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Ledger Issue
Posted: Sat Aug 25, 2007 4:44 pm
by wiltaz
I get this error in my mod when I am in the ledger and click on the reinforcements button. Any idea where in general I should be looking? I know it probably has to do with my forcepool include but not sure what's the issue. I know from prior issues that if you put too many units than a screen can hold they just don't show, and I've checked that each type has 40 or less. Not sure what limit was reached.
12:29:40 PM [Critical ] TGameSim.ExportLedger1 - Units Game A Exception caught Indice de liste hors limites (0) ExportStep: 0
Posted: Sat Aug 25, 2007 7:55 pm
by PBBoeye
Wrong forum. This goes in the technical help forum. Wait for a mod to move it, please.
Posted: Sat Aug 25, 2007 8:35 pm
by Rafiki
Nah, let's keep this in the modding forum, since it's a modding issue. Some companies dedicate the technical support forum to supporting the "official" game (unknown if AGEod is among them), and I guess any reply to this would interest other modders anyway.
My 2 unofficial, non-sanctioned cents

Posted: Sat Aug 25, 2007 9:04 pm
by PBBoeye
But what about this has to do with any mod? He's talking about the ledger in the game, right? I think Pocus would want to know about the error message.
Posted: Sat Aug 25, 2007 9:52 pm
by Rafiki
My take on the error is that it has been provoked by something in the mod, hence my opinion that it belongs in the modding forum. I do, however, not feel strongly about this, so I will not neither disappointed nor surprised should this thread suddenly find itself in a different subforum
Anyway, AGEod'ers read threads outside the tech forum too. I just take it as a (good) sign that Pocus may have a Life, that he hasn't commented on this yet on a Saturday evening/night

Posted: Sat Aug 25, 2007 10:15 pm
by PBBoeye
Oh, I totally overlooked where he said
"in my mod".
SIFFLE!
And this is why I always crapped out at the higher levels of math - overlooking details here and there.

Posted: Sat Aug 25, 2007 10:20 pm
by Primasprit
Rafiki wrote:[...]I just take it as a (good) sign that Pocus may have a Life, that he hasn't commented on this yet on a Saturday evening/night
So this means anyone who comment here now doesn't have a life?
Oh well... I'll go and get a beer...

Posted: Sat Aug 25, 2007 10:29 pm
by PBBoeye
German beer!
Anyways, P.M. is running around flirting with all my French girlfriends!

Posted: Sat Aug 25, 2007 10:43 pm
by Primasprit
PBBoeye wrote:German beer!

To tell the truth I changed my mind spontaneously and decided in favour of a Scotch Whisky....
Anyways, P.M. is running around flirting with all my French girlfriends!
No doubt. The only reason for AACW was to keep you busy and away from French girls...

Posted: Sun Aug 26, 2007 4:57 am
by Rafiki
Primasprit wrote:So this means anyone who comment here now doesn't have a life?
Yup, basically

Primasprit wrote:Oh well... I'll go and get a beer...
Had some rosé wine myself, in celebration of what probably is the last nice summer days

Posted: Sun Aug 26, 2007 10:44 am
by wiltaz
Yes I put this in the modding forum because I don't get this in a standard scenario. Something I've added has caused this error but I don't know what to fix. In the past Pocus has steered me in the right direction. Now that my thread has everyone drunk though not sure if I'll find an answer.

