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I can't get MovementCosts.xml to work..[message #366078]
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Thu, 16 May 2024 01:57
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Marcus |
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Messages:109
Registered:November 2014 |
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After 10 days of work I haven't a working file yet. I set ground types for my maps, I adited my file and made a TON of mistakes. I spent a few days cleaning the file and I got to the point that I'm positive there are no more mistakes, still the games crashes when hitting New Campaign (I'm positive I edited the correct file, at first it worked).
I get this error message:
Runtime error
Assertion Failure (Line 3462 in file D:a\source\source\strategic\strategic movement ccp)
Now D:\ should be the CD ROM drive.. Is the game actually looking for the game CD?!? The first thing that came to my mind was I should edit my vfs.config, but all other files I edited do work.
Also, most mistakes I made were about mismatching ground pairs. Is the message above about mismatching pairs at least? Or is it about something else?
One last thing about this string:
<BadSector>1</BadSector>
As far I can understand in the vanilla files it is only used for sectors where all entries are set as EDGEOFTHEWORLD. I had a look in other mods files and it is mostly ignored. Is it mandatory and/or actually used by the game?
[Updated on: Wed, 29 May 2024 15:56] Report message to a moderator
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Sergeant
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Re: I can't get MovementCosts.xml to work..[message #366079 is a reply to message #366078]
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Thu, 16 May 2024 08:06
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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When does the crash happen?
Right during landing scene or before?
If so, check anything related to your starting sector
Is it defined in all needed files?
If so, check your Starting Sector in MovementCost.xml
Does it have EdgeOfWorld or Groundbarrier? Are those at reasonable sides?
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Afaik, the CD-drive setting can be ignored
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Not realy sure about that BadSector, but I'd advise to also only use when All directions and Here are EdgeOfWorld
(I assume that's for we can't go there at all, not even by air)
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About the line, the function is about calculating movement time,
where traverse type (the tags in the xml for N,S,W,E) are taken into account
So that's probably what you mean by "pairs"??
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When I did some more large scaling map work, I draw some schematic map with all those traverse types by sector
Good old paper and pencil, but it helped me wrap my mind arround it
Just an example, I'm prone to visualise things - but you get the idea, try some method that suits you
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: I can't get MovementCosts.xml to work..[message #366080 is a reply to message #366079]
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Thu, 16 May 2024 09:32
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Marcus |
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Messages:109
Registered:November 2014 |
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Hello there!
A: the game crashes when hitting "New Game/Campaign" in the main menu.
B: Omerta sectors are still the vanilla ones.
C: Omerta sectors are a peninsula linked to the main isle by a ground strip, so yes, there are a few EDGEOFTHEWORLD labelled sides.
D: Agreed about the "Bad Sector" issue.
E: Yes, that was exactly what I meant by "pairs".
F and last: My handwriting is terrible and I set my ground types on a .png. That was a lifesaver anyway.
At this point I'll comb the file again: If the CD issue can be ignored then it probably is a basic mistake, or so I hope..
EDIT: I wander if I'm doing the right thing.. Here are two sectors: Is the method correct or are there mistakes?
<Sector y="A" x="7">
<TravelRating>0</TravelRating>
<North>EDGEOFWORLD</North>
<East>EDGEOFWORLD</East>
<South>WATER</South>
<West>WATER</West>
<Here>WATER</Here>
</Sector>
<Sector y="A" x="8">
<TravelRating>70</TravelRating>
<North>EDGEOFWORLD</North>
<East>TOWN</East>
<South>COASTAL_ROAD</South>
<West>EDGEOFWORLD</West>
<Here>TOWN</Here>
</Sector>
[Updated on: Thu, 16 May 2024 11:36] Report message to a moderator
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Sergeant
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Re: I can't get MovementCosts.xml to work..[message #366083 is a reply to message #366082]
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Fri, 17 May 2024 01:06
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Kitty |
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Messages:466
Registered:October 2017 Location: Germany |
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Some thoughts
1.
