Trouble loading maps??? Read this.
~choobacca
Thanks for the great info..
Worked just like you said.
I also copied the changed XML for the "Manges_tender_modv3" into the Global XML and it works also.
One thing that would make it easier to spot changed XML code that should be changed into the main/Global XML files would be to add a comment line ie. <!-- SuperBowlExpress add ons --> just above the new code.
Thank again
Ken
Thanks for the great info..
Worked just like you said.
I also copied the changed XML for the "Manges_tender_modv3" into the Global XML and it works also.
One thing that would make it easier to spot changed XML code that should be changed into the main/Global XML files would be to add a comment line ie. <!-- SuperBowlExpress add ons --> just above the new code.
Thank again
Ken
I am glad this file system suggestion is helping people. It sure has made my custom maps area cleaner and easier to maintain.
I did some testing and it turns out that putting new elements from maps into the global XML files is the way to go. I tried running a map with new goods. I specified the goods in my local map's RRT_Goods_localmap.xml but not in the RRT_Goods.xml file, and the game crashed when loading. I put the goods in the RRT_Goods.xml file and it ran fine.
I tried the same thing with new trains and train cars, but the game loaded fine without the RRT_Trains.xml and RRT_TrainCars.xml. So the game operates differently in this regard. Also I tried adding a new Annex type without specifying it in the global RRT_Depots.xml, and the game crashed when loading.
So my conclusions are: the best way to avoid game crashes related to maps is to use the system I recommended at the top of this topic. When you release a new map, put the XML code of the new good, train, train car, etc. in a ReadMe.txt so we can copy this to our global XML files. This way, you can keep the map-specific XML files small without all the parameters and details.
I also think this will help make map-creating easier.
I did some testing and it turns out that putting new elements from maps into the global XML files is the way to go. I tried running a map with new goods. I specified the goods in my local map's RRT_Goods_localmap.xml but not in the RRT_Goods.xml file, and the game crashed when loading. I put the goods in the RRT_Goods.xml file and it ran fine.
I tried the same thing with new trains and train cars, but the game loaded fine without the RRT_Trains.xml and RRT_TrainCars.xml. So the game operates differently in this regard. Also I tried adding a new Annex type without specifying it in the global RRT_Depots.xml, and the game crashed when loading.
So my conclusions are: the best way to avoid game crashes related to maps is to use the system I recommended at the top of this topic. When you release a new map, put the XML code of the new good, train, train car, etc. in a ReadMe.txt so we can copy this to our global XML files. This way, you can keep the map-specific XML files small without all the parameters and details.
I also think this will help make map-creating easier.
Last edited by choobacca on Thu Feb 08, 2007 4:59 pm, edited 1 time in total.
As requested, here is a template Readme.txt that one could use when releasing new maps, and an example that uses the template. It is designed for map-makers, but could be tailored for modders.snoopy55 wrote:Dr Frag - no, you're correct. And i think that seeing as choobaca started this post that we should all pat him on the back as he writes the the Readme.txt template to do it.
Feel free to modify it or offer suggestions.
The idea is to make installing maps easier. If we didn't have to copy XML to global files, we could avoid this mess.
If I feel ambitious, maybe I'll write a map installation program that map-makers, modders, and end-users can use to install new maps and mods.
- Attachments
-
- ChicagoToTheRockiesReadme.txt
- An example that uses the template.
- (6.13 KiB) Downloaded 484 times
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- NewMapReleaseTemplate.txt
- A template ReadMe.txt one could use when releasing new maps.
- (5.29 KiB) Downloaded 459 times
WARNING ---- WARNING ---- WARNING
If you start the above and load a map into your system, if there are any new items, it will not run!! It reads these last and makes its load decisions from there, dropping any it loaded earlier, IE: If it loads a new Goods from the Scenario, it dumps that info and loads the 'Global Goods'
klemc (and all others) - if you followed the above posts, you will find attached a Revamped Santa with the 'Santa Release Requirements.txt included. Let me know if there are any problems. I have 18 maps in my _SCENARIOS_ folder, and it loaded the map (after a few CTD and remakes), but I didn't play it out.
Edit: I removed two files in there that should not be.
If you start the above and load a map into your system, if there are any new items, it will not run!! It reads these last and makes its load decisions from there, dropping any it loaded earlier, IE: If it loads a new Goods from the Scenario, it dumps that info and loads the 'Global Goods'
klemc (and all others) - if you followed the above posts, you will find attached a Revamped Santa with the 'Santa Release Requirements.txt included. Let me know if there are any problems. I have 18 maps in my _SCENARIOS_ folder, and it loaded the map (after a few CTD and remakes), but I didn't play it out.
