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Creating a faction part 3


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#1 Guest_Guest_*

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Posted 25 June 2006 - 02:19 PM

I get an error message saying EXCEPTION_ACCES_VIOLATION the thread tried to read from or write to a virtual address which it does not have appropraite access. Then some jumbles up letters and number and stuff with game.dat near the bottom.

I was following the tutorial on the site and i know this error is a result of something i have done in part 3 as the game would load beforehand. I am not sure if it is linked to when i downloaded the .rar file of civilianbuildings and extracted from it 2 files, the elven farm and civilianbuilding. I didnt add the elven farm as the tutuorial didn't mention anything about it.

Can someone help please.

#2 ched

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Posted 25 June 2006 - 09:31 PM

you'll need to do it manually if modding patch 1.03
Software is like sex; it's better when it's free ~Linus Torvald

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Posted 25 June 2006 - 09:41 PM

you'll need to do it manually if modding patch 1.03


you mean adding elves to civilian buildings

#4 ched

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Posted 25 June 2006 - 09:45 PM

yep.
Software is like sex; it's better when it's free ~Linus Torvald

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Posted 26 June 2006 - 01:39 PM

yep.


okay then btw what do i do with the elven farm ini file i have

;Elven FarmObject ElvesFarm   ; *** ART Parameters ***;  SelectPortrait		 = SNReactor_L;  ButtonImage			= SNReactor ;day  Draw = W3DScriptedModelDraw ModuleTag_Draw	OkToChangeModelColor  = Yes	UseStandardModelNames = Yes	StaticModelLODMode = yes; Will append M or L to the skin name depending on GameLOD    DefaultModelConditionState	  Model = GBFarm_SKN	End		IdleAnimationState		Animation = IDLE			AnimationName		=	GBFarm_SKL.GBFarm_IDLA			AnimationMode			=	ONCE				AnimationBlendTime = 0		End			End		   ;-- building being constructed	ModelConditionState   = AWAITING_CONSTRUCTION 	  Model			   = GBFarm_A;		ParticleSysBone	  = NONE BuildingDoughnutCloud	End;	AnimationState		= AWAITING_CONSTRUCTION	  Animation		   = GBFarm_A		AnimationName	 = GBFarm_A.GBFarm_A		AnimationMode	 = MANUAL	  End	  Flags				  = START_FRAME_FIRST	End	ModelConditionState   = ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED	  Model			   = GBFarm_A		ParticleSysBone   = DUSTBONE BuildingContructDust	End;	AnimationState		= ACTIVELY_BEING_CONSTRUCTED PARTIALLY_CONSTRUCTED	  Animation		   = GBFarm_A		AnimationName	 = GBFarm_A.GBFarm_A		AnimationMode	 = MANUAL	  End	Flags				  = START_FRAME_FIRST	BeginScript		CurDrawablePlaySound("GondorBarracksBeginConstruction")	EndScript	End	   		;--damaged building	  ModelConditionState  = DESTROYED_FRONT	  Model		 = GBFarm_D2	 	ParticleSysBone SmokeLarge01 SmokeBuildingLarge	End	AnimationState = DESTROYED_FRONT	  BeginScript		CurDrawableHideSubObject("GBFarm_01")	  EndScript	End			ModelConditionState  = DESTROYED_RIGHT	  Model		 = GBFarm_D2		ParticleSysBone SmokeLarge01 SmokeBuildingLarge	End	AnimationState = DESTROYED_RIGHT	  BeginScript		CurDrawableHideSubObject("GBFarm_02")	  EndScript	End		ModelConditionState  = DESTROYED_BACK	  Model		 = GBFarm_D2		ParticleSysBone SmokeLarge01 SmokeBuildingLarge	End	AnimationState = DESTROYED_BACK	  BeginScript		CurDrawableHideSubObject("GBFarm_03")	  EndScript	End	ModelConditionState  = DESTROYED_LEFT	  Model		 = GBFarm_D2		ParticleSysBone SmokeLarge01 SmokeBuildingLarge	End		AnimationState = DESTROYED_LEFT	  BeginScript		CurDrawableHideSubObject("GBFarm_04")	  EndScript	End			ModelConditionState  = DAMAGED	  Model		 = GBFarm_D1		ParticleSysBone SmokeLarge01 SmokeBuildingLarge		End	AnimationState = DAMAGED	EnteringStateFX	= FX_BuildingDamaged	End	ModelConditionState  = REALLYDAMAGED	  Model		 = GBFarm_D2		ParticleSysBone SmokeLarge01 SmokeBuildingLarge		End	AnimationState = REALLYDAMAGED	EnteringStateFX	= FX_BuildingReallyDamaged	End	ModelConditionState  = RUBBLE	  Model		 = GBFarm_D2	  ParticleSysBone SmokeLarge01 SmokeBuildingLarge	End		AnimationState = RUBBLE	  BeginScript		CurDrawableHideSubObject("GBFarm_01")		CurDrawableHideSubObject("GBFarm_02")		CurDrawableHideSubObject("GBFarm_03")		