Re: [Bug] XML Typos in 1.03.1 (Sounds added)
Posted: Fri Mar 15, 2013 5:56 pm
I just found 238 xml errors when I opened up the data directory using eclipse's XML editors and Tools package and turning the profiling tools on. FTL 1.03.1
It's actually a wonder that ftl not only works, but works so well that at first I thought the profiling tools were broken
Glad someone else noticed a few months before I did.
Lots of low hanging fruit and easy to fix in eclipse you just click on each error and it takes you right to the offending line in the right file. (You can also fix them by the dozen with some careful find/replace)
for example, this one from tooltips.xml
<autofire>Toggle to active/deactive weapons automatically firing.</autoFire>
*also deactive should be inactive*
Some of the most common offenders are missspelled closing </sectorDescrption> tags (17 cases in 1 file)
<shipBlueprint> tags closed with <ship> tags
I suspect that ftl doesn't actually read closing tags, but just assumes that they are correct and only crashes if the right number of them are not present. Drives XML profilers crazy though.
Like some of the other posters in this thread, I've fixed the errors in my copy of the game... but it's pretty sad that the fixes will most likely never make it into the official version.
It's actually a wonder that ftl not only works, but works so well that at first I thought the profiling tools were broken

Glad someone else noticed a few months before I did.
Lots of low hanging fruit and easy to fix in eclipse you just click on each error and it takes you right to the offending line in the right file. (You can also fix them by the dozen with some careful find/replace)
for example, this one from tooltips.xml
<autofire>Toggle to active/deactive weapons automatically firing.</autoFire>
*also deactive should be inactive*
Some of the most common offenders are missspelled closing </sectorDescrption> tags (17 cases in 1 file)
<shipBlueprint> tags closed with <ship> tags
I suspect that ftl doesn't actually read closing tags, but just assumes that they are correct and only crashes if the right number of them are not present. Drives XML profilers crazy though.
Like some of the other posters in this thread, I've fixed the errors in my copy of the game... but it's pretty sad that the fixes will most likely never make it into the official version.