 pm

Re: Crashes

Post by Vhati »

Therm wrote:GMM validate comes up clean :/
Ouch. I guess your xml syntax is good then.

You may be giving FTL values it doesn't like though. ("10" is a number, but FTL can't handle 10 crew for instance)
Or tags that, while written correctly, appear in the wrong place...

When you find it, report back with the broken snippet if you think it's something relatively simple. Maybe GMM can be taught to detect it.
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Crashes

Post by DryEagle »

if you want to pm me your files i'll take a look over them for you, always easier to spot something when you're seeing it first time
All ships I have created include custom weapons, graphics etc:
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Therm
Posts: 4
Joined: Thu Mar 14, 2013 5:20 am

Re: Crashes

Post by Therm »

I combed over the files several times, and couldn't find anything blatantly wrong, which leads me to believe that an assumption I made about events does not hold.

If I have an event A that goes to event B, can event B have a choice that loads event A again? I did some testing and it *looks* like this always results in a crash. Just wanted to make sure that you can't do these loops before I tear my files up again
DryEagle
Posts: 363
Joined: Thu Oct 04, 2012 11:17 am

Re: Crashes

Post by DryEagle »

I'm fairly certain the game verifies all event chains during loading screen (before main menu) so if you have some loops there then it will probably break it, yes.
All ships I have created include custom weapons, graphics etc:
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