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Game.dat crash upon opening map


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#1 Echo

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Posted 17 December 2014 - 05:52 PM

Hey folks,

 

I require some assistance. My custom map rebels against me, or rather, against my mod. Some time ago I put a lot of effort into creating a map for my modification. I used a lot of new objects and scripts, and it used to work fine. The map does NOT have a map.ini. Now, whenever I try to load up the map in-game, I get a game.dat crash at 30%. Game.dat crashes unfortunately do not tell why the game crashed, so I investigated. The map is loadable in worldbuilder. The map is editable and doesn't crash upon saving or anything. The map loads up perfectly with vanilla despite all the scripts referring to mod stuff and despite all the missing objects. I'm using the regular 1.06 as a base, and obviously the 1.03/1.05 game.dat. I have no idea why it's crashing when playing with my mod. Has anyone experienced similar issues, and how did you fix them?

 

Hope someone can help me :good:

 

Echo


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#2 Mathijs

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Posted 17 December 2014 - 05:56 PM

When did it stop working? If you know that, you can backtrack and undo changes until it works again, and then you'll know what caused it.


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#3 Echo

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Posted 17 December 2014 - 07:04 PM

When did it stop working? If you know that, you can backtrack and undo changes until it works again, and then you'll know what caused it.

 

Unfortunately, I have not really looked into this map for 1 or 2 months or even longer, so there's no chance for me to backtrack this. :|


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#4 Kwen

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Posted 17 December 2014 - 07:24 PM

More than likely you have some scripts pointing to obsolete things in the mod which cause it to crash. You may have to open in in vanilla and carefully scrub through it to eliminate anything that may not exist in the mod anymore.


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#5 Echo

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Posted 17 December 2014 - 08:55 PM

Why does it load in vanilla, then? If some obsolete stuff caused the crash, shouldn't it also crush when playing vanilla? I checked the scripts and everything there seems fine..


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#6 Echo

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Posted 18 December 2014 - 03:35 AM

Nevermind - I fixed it. After disassembling all scripts and objects one after another, I found that a building referred to an upgrade and a special power that I had wiped a couple weeks ago. :good:

 

One more question I have, whilst we're at it... does anyone know why EA's Moria Campaign objects have so much more detail? See below what I mean:

 

Mine:

Spoiler

 

EA's:

Spoiler


Edited by Echo, 18 December 2014 - 03:36 AM.

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#7 MattTheLegoman

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Posted 18 December 2014 - 08:36 AM

What do you mean in terms of yours and EA's? Is that the difference between in game and in Worldbuilder?


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#8 Echo

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Posted 18 December 2014 - 03:24 PM

That is the difference between EA's Moria Campaign version and my custom map. I just took the screenshot from worldbuilder because it was faster than starting the good campaign.


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#9 Kwen

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Posted 18 December 2014 - 05:32 PM

I couldn't tell you why exactly it would launch in vanilla, but I suspected and you confirmed it, that there would be indeed something pointing to an obsolete bit of code. :p


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#10 Bashkuga

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Posted 20 December 2014 - 01:46 AM

If you want that effect from Vanilla Moria on your map, go to edit, global light options, and uncheck the option "Enable 2x Overbright Lightning". Tadaaa!

#11 Echo

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Posted 20 December 2014 - 02:17 AM

Awesome, thank you :good:


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