CurDrawableHideSubObject("GBFarm_04")	  EndScript	End	ModelConditionState  = POST_RUBBLE		Model		 = None		ParticleSysBone NONE SmokeBuildingMediumRubble	End	ModelConditionState  = POST_COLLAPSE		 Model		 = None		ParticleSysBone NONE SmokeBuildingMediumRubble	EndEnd    PlacementViewAngle  = 0  ; ***DESIGN parameters ***  DisplayName		 = OBJECT:ElvenFarm  Side				= Elves; temporary... probably needs it's own faction  EditorSorting	   = STRUCTURE  ThreatLevel = 1.0   BuildCost		   = 300  BuildTime		   = 15.0		  ; in seconds  VisionRange		 = 160.0		 ; Shroud clearing distance  ShroudClearingRange = 160;  ArmorSet;	Conditions		= None;	Armor			 = StructureArmor;	DamageFX		  = StructureDamageFXNoShake;  End; CommandSet = ElvenFarmCommandSet  CommandSet = SellableCommandSet ; *** AUDIO Parameters ***	SoundOnDamaged			= BuildingLightDamageWood	SoundOnReallyDamaged		= BuildingHeavyDamageWood	VoiceSelectUnderConstruction	= BuildingGoodVoiceSelectUnderConstruction	UnitSpecificSounds		UnderConstruction		= BuildingConstructionLoop ; Built first time	; UnderRepairFromDamage	= NoSound				; Repaired No animation on the building, so don't bother playing sound		UnderRepairFromRubble	= BuildingConstructionLoop; Repaired from completely destroyed (not used???)	End  ; *** ENGINEERING Parameters ***  RadarPriority	   = STRUCTURE  KindOf			  = PRELOAD STRUCTURE SELECTABLE IMMOBILE SCORE;NEED_BASE_FOUNDATION   						;MP_COUNT_FOR_VICTORY;removed so econ plots will not keep zombie games going  Behavior			= GettingBuiltBehavior GetBuiltBehaviorTag	WorkerName		  = GondorWorkerNoSelect  End  Behavior = CastleMemberBehavior ModuleTag_CMB  End   Body				= StructureBody ModuleTag_05	MaxHealth		 = 1500.0	   DamageCreationList = OCL_BuildingDamageList01 CATAPULT_ROCK		DamageCreationList = OCL_GBFarm_Chunk1 CATAPULT_ROCK FRONT_DESTROYED	DamageCreationList = OCL_GBFarm_Chunk2 CATAPULT_ROCK RIGHT_DESTROYED	DamageCreationList = OCL_GBFarm_Chunk3 CATAPULT_ROCK BACK_DESTROYED	DamageCreationList = OCL_GBFarm_Chunk4 CATAPULT_ROCK LEFT_DESTROYED  End  Behavior = AutoDepositUpdate AutoDepositModuleTag	DepositTiming	   = 2000  ; in milliseconds	DepositAmount	   = 20  ; cash amount to deposit every DepositTiming	InitialCaptureBonus = 0 ; no initial bonus  End      ; Note that structures with "RUBBLE" states should not use DestroyDie; such buildings are  ; never truly destroyed, even when reduced to zero health. Also note that garrisonable ; buildings automatically stick around because GarrisonContain has it's own DieModule   Behavior = DestroyDie ModuleTag_IWantRubble End  Behavior				  = StructureCollapseUpdate ModuleTag_07	MinCollapseDelay		= 000	MaxCollapseDelay		= 000	CollapseDamping		 = .5	MaxShudder			  = 0.6	MinBurstDelay		   = 250	MaxBurstDelay		   = 800	BigBurstFrequency	   = 4	FXList				  = INITIAL   FX_StructureMediumCollapse  End     ;Behavior			= DestroyDie ModuleTag_08a   ;nothing ;End    Behavior				  = BuildingBehavior BuildingModuleTag	NightWindowName		 = WINDOW_N01	FireWindowName		  = WINDOW_F01	GlowWindowName			= WINDOW_G01;	FireName				= FIRE01  End;  Behavior		   = CreateObjectDie ModuleTag_08;	CreationList	 = OCL_SmallStructureDebris;  End ;  Behavior = ProductionUpdate ModuleTag_10;   ; nothing, but is required if we have any Object-level Upgrades!;  End ;  Behavior = FlammableUpdate ModuleTag_14;	AflameDuration = 5000		; If I catch fire, I'll burn for this long...;	AflameDamageAmount = 5	  ; taking this much damage...;	AflameDamageDelay = 500	  ; this often.;  End ;  Behavior = TransitionDamageFX ModuleTag_15;   ;-------------DESIGNED FOR SMALL SIZED FACTION BUILDING TRANSITIONS-------------------;	DamagedParticleSystem1	   = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke;   ;---------------------------------------------------------------------------------------;	ReallyDamagedParticleSystem1 = Bone:None RandomBone:No PSys:StructureTransitionSmallSmoke;	ReallyDamagedParticleSystem2 = Bone:None RandomBone:No PSys:StructureTransitionSmallExplosion;	ReallyDamagedParticleSystem3 = Bone:None RandomBone:No PSys:StructureTransitionSmallShockwave;  End ;  Behavior			 = FXListDie ModuleTag_16;	DeathFX	   = FX_BuildingDie;  End   Geometry			  = BOX  GeometryMajorRadius   = 43.2  GeometryMinorRadius   = 32.8  GeometryHeight		= 18.4  GeometryIsSmall	   = No  Shadow				= SHADOW_VOLUME  BuildCompletion	 = PLACED_BY_PLAYEREnd