Given that you set up the vfs-config.ini for YourMod correctly, anything in Data-YourMod will have priority over other Data-Folders, including maps
2.
I take it that A9 is the Starting Sector? And set as such in ja2options.ini and modsettings.ini?
The entry GridNo at A9 (tile where mercs will rope down to) is defined and valid?
The entry GridNo has enough space (other accessable GridNo, i.e. not blocked by bush, rock, tree, etc) arround itself?
(if several mercs rope down they will step away to make place for next one roping down)
3.
Going by the picture, it's:
A8 (Land, accessable) - A9 (Land, accessable) - A10 (Ocean, ???)
B9 (Ocean, ???)
I put ??? at A10 and B9 because I don't know what's your plan for those
- Should A10 and B9 be totally unaccessable, not even allowing the Heli to cross them?
If so, set them as full EdgeOfWorld-Sectors
- Should the be accessable and crossable via Heli, but not when on foot or in groundvehicle?
If so, set them as full Groundbarrier-Sectors
- Should they be reachable at foot (and with Heli), but not with IceCreamTruck and Hummer?
Take into account:
movement types (i.e., used in vehicles.xml)
0 (FOOT)
everywhere, expect
GROUNDBARRIER
EDGEOFWORLD
1 (CAR)
example 1.13:
IcecreamTruck
can traverse if
ROAD
2 (TRUCK)
example 1.13:
Enemy armed Jeep (Combat Jeep)
can traverse if
ROAD
PLAINS
SPARSE
HILLS
3 (TRACKED)
example 1.13:
Humvee (if set HUMVEE_OFFROAD = TRUE in ja2options.ini, else also 1)
can traverse if
ROAD
PLAINS
SPARSE
HILLS
SAND
NS_RIVER
EW_RIVER
WATER
4 (AIR)
example 1.13
Helicopter
can traverse everywhere,
expect
EDGEOFWORLD
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So, if the IceCreamTruck shouldn't be able to go there,
don't use
ROAD
If the Humvee (offroad) also shouldn't be able to go there,
don't use
ROAD
PLAINS
SPARSE
HILLS
SAND
NS_RIVER
EW_RIVER
WATER
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And nice map by the way
[Updated on: Fri, 17 May 2024 01:20]
How to get: latest 1.13, 7609 and more | 7609 SCI (eng) | Compiling+SVN
I need more details. (Didi Hallervorden) Report message to a moderator
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Re: I can't get MovementCosts.xml to work..[message #366086 is a reply to message #366083]
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Sun, 19 May 2024 11:12
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Marcus |
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Messages:109
Registered:November 2014 |
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Hello there, let's go with order:
2: Starting sector is A8 and A9 is the rebel hideout. Currently A9 is sports the original map and it works correctly.
3: Yes, it's A8 and 9 accessible the rest are ocean quadrants.
As usual you're pointing out .xml files I didn't consider and I'll have to consider carefully.. :(
Now, NOT a side note: The mod is becoming a two men show. Az75 proposed to join for some mapping and tilesets editing. I'll finish to gear up the Army and start mapping myself before the end of the next week. If I can fix this xml problem today the better, if I can't I'll shelve it for a while.
As usual, thanks for your pointers!
[Updated on: Sun, 19 May 2024 11:37] Report message to a moderator
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Sergeant
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Re: I can't get MovementCosts.xml to work..[message #366124 is a reply to message #366086]
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Wed, 29 May 2024 15:55
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Marcus |
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Messages:109
Registered:November 2014 |
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Solved for good by The Scorpion!
Simply put, I didn't read clearly the instructions at the beginning of the file.. There are ground tipes that can be used for "here" and a limited list for N,W,E,S direction. I was using wrong "here" instructions for N,W,E,S directions, of course. I simply substituted XYZ_Roads with ROAD and COASTAL with PLAINS. Cleaning the file to get a working one was a matter of minutes.
End of more than three weeks of frustration. When the file finally worked I couldn't believe it!
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Sergeant
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