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.
Crashes
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Vhati
- Posts: 792
- Joined: Thu Oct 25, 2012 12:01 pm
Re: Crashes
In the mod manager, select the mod you're working on, and click "Validate".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?
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.
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UltraMantis
- Posts: 2125
- Joined: Thu Sep 20, 2012 3:17 pm
Re: Crashes
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.
Report spam using the handy Report Button Mod.
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speedoflight
- Posts: 660
- Joined: Mon Feb 18, 2013 11:08 am
Re: Crashes
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.
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.
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Therm
- Posts: 4
- Joined: Thu Mar 14, 2013 5:20 am
Re: Crashes
GMM validate comes up clean :/
Guess i'll have to comb through all this then
Guess i'll have to comb through all this then
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DryEagle
- Posts: 363
- Joined: Thu Oct 04, 2012 11:17 am
Re: Crashes
often as not it'll be because you have a <thing> instead of a <thing/>
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Vhati
- Posts: 792
- Joined: Thu Oct 25, 2012 12:01 pm
Re: Crashes
Ouch. I guess your xml syntax is good then.Therm wrote:GMM validate comes up clean :/
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.
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DryEagle
- Posts: 363
- Joined: Thu Oct 04, 2012 11:17 am
Re: Crashes
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
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Therm
- Posts: 4
- Joined: Thu Mar 14, 2013 5:20 am
Re: Crashes
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
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
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DryEagle
- Posts: 363
- Joined: Thu Oct 04, 2012 11:17 am
Re: Crashes
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.