Edit: I removed two files in there that should not be.
- Attachments
-
- RevampedSanta.zip
- (14.82 MiB) Downloaded 471 times
Last edited by snoopy55 on Tue Feb 13, 2007 2:11 pm, edited 2 times in total.
I'm correct 97% of the time..... who cares about the other 4%....
snoopy55 and others,
When you install a new map, like Santa, you will have to check for global XML files like RRT_Trains.xml and RRT_Goods.xml in the map's directory. These files are installed in the Santa directory, and so must be removed. Only one global RRT_Trains.xml and one RRT_Goods.xml can exist under your CustomAssets directory tree. Otherwise you won't know which one the game will pick, the one in the Santa directory or the one in the XML directory.
So if I were reinstalling Santa, I would copy the new goods from the Santa\RRT_Goods.xml file to my XML\RRT_Goods.xml file, and the same with RRT_Trains.xml. Then I would remove (or at least rename) these files from the Santa directory. Then when the game loads, it will look for RRT_Goods.xml and only be able to find the one in my XML directory, which is fine since I copied Santa's goods to this file. Then the game should load fine.
snoopy55, nice job with the Santa Release Requirements.txt. I can just copy the XML from this file and paste it into my XML\RRT_Trains.xml, XML\RRT_Goods.xml, and XML\RRT_TrainCars.xml. But now you should just rename the Santa\RRT_Goods.xml and Santa\RRT_Trains.xml files so they don't interfere with the XML\RRT_xxxx.xml files.
Is this hurting anyone's head yet? Should I stop hammering on this point?
When you install a new map, like Santa, you will have to check for global XML files like RRT_Trains.xml and RRT_Goods.xml in the map's directory. These files are installed in the Santa directory, and so must be removed. Only one global RRT_Trains.xml and one RRT_Goods.xml can exist under your CustomAssets directory tree. Otherwise you won't know which one the game will pick, the one in the Santa directory or the one in the XML directory.
So if I were reinstalling Santa, I would copy the new goods from the Santa\RRT_Goods.xml file to my XML\RRT_Goods.xml file, and the same with RRT_Trains.xml. Then I would remove (or at least rename) these files from the Santa directory. Then when the game loads, it will look for RRT_Goods.xml and only be able to find the one in my XML directory, which is fine since I copied Santa's goods to this file. Then the game should load fine.
snoopy55, nice job with the Santa Release Requirements.txt. I can just copy the XML from this file and paste it into my XML\RRT_Trains.xml, XML\RRT_Goods.xml, and XML\RRT_TrainCars.xml. But now you should just rename the Santa\RRT_Goods.xml and Santa\RRT_Trains.xml files so they don't interfere with the XML\RRT_xxxx.xml files.
Is this hurting anyone's head yet? Should I stop hammering on this point?
Did any of you install the UKLarge map and then have the Santa and Scrooge map not work? I did, and with a bit of fiddling I discovered that the UK map has a RRT goods xml and a RRT goods UKLargeMP xml. When I rem'd out the RRT goods xml file magically the santa and scrooge map worked once again. Hopefuly this will help a few people in getting maps to work as well as creating more user friendly maps in the future
Dr Frag, Slappy Da Clown, dwax, gforce - as my warning said, if you put the 'Global' files into your system, some of the maps will not load. All maps have to be changed for it to work and all files and folders have to be installed. I have 18 maps that load right now, but I haven't had time to run them all. In reworking the XMLs, if you make 1 mistake, like leaving out a line that must be there, or a Goods that has to be there, you get CTD.
choobaca - do you think it would be a good idea to start a post here in maps and upload the maps that one of us has gotten to work? They would also need the New Map Release text for the ones needing it.
choobaca - do you think it would be a good idea to start a post here in maps and upload the maps that one of us has gotten to work? They would also need the New Map Release text for the ones needing it.
I'm correct 97% of the time..... who cares about the other 4%....
The simple solution is to create a separate folder next to the UserMaps folder, say call it XUserMaps.
Copy ALL scenario folders, INCLUDING your own, into there. Now delete everything in the UserMaps folder. The CustomAssets folder is also emptied, except for the items put there by Firaxis (and the tender mod, if you use that). Now you have a fresh installation. Alternatively, you could just de- and reinstall the game, whatever is quicker. In that case, you still have to make sure that you first empty those two folders completely.
Now, COPY whatever scenario folder you want to test or play from the XUserMaps over into the UserMaps folder. If the author has supplied some .fpk mod file, that goes into CustomAssets. If you are testing your own map, or perhaps that on someone else, you also need the scenario file in there, but the standard gamer can ignore them.
