No apology needed these thing happen and we are all learning about this game all the time its a good map that i can play without any crashes or freezing up for some reason i cant make any maps at all the editor always crashes when i try so i just play the other maps that i can get to work.Jancsika wrote:I have to apologize to vzbob for the run around.Ok heres my screenshot it dont have the hospital icon there at all
I played the scenario for hours.I just relearned something that was discussed before and quite forgotten.
I hope thou that you had some fun.
Jancsika
PS: A corrected version 1_02 was uploaded.
LongShot New Map
vzbob wrote
Jancsika
Yes it does. For some strange reason you can not make a new map in the terrain editor only when the game is freshly installed and no scenario maps were installed yet. But “Start a new map from a scenario map” button works. Try that, once you have it you can edit both the map and the XML file as you wish.some reason i cant make any maps at all the editor always crashes when i try
Jancsika
This kind of seemed odd to me as I've played with it myself with a loaded SMR folder. It took the original City OK. It took the second City with the Smelter in place. When I laid the third I placed every Industry in the list. No problem.
Where does it crash for you two?
Where does it crash for you two?
I'm correct 97% of the time..... who cares about the other 4%....
Snoopy! I think you are misunderstanding me: I was talking about creating a new map in the Terrain Editor. It was discussed in an old thread that I copied, below.
Jancsika
Jancsika
choobacca
Big Papa and I have also seen this problem but didn't know what caused it. So to make starting maps more convenient, I have created templates that we load whenever we want to start a new map. These templates include the starting map and the xml for all Goods, Industries, TrainCars, and Trains. So now I am making them available for you!
The attached ZIP file contains a map directory for each of the standard map sizes, and a small utility program I wrote inside each directory that creates a clone of the scenario with the name you specify.
Using these saves you the first couple steps of creating a new map in the editor, exiting, editing XMLs to include all industries, then relaunching the editor.
Using the cloning utility programs, you can quickly create as many maps as you want with the click of a single button!
TemplateMaps.zip
Description: Template maps for all standard map sizes
Download
Filename: TemplateMaps.zip
Filesize: 331.35 KB
Downloaded: 8 Time(s)
As I'm understand this, and correct me if I'm wrong, with a game that has Moded maps installed, the Editor built into the game crashes?
From what I see in that quote, they made map bases and then loaded the XMLs with all that was available. If you could create a second copy of the main SMR you could load all the FPKs and pack all the Mods into the original XMLs and you would have the full set available to you. (avoid the trains tho, to much......)
A way to use Mods without all of that is to list the Originals you are going to use, and use them. Then for every Mod you plan to use, use one of the left over Originals. When you're finished, go into the XMLs and replace the left overs with what you intended.
Where was that post you quoted? It may make a bit more sense to me if I saw the posts before and after it.
I'm sorry if I'm confusing myself
.
From what I see in that quote, they made map bases and then loaded the XMLs with all that was available. If you could create a second copy of the main SMR you could load all the FPKs and pack all the Mods into the original XMLs and you would have the full set available to you. (avoid the trains tho, to much......)
A way to use Mods without all of that is to list the Originals you are going to use, and use them. Then for every Mod you plan to use, use one of the left over Originals. When you're finished, go into the XMLs and replace the left overs with what you intended.
Where was that post you quoted? It may make a bit more sense to me if I saw the posts before and after it.
I'm sorry if I'm confusing myself

I'm correct 97% of the time..... who cares about the other 4%....
http://www.hookedgamers.com/forums/view ... highlight=

JancsikaWhere was that post you quoted? It may make a bit more sense to me if I saw the posts before and after it.