#6 ched

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Posted 26 June 2006 - 03:21 PM

the code there should still be valid, no worries
Software is like sex; it's better when it's free ~Linus Torvald

#7 Guest_Guest_*

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Posted 27 June 2006 - 07:44 AM

the code there should still be valid, no worries


sorry i ment where do i put it, or is it needed?

#8 ched

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Posted 27 June 2006 - 09:58 AM

follow the tutorial : http://the3rdage.net...tion.php?mod=52

that's part 1, and it mentions all that you need to know on that piece of code.
Software is like sex; it's better when it's free ~Linus Torvald

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Posted 27 June 2006 - 11:30 AM

oooopppsss someone delete both this posts and ill repost the code otherwise it is going to get confusing =)

#10 Guest_Guest_*

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Posted 27 June 2006 - 01:47 PM

oooopppsss someone delete both this posts and ill repost the code otherwise it is going to get confusing =)

i created an account so it would be easier to ask for help :ninja: ill post the code again and can someone show me if anything is wrong in the civilianbuildings ini file, otherwise it will be something else casuing the game to crash

chEDIT : just register/login, and attach your code in a txt file

#11 punisher60k

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Posted 27 June 2006 - 02:31 PM

the add attachment isn't there?

Edit: i decided to try edit the name of the expansion_elves.bse to outpost_elves.bse as in the civilianbuildings.ini they expansion have been renamed to outpost, however whilst this didn't stop the game.dat error crash :( it managed to reduce the number of lines of errors to two :ninja: ;
initialise context
memory pool allocate

Edit 2: i found king of the univere's 1.03 change to civilianbuildings so i will try that

Edit: for anyone who cares i found i hadn't put the elves in the lotr.csf though i remember doing that but now the game loads but i only get a black screen

Edited by punisher60k, 27 June 2006 - 04:55 PM.