Posted: Sun Aug 26, 2007 12:52 pm
by Primasprit
wiltaz wrote:Yes I put this in the modding forum because I don't get this in a standard scenario. Something I've added has caused this error but I don't know what to fix. In the past Pocus has steered me in the right direction. Now that my thread has everyone drunk though not sure if I'll find an answer.
Sorry for hijacking your thread.
Maybe you can post your mod (or send it to me to
primasprit@gmx.de) and I will take a look. Maybe I can find the problem (if it's a script error).
Cheers
Norbert
Posted: Sun Aug 26, 2007 3:43 pm
by Pocus
Post your mod and I will take a look. I don't like this error message, it would be better to say something along the lines of 'Ledger can't be displayed, because of these erroneous data: ...'
Posted: Tue Aug 28, 2007 10:40 pm
by wiltaz
Hmmm how do you want me to do the mod for ease of download and install? I am using the only format I know which is to have a seperate mod directory and point to it with the modpath.ini file. Which means I made a copy of the original game data folders and deleted those files that don't apply because I'm only doing the April 1861 scenario and replaced alot of others. That's alot to zip if I do the whole mod directory. Or would you prefer I provide just the things I know I've changed and you make a copy of the things that are the same (fonts, front, sounds, etc.)? The models and units alone would be huge as I've created my own from scratch.
Posted: Thu Aug 30, 2007 8:37 am
by Pocus
Once compressed, units & models don't take much space. But as a modder, if you want to give your mod to the community, you have to track all changes which were made, not forgetting a single file altered, like the units & models aliases for example. What I would need is the ZIP file that you would have distribued to others if your mod was publicly available. If you have altered too much files that you don't remember which ones are the genuine ones and which ones are yours, I won't be able to help you, sorry.
Posted: Thu Aug 30, 2007 8:56 am
by Rafiki
A revision control system is invaluable when you're modding text files and like to keep track of which files have been changed in which ways

Posted: Thu Aug 30, 2007 9:45 pm
by wiltaz
I have all the files I've modified seperate. That's not an issue. I just didn't want to assume and send the changed files expecting you to put together a scenario directory with everything else that needs to go with them. I'll work on getting them zipped and posted after class tonight.
Thanks
Posted: Fri Aug 31, 2007 12:18 am
by wiltaz
Here is my mod for anyone wanting to see it. It's pretty big as I've created new models, units and using copy and paste made some different combinations of the graphic files. Since I was redefining everything anyway I changed some naming conventions so there's quite a few files here.
Copying the regular game directory over to a mod directory and unzipping this should allow the scenario to be compiled with no issues. Just a reminder though, delete the original units and models folders from the new mod directory. Pocus, I didn't include the scenario file itself as I figured you'd want to compile it to make sure there aren't any issues there.
It's a work in progress so many areas are unfinished or not started.
As a refresher, the problem is that if you go to the ledger all the screens work except Reinforcement. It's not random, it happens every time. I know I've added something to the April Force pool file probably that it doesn't like but visually I can't figure out where the problem is. The error message doesn't help me either. I've even loaded all my units and the force pool values into Access and done queries to make sure everything matches and there isn't some typo.
http://members.cox.net/jtaz/JasonWMod.zip
Posted: Fri Aug 31, 2007 3:21 pm
by Pocus
Ok, I won't be able to take a look before some days though. If modders can help you, it is better.
Also when you create the scenario (and are still in edit mode), some data are not completely initialized, so don't open the ledger in this mode. Quit the game, and create a regular game to be sure.
Posted: Fri Aug 31, 2007 9:45 pm
by wiltaz
I never open anything in edit mode. I just save it and get out. When I was saying it was erroring out on the ledger that's through the normal game engine. My mod worked up to recently when i added some units, added some events and made some additions to the forcepool.
Posted: Fri Sep 21, 2007 12:21 am
by wiltaz
I know you've been busy with the patch. Was just wondering if you'd had a chance to look at my issue or if not this is a reminder for when you get time. I noticed I was slipping down the page.

Posted: Fri Sep 21, 2007 8:42 am
by Pocus
I will try to check that this week end, once I release 1.07rc5 (the final version will have many new generals portraits)
send me a mail so I can keep a tag on your mod please (
support@ageod.com)
Posted: Fri Sep 28, 2007 11:02 am
by Pocus
The error is coming from Unit 1010 which has incorrect models specified (alias not properly parsed), so the ledger crash has it tries to show something that don't exists (an empty unit).
Seek unit 1010, check of what it is made at the element level.
Nb: You should enable error logging when doing a mod, as this error would have popped up upon game loading in this case.