Now you test or play the new scenario, no problems, OK. You find that the author has included some global XML files like RRT_Trains.xml and RRT_Goods.xml , which interfere with other scenarios, fine, just delete the map after you have finished playing with it, it is still there waiting for you in the XUserMaps folder, to be copied into the UserMaps folder whenever you want to try it again. The game ignores anything sitting in XUserMaps.
In my experience, building on the excellent research done by Snoopy, universum, choobacca and others (sorry guys, can´t mention you all, but you know who you are ), that is the best way to test and play new maps, without ruining your installation or the enjoyment of older maps every time a new map comes along. Most map writers know by now not to include edited global files, but there is always the new guy who will mess up your game installation without even being aware of it.
Good way forward? Any comments? Regards, Karsten
Copy ALL scenario folders, INCLUDING your own, into there. Now delete everything in the UserMaps folder. The CustomAssets folder is also emptied, except for the items put there by Firaxis (and the tender mod, if you use that). Now you have a fresh installation. Alternatively, you could just de- and reinstall the game, whatever is quicker. In that case, you still have to make sure that you first empty those two folders completely.
Now, COPY whatever scenario folder you want to test or play from the XUserMaps over into the UserMaps folder. If the author has supplied some .fpk mod file, that goes into CustomAssets. If you are testing your own map, or perhaps that on someone else, you also need the scenario file in there, but the standard gamer can ignore them.
Now you test or play the new scenario, no problems, OK. You find that the author has included some global XML files like RRT_Trains.xml and RRT_Goods.xml , which interfere with other scenarios, fine, just delete the map after you have finished playing with it, it is still there waiting for you in the XUserMaps folder, to be copied into the UserMaps folder whenever you want to try it again. The game ignores anything sitting in XUserMaps.
In my experience, building on the excellent research done by Snoopy, universum, choobacca and others (sorry guys, can´t mention you all, but you know who you are ), that is the best way to test and play new maps, without ruining your installation or the enjoyment of older maps every time a new map comes along. Most map writers know by now not to include edited global files, but there is always the new guy who will mess up your game installation without even being aware of it.
Good way forward? Any comments? Regards, Karsten
Ken,Kenster wrote:Having an installer is a good idea.
...
Does anyone have any expance working with installers?
...
I think we do need to make it easy to get our mods working for everyone.
As a Software Engineer, I can start working on an installation utility that can also detect and report (and maybe fix) problems in current installations.
We sure have extended the life of this game. I wonder if Firaxis realizes and appreciates this. If they come out with an expansion and incorporate all the mods we have done (since all the mod files are nakely available), we will surely feel cheated.Kenster wrote:Who knows, maybe Firaxis will cut us all checks
That would be cool.choobacca wrote: As a Software Engineer, I can start working on an installation utility that can also detect and report (and maybe fix) problems in current installations.
I'm jealous, I've only achieved the title of Software Hacker
I don't think they can use them for profit. As we have copy rights to anything that we write or create. I wouldn't mind if they gave them out in a free patch and gave the creator credit.We sure have extended the life of this game. I wonder if Firaxis realizes and appreciates this. If they come out with an expansion and incorporate all the mods we have done (since all the mod files are nakely available), we will surely feel cheated.
Ken
dwax,
Here are the global XML files I currently use. Unzip them to your CustomAssets\XML directory.
They have everything from Santa, Scrooge, ChicagoToTheRockies, and SuperBowlExpress, and should work for all maps that haven't added new goods or trains, like Middle East and DogWorld won't work.
These files require the following, so make sure you have them:
*Santa map resources (CustomAssets\Cities, Industries, Interface, and Trains directories)
*CustomAssets\NewTenders.FPK
*CustomAssets\SDSmods.FPK
*CustomAssets\SuperBowlExpress.FPK
These files do not support eilelwen's GP7 or other new trains. If you want me to add support for this, let me know and I'll post these too.
If these things are in place and the maps themselves are untainted, you should get the above maps, and most others, to load.
I have seen your error message pop up when I didn't have a necessary good in the RRT_Goods.xml or a necessary annex in the RRT_Depots.xml file.
So start with these files and I will try to continue to post new ones and list all the supported maps.
Here are the global XML files I currently use. Unzip them to your CustomAssets\XML directory.
They have everything from Santa, Scrooge, ChicagoToTheRockies, and SuperBowlExpress, and should work for all maps that haven't added new goods or trains, like Middle East and DogWorld won't work.