#12 punisher60k

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Posted 27 June 2006 - 06:32 PM

no one going to help :(

#13 ched

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Posted 27 June 2006 - 08:52 PM

can you post a screenshot to the error you get ?
Software is like sex; it's better when it's free ~Linus Torvald

#14 Guest_Guest_*

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Posted 28 June 2006 - 04:55 AM

hey Ched arent you excited about this SDK thing about to be released, Apoc said it will be compatible with BFME1 , maybe your knowledge about ini coding will grow exponentially, you know with all the documentation being there.
I was just wondering since you are a veteran with the Sage engine.
And maybe with all the unknown things in the inis explained in those documents the RA alliance mod will be greatly improved.
I know im expectating a lot and its kinda exciting for all the possibilities.

#15 ched

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Posted 28 June 2006 - 07:49 AM

hey Ched arent you excited about this SDK thing about to be released, Apoc said it will be compatible with BFME1 , maybe your knowledge about ini coding will grow exponentially, you know with all the documentation being there.
And maybe with all the unknown things in the inis explained in those documents the RA alliance mod will be greatly improved.
I know im expectating a lot and its kinda exciting for all the possibilities.


I'm not much of a veteran with the Sage Engine, BfME is the first game I've been modding for.
And while I am of course expecting a lot from this upcoming SDK, I don't think a BfME I INI documentation will come up, no is it, IMO, really required.
We've, thanks to all the users who came by and shared their discoveries, figured out A LOT in the past year and a half BfME wise. And I'm sure we can figure out pretty much anything that way INI wise.

However, some help with the files no one has figured out yet, say, APT files, would be more than appreciated, but I'm sure that what EA will throw at us will rock :shiftee:
Software is like sex; it's better when it's free ~Linus Torvald

#16 punisher60k

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Posted 28 June 2006 - 09:02 AM

For some reason my print screen isn't working however the wrote down what the crash says, this happens while i load the game, the screen goes black and then crashs.

i wont put the address and module of the crash but the symbol to save typing

WCsnpy+0x49a

AllocateHeap+0xaeo

AllocateHeap+0xcb9

Rtllnitalize Critical section+0x13e

MemoryPool::-Allocate+0xba

This means absolutely nothing to me :shiftee: however maybe someone could give me a link to a mod in 1.03 which has a new faction in it.

Btw i still don't know where the add attachment function is, as when i post i cannot see it anywhere on the screen

#17 ched

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Posted 28 June 2006 - 09:51 AM

the attachment function is just above the post icons, but is perhaps limited to a certain amount of posts.

as for the error, fix your prntscreen, cause what you copied doesn't really help
Software is like sex; it's better when it's free ~Linus Torvald

#18 punisher60k

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Posted 28 June 2006 - 02:31 PM

the attachment function is just above the post icons, but is perhaps limited to a certain amount of posts.

as for the error, fix your prntscreen, cause what you copied doesn't really help


thought it was meaningless :p :) , but ill try with the printscrn problem, though tbh i may have to e-mail the .bse files and INI to my other comp as i can't think of any other way to get it to work.

BTW is there anywhere i can spam posts to get my count up?

Edit: while i am trying to get my prnt scrn to work in the guide it says to name the outposts as expansion however i named the .bse files as Outpost_elves as that is what they are named in civilianbuildings, is this wrong?

Edited by punisher60k, 28 June 2006 - 03:16 PM.


#19 ched

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Posted 28 June 2006 - 03:24 PM

you need to ensure that your bases are exported from WB with the correct, you can't just rename that like that (apart from the small hexediting that you'll do)
Software is like sex; it's better when it's free ~Linus Torvald

#20 punisher60k

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Posted 28 June 2006 - 10:03 PM

you need to ensure that your bases are exported from WB with the correct, you can't just rename that like that (apart from the small hexediting that you'll do)

okay so what do ou mean by exporting,
btw i should get the screenshot by tomorrow




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