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#21 Guest_Guest_centurionbc_*_*

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Posted 27 September 2007 - 09:55 PM

well i am using windows vista so all it says it C&C 3 has stopped working, windows is checking for a solution and will notify you when one is available. it is basically a runtime error, what is that?

#22 XTRMNTR2K

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Posted 28 September 2007 - 02:26 PM

Did you get your mod to work before? If so, have a look at the changes you made since then. If not... Good luck finding the error, it could basically be anything in your files :D

EDIT:

In your mod.xml, there is the following line:

<include type="all" source="DATA:TheGreatTiberiuWar/Data/soundmod.xml"/>

There might be an m missing in "Tiberium". The other entries are pointing to "TheGreatTiberiumWar". Spelling mistakes in your mod.xml could cause the error you're getting, because it points to an invalid location.

Edited by XTRMNTR2K, 28 September 2007 - 02:31 PM.


#23 centurionbc

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Posted 28 September 2007 - 08:16 PM

well thank you that helps but i tried it again and it still gives the error message any ideas?

#24 centurionbc

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Posted 29 September 2007 - 04:06 PM

well i forgot that the sound mod xml i took out of my mod just still had it in my mod.xml file, but still it doesnt work. i even upgraded to patch 1.8 and deleted and remade the skudef and .big files. i looked for speeling errors as well but i just dont understand. why isnt it working, i am uploading my mod files on here so you guys can take a look at them and maybe find some errors that i cant.

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#25 XTRMNTR2K

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Posted 29 September 2007 - 05:00 PM

First of all - why do you only have the closing [/Tags]-tag in every one of your files? It should more look like

[Tags][/Tags]

in the beginning.

I don't know if this is the only issue, but it could probably lead to the mod not working. Try fixing that first.

If that doesn't work, remove all of your mod includes from your mod.xml. Try if that works. If it does, add one. Try again and repeat. This is probably the easiest way to circle the error(s) in your files, so that you can fix 'em.

#26 centurionbc

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Posted 29 September 2007 - 05:44 PM

well i see what your saying, but where do i put the other set of [tags], like where in the beggining befroe any other writing?

#27 Phil

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Posted 29 September 2007 - 05:50 PM

If by closing tags you mean something like
<element attribute="value" />
that is entirely valid. If an element does not contain further elements or text, then it can close itself.

If that doesn't work, remove all of your mod includes from your mod.xml. Try if that works. If it does, add one. Try again and repeat. This is probably the easiest way to circle the error(s) in your files, so that you can fix 'em.

I really recommend doing it this way. Just make sure you have no references to objects that do not exist because you commented out the include though.

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#28 XTRMNTR2K

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Posted 29 September 2007 - 05:52 PM

well i see what your saying, but where do i put the other set of [tags], like where in the beggining befroe any other writing?


It's just like I said - you forgot the opening <Tags>, which, even if you don't specify anything within it, comes directly before the closing tag.

Mod.xml for example:

−
	<AssetDeclaration>
<Tags><Tags/>
−
	<Includes>
−
[...]



Okay, if what Dark Lord of the Sith said is right, you can forget what I told you x)

#29 centurionbc

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Posted 29 September 2007 - 11:07 PM

what about the static and global xml files, do those always stay there?

#30 Phil

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Posted 29 September 2007 - 11:08 PM

Yes, those are required in every Mod.xml file.

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#31 centurionbc

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Posted 29 September 2007 - 11:32 PM

well i eliminated all my modded files from mod.xml, and i also took them out of my mod completely to test it, all i left was the mod.str file, and i even took the files of the str file., i also remade the skudef and .big files and yet it still doesnt work, i am unsure of what i am doing wrong still, any ideas?

#32 Phil

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Posted 29 September 2007 - 11:39 PM

So all you have is Mod.xml, which includes static.xml and global.xml, and a Mod.str file? If it's still crashing, have you tried if the normal game actually works?

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#33 centurionbc

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Posted 30 September 2007 - 12:24 AM

yea and it works fine, of coarce i do have the cnc 3 retarted mod on here but that shouldnt cause a prob because it is installled just like the sample mod, why isnt my mod working?

#34 centurionbc

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Posted 30 September 2007 - 06:11 AM

i dont understand whats wrong, the normal game works and the cnc 3 retarded mod works but mine wont. if it makes a difference i looked at the sample mods mod.xml and i tired to make the beggining and end similar to that. the differences are what the xml moddifies. will that cause it to not work? i am unsure why but i get the same error message every time. anyways i am uploading my latest fixes for the mod with the exception of my string,.big and skudef files, pls help

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#35 Phil

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Posted 30 September 2007 - 09:36 AM

Well, now you have an error in your Mod.xml again, a quote is missing at the end of an attribute

<include type="all" source="DATA:TheGreatTiberiumWar/Data/NODTempleOfNOD.xml/>

And what exactly did you modify in those files? Only the BuildTime and BuildCost?

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#36 GodSun666

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Posted 30 September 2007 - 09:57 AM

Attached File  TGTW.rar   10.86KB   30 downloadsid="NODSuperiorObelisk"
EditorName="NODObelisk"
TypeDescription="Type:NODSuperiorObelisk"
Description="Desc:NODSuperiorObelisk">
Name:NODObelisk

AFAIK All name should be the same ?


and AFAIK the mod name : TheGreatTiberiumWar is to big! It should be a max of 15 afaik.. and this is larger... iam going to rename it and try if it works :shiftee:!

i used the Samplemod's mod.xml ... I renamed the supernodpowerplant to : Nodpowerplant .. Renamed the Superior obelisk to NodObelisk ! And AFAIK thats only what i ahve done.... The 3 buildings Are showing Invisble ingame! More i didnt change.. i didnt check if the Spiketower was invisble to...

Btw, i also renamed the mod from Thegreattiberiumwar to TGTW !

Edited by godsun, 30 September 2007 - 10:21 AM.

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#37 Phil

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Posted 30 September 2007 - 10:39 AM

Those names don't need to be the same actually. The id is the name the engine works with, so if it's "NODSuperiorObelisk" that means it's not the same object as the original Obelisk. EditorName is the name you'll see when using this in worldbuilder and the other names are merely references to Mod.str.

The mod name length could be a problem indeed though...

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Sieben waren wild und der achte war zahm
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#38 centurionbc

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Posted 30 September 2007 - 04:51 PM

well all i modded was the build time, cost and for the sw i modded how many you could build. thats it, i tried what you made btw the way and it ran but it went back to the original game when it went into it, it didnt show any of my changes.

#39 centurionbc

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Posted 30 September 2007 - 11:00 PM

any answers on why it wont show my changes but it goes back to the old cnc 3 game?

#40 Boomerang Python

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Posted 01 October 2007 - 12:46 PM

Here's an idea, delete everything and start over :xd:
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