These files require the following, so make sure you have them:
*Santa map resources (CustomAssets\Cities, Industries, Interface, and Trains directories)
*CustomAssets\NewTenders.FPK
*CustomAssets\SDSmods.FPK
*CustomAssets\SuperBowlExpress.FPK
These files do not support eilelwen's GP7 or other new trains. If you want me to add support for this, let me know and I'll post these too.
If these things are in place and the maps themselves are untainted, you should get the above maps, and most others, to load.
I have seen your error message pop up when I didn't have a necessary good in the RRT_Goods.xml or a necessary annex in the RRT_Depots.xml file.
So start with these files and I will try to continue to post new ones and list all the supported maps.
- Attachments
-
- XML.zip
- Global XML files that support:
Santa
Scrooge
ChicagoToTheRockies
SuperBowlExpress
All base maps
And many others.
Does NOT support:
Middle East
DogWorld
And possibly others. - (11.04 KiB) Downloaded 475 times
choobaca - you missed the Train Cars for Santa and the RRT_Industries.xml. Look these over. I was trying to upload them when you did yours.
Attached you will find the following -
3FPK_in_CustomAssets.zip
1st_3_XML_in_XML.zip
2nd_XML_in_XML.zip
SuperBowlExpress_in_SCENARIOS.zip
First thing to do if you want the Santa is to download my RevampedSanta.zip and follow the Mod Dependencies instructions. Go into the Santa folder and delete the RRT_Goods.XML and the RRT_Trains.xml files. (thanks again choobaca)
Now, unzip 3FPK_in_CustomAssets.zip and place the FPKs in CustomAssets. Unzip 1st_3_XML_in_XML.zip and 2nd_XML_in_XML.zip and put those files into the XML folder (CustomAssets\XML). And last, unzip SuperBowlExpress_in_SCENARIOS.zip and place it in _SCENARIOS_ (CustomAssets\XML\_SCENARIOS_).
At this point, go into SMR and attempt to play any each of the custom maps. If you have any that do not play, post it here and I will upload what I have. At this point I don't know what I have made changes in on my own system as once I get them stripped and running, I save them in a folder called Map Files Opened with each mappers maps in a folder of his name.
I'm going to work on Chicago To The Rockies tonight. Mind you, the needed parts of the XMLs are already in what you will be downloading
Attached you will find the following -
3FPK_in_CustomAssets.zip
1st_3_XML_in_XML.zip
2nd_XML_in_XML.zip
SuperBowlExpress_in_SCENARIOS.zip
First thing to do if you want the Santa is to download my RevampedSanta.zip and follow the Mod Dependencies instructions. Go into the Santa folder and delete the RRT_Goods.XML and the RRT_Trains.xml files. (thanks again choobaca)
Now, unzip 3FPK_in_CustomAssets.zip and place the FPKs in CustomAssets. Unzip 1st_3_XML_in_XML.zip and 2nd_XML_in_XML.zip and put those files into the XML folder (CustomAssets\XML). And last, unzip SuperBowlExpress_in_SCENARIOS.zip and place it in _SCENARIOS_ (CustomAssets\XML\_SCENARIOS_).
At this point, go into SMR and attempt to play any each of the custom maps. If you have any that do not play, post it here and I will upload what I have. At this point I don't know what I have made changes in on my own system as once I get them stripped and running, I save them in a folder called Map Files Opened with each mappers maps in a folder of his name.
I'm going to work on Chicago To The Rockies tonight. Mind you, the needed parts of the XMLs are already in what you will be downloading
- Attachments
-
- SuperBowlExpress_in_SCENARIOS.zip
- (6.84 MiB) Downloaded 429 times
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- 2nd_3_XML_in_XML.zip
- (9.57 KiB) Downloaded 464 times
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- 1st_3_XML_in_XML.zip
- (5.81 KiB) Downloaded 447 times
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- 3FPK_in_CustomAssets.zip
- (5.48 MiB) Downloaded 467 times
I'm correct 97% of the time..... who cares about the other 4%....
Oops. Good catch snoopy55.snoopy55 wrote:choobaca - you missed the Train Cars for Santa and the RRT_Industries.xml. Look these over. I was trying to upload them when you did yours.
I am trying to load all kinds of maps with good success. Dogworld, MiddleEast, HVRmoney, Scrooge, UKLarge, New England, BC Interior, ChicagoToTheRockies, SuperBowlExpress and a few others. They load, but I stilll have to play them to make sure everything is there.
My global XML files are growing, but I am sure to comment which sections are for which maps. Also, I have a ton of resource files and FPKs now too.
But the point of this is to see that I can put all these maps together and not break any.