OK... don't remember it, but then with my system crashing several times in the last year I've lost whatever I did.
In the last post I did write this:
Sounds great! Just to update my experiment, I put my stripped XML, Goods, Indusrties, TrainCars, Depots and Cities. Then Edited the Blank Scenario for those. I got to choose what I wanted from a full list, but it still extracted all the tenders from the GLOBAL and added them.
So, I guess I check out this new ZIP. You would wait till I fought for 6 hours with the Central Mexico map.... saves Cities and Industries fine, but likes to CTD right after saving the map.
I would assume that since I didn't mention it, the map was correctly saved, the game just crashed after saving. Is anybody using an edited set of XML blanks? Those sit in the Original Scenario folder. I think that is what I was playing with. Playing with it since this thread shows that if you add the Mods to the blanks, you have to add the FPKs to the Original Assets folder.
In the last post I did write this:
Sounds great! Just to update my experiment, I put my stripped XML, Goods, Indusrties, TrainCars, Depots and Cities. Then Edited the Blank Scenario for those. I got to choose what I wanted from a full list, but it still extracted all the tenders from the GLOBAL and added them.
So, I guess I check out this new ZIP. You would wait till I fought for 6 hours with the Central Mexico map.... saves Cities and Industries fine, but likes to CTD right after saving the map.
I would assume that since I didn't mention it, the map was correctly saved, the game just crashed after saving. Is anybody using an edited set of XML blanks? Those sit in the Original Scenario folder. I think that is what I was playing with. Playing with it since this thread shows that if you add the Mods to the blanks, you have to add the FPKs to the Original Assets folder.
I'm correct 97% of the time..... who cares about the other 4%....
The trouble is in the set of globals. I had to go back to a clean game and a single map system. I also watched many page faults being made in the global setup when the game was running. So instead of the game trying to run and calculate everything, the system was busy recording errors. I noticed other troubles appear after the smri update, it seems to have gotten worse. When you make a new map...you have to shut down the game and edit the xmls real quick. It loads everything in the kitchen sink, all the BNSF trains and car content. Tons of tenders...those will cause a crash if listed in the train cars section unless you have made new tenders. So all that has to be stripped out and start with the blank games xml list when you start a new map.
You people must have something set up wrong. I just did a map with 4 cities, 7 Industries and 11 Annexes. It saved fine, exited the Editer fine (went to Desktop of course) and played fine, with no editing. It does have all the available TrainCars, Tenders and Engines in it, but is that really a big deal? I also did not get any error logs.
You have to go in and do editing anyway as the RRT_Cities.xml needs to have the cities Production Modifiers changed to match what your final products are.
Do these crashes happen when you save the map prior to exiting the editor? And if so, what part of the Editor?
You have to go in and do editing anyway as the RRT_Cities.xml needs to have the cities Production Modifiers changed to match what your final products are.
Do these crashes happen when you save the map prior to exiting the editor? And if so, what part of the Editor?
I'm correct 97% of the time..... who cares about the other 4%....
I think they are refering to when you make a new map in the editor...the xml's that are created have all the industries, train cars, tenders and other stuff added to the newly set of maps xml lists. Then after they start making additions to their maps files they don't remove those "extra" items and it can cause crashes having tenders listed that are already listed as global...we have known that for over a year now.
It is that trouble that I think they are refering. Any new maps need to be made with the default games xml list first. Also the random event crashes don't happen in a default game either...so something is causing the trouble. I think once maps are built self contained, it will clear all the conflicts out of the custom assets global set of files. It could be something that has the same name in an FPK somewhere...it will take forever to weed through everything/map/content.
My thoughts are the Sam project and/or the Clean Install maps may just be the ticket.
EDIT// In the above statement I refer to the global set of files. As I don't use those anymore...maps have to be self contained and run in a default game load. The editor never crashes out on me and I still edit some pretty full/huge maps...but...it used to before I switched.
It is that trouble that I think they are refering. Any new maps need to be made with the default games xml list first. Also the random event crashes don't happen in a default game either...so something is causing the trouble. I think once maps are built self contained, it will clear all the conflicts out of the custom assets global set of files. It could be something that has the same name in an FPK somewhere...it will take forever to weed through everything/map/content.
My thoughts are the Sam project and/or the Clean Install maps may just be the ticket.
EDIT// In the above statement I refer to the global set of files. As I don't use those anymore...maps have to be self contained and run in a default game load. The editor never crashes out on me and I still edit some pretty full/huge maps...but...it used to before I switched.
- CalmDragon
- Posts: 137
- Joined: Thu Jun 07, 2007 7:08 pm
- Location: Los Angeles, California
- Contact:
Yes, the description line is a bit long and pushes the arrow behind the picture.mutantz wrote:This happins when i run this map,the arrow disappers

motherboard : Asus P5N-E SLI
processor: Dual Core 2.4 GHz
memory : 2046MB
video card: GeForce 8800GTS 640MB
operating system: winxp media
Display: 24" Dell at 1920x1200
processor: Dual Core 2.4 GHz
memory : 2046MB
video card: GeForce 8800GTS 640MB
operating system: winxp media
Display: 24" Dell at 1920x1200
Jancsika - the reason this is happening is the long <szSubtitle> you have. Normally this is a few brief words or a from-to date of the map. NE UK Hard also has this problem because the map name is to long.
It might be good just to leave it as Version 1.02, or just the dates.
It might be good just to leave it as Version 1.02, or just the dates.
I'm correct 97% of the time..... who cares about the other 4%....
That should not happen. The info should scroll up and down...not side to side. My intro is much longer than yours and it doesn't do what your menu is doing. That button is to go from map to map in his game...that button should not be removed...now he has to scroll left through all the maps to get back to yours, instead of going left and right.
Some type error is throwing off the interface browser. Again...my intros are wayyyy longer than yours, and the interface browser behaves just fine with them.
Some type error is throwing off the interface browser. Again...my intros are wayyyy longer than yours, and the interface browser behaves just fine with them.
Lowell, the first line is the name (<szMapName>). The second line is a brief discription of the map, as I said, dates or versions. (<szSubtitle>) The last part is the part that can be scrolled thru which is <szDescription>.
The first two cannot be scrolled thru.
The first two cannot be scrolled thru.
I'm correct 97% of the time..... who cares about the other 4%....