Rags to Riches

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karsten
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Post by karsten » Sun Feb 24, 2008 7:33 am

Could it be related to the transfer station :?: It has some strange messages.
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Transfer Station.jpg
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Bushdoctor
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Post by Bushdoctor » Sun Feb 24, 2008 4:10 pm

Wow, that does look strange.
I checked the Transfer Station's entry but it seems to be okay.
The only strange thing that I noticed is a small left over part of a note at line 105.

In the file RRT_Industries_R-to-R.xml, inbetween the Transfer Station and the
Port this small snippet will show: <!--
It should not be there and I removed it. I suggest you do the same Karsten
and give it another go.
I do believe that save-games include all xml settings, so you would have to
start a new game to activate the 'new' industries file.

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karsten
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Post by karsten » Sun Feb 24, 2008 6:28 pm

Hi Bushdoctor, can't see how that would work. That snippet is the start of this outcommented "port" industry leftover code. Taking the snippet out could mess up the whole industry file, because I think it would create a port without annex in Hordburg, ie crash when trying to connect.

No, I think the Edoras Iron Mill is the culprit. I don't know in which of the many .fpk files it is hiding out, so I can't check. But I am pretty sure it crashes the game when it tries to grow from small to medium. Snoopy will know how to fix that. :!: :idea:

<!--<RRTIndustry>
<szName>Port</szName>
<Production>
<Resource>
<Input>None</Input>
<Output>Passengers</Output>
<InputOutputRatio>6.0</InputOutputRatio>
</Resource>
<Resource>
<Input>Visitors</Input>
<Output>Gold</Output>
<InputOutputRatio>6.0</InputOutputRatio>
</Resource>
</Production>
<Locations>
<Location>
<StartX>360</StartX>
<StartY>254</StartY>
<Rotation>51.999386</Rotation>
<Size>0</Size>
<InCity>TAG_CITY_NAME_HORDBURG</InCity>
</Location>
</Locations>
</RRTIndustry>-->
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Edoras Iron Mill.jpg
Edoras Iron Mill.jpg (71.25 KiB) Viewed 10800 times

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Jancsika
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Post by Jancsika » Sun Feb 24, 2008 7:17 pm

The Port is strictly a comment in the XML file. It could be completely deleted without any harm to the game.
Originally I started the design with a Port in mind, but I had too many problems with it, so I have placed a Transfer station there with the same properties as the Port was. I have the Port in “Commentâ€

Bushdoctor
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Location: The Netherlands

Post by Bushdoctor » Mon Feb 25, 2008 7:20 am

Ah, I didn't realize that about the snippet. My bad.
I also noticed that there IS a Baker icon afterall.
I better make sure I'm awake before starting another game. ;)

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karsten
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Post by karsten » Mon Feb 25, 2008 12:16 pm

I can confirm that the crash is caused by the Iron Mill. I replaced a single line in the industry file:

<szName>Iron Mill</szName> with
<szName>Smelter</szName>

Now I was able to finish the scenario. Robber Baron, hard routing, completed all goals by 1899. The tick mark for the iron mill is missing, obviously. The tricky part was managing rail crossovers without resorting to bridges or tunnels. See layout of routes. A cleverly constructed, fun map, only needed a bit of bug fixing. :P It would be even more enjoyable as a SAM map, with less surplus resources crowding memory.
Attachments
RR Routes 03.jpg
RR Routes 03.jpg (282.6 KiB) Viewed 10733 times
Goals achieved.jpg
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Jancsika
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Post by Jancsika » Mon Feb 25, 2008 3:55 pm

I am a little puzzeled.
Iron Mill is from the globals, so is Smelter
Would it make any difference if I call it:

<szName>Football Manufacturer</szName>

as long as the productin line is the same
<Production>
<Resource>
<Input>Taconite Pellets</Input>
<Output>Iron</Output>
<InputOutputRatio>1.0</InputOutputRatio>
</Resource>
</Production>

or is there an error in the globals?
Jancsika

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karsten
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Post by karsten » Mon Feb 25, 2008 6:35 pm

The Smelter is a fully working model from Firaxis. The Iron Mill is user supplied content, and it fails when growing from small to medium. That's the difference. 8)

snoopy55
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Post by snoopy55 » Mon Feb 25, 2008 7:39 pm

I'm going to take a chance on this being the Full problem. You have one of two choices.... Either go into RRT_Industries.xml in GLOBALS and find the Iron Mill and change the <szGrowKFM> line by adding the underline between Build and Up, or just add <szGrowKFM>SteelMill_Build_Up.kfm</szGrowKFM> under <szName>Iron</szName> in the map.

This is what the GLOBAL should look like
<szName>Iron</szName>
<szModel>SteelMill.kfm</szModel>
<szGrowKFM>SteelMill_Build_Up.kfm</szGrowKFM>
<szTerrainmap />
<fScale>1</fScale>

I corrected my GLOBAL since this may be used elsewhere.

And people, let's not blame SMRI or one of the Installers. If one of you can prove that you've never made a mistake when making a map, we'll let you do the next one. Those took a lot of work on Atanis part and these problems should have been found by map players shortly after they came out. My testing was not to run every map thru and make sure every Annex and Industry went form small to large without a hitch. It was mainly to make sure the maps loaded and erverything started. The problem we have here is not the fault of any one here, it is the fault of those that made the game. As proof, open RRT_Industries.xml, either the GLOBAL or the Original, and first do a search for "BuildUp" and then for "Build_Up". You'll find both, which causes Modders possible problems. The Mods need continuity, and a few of us hope to bring it to you.

sorry 'bout the blasted soapbox, dern thing seems to follow me around....here boy, come on, let's go get you some soap
I'm correct 97% of the time..... who cares about the other 4%....

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Jancsika
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Post by Jancsika » Tue Feb 26, 2008 1:01 am

There seems to be a misunderstanding going on somewhere.:shock:
For my part I believe both Snoopy and Atari are making a tremendous and outstanding job. The rest of us are grateful that they are trying to put an order into the scenario and mapmaking chaos. By organizing and publishing SMRI there has been a standard introduced to the mapmaking. We don’t have to go and list different maps any more; just to refer to SMRI and that takes care of players who would otherwise shy away from trying new maps.
We are also aware of that the different parts of SMRI were adapted from other people’s work. Therefore if there is typo or error: “it can happen to anyoneâ€

snoopy55
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Post by snoopy55 » Tue Feb 26, 2008 2:53 am

Well, in a way that is a good idea, but it has problems also. When you load a map it does not treat GLOBALS as a shelf of parts to build the maps required needs. It treats it as a dumpster and the map as the computers memory as the garbage truck, loading everything that is there. This is the reason we are working on SAMs, to make the game only load what is available to it, the map and the REQUIRED FPK files. The errors is spelling will not happen on newly created maps vbecause it will be all copy and paste. If a person edits a Building Block, yes, there are chances of errors. Also, there are chances of errors if they forgat to add a Building Block or two. But if either of these things are done, the map will not run during their initial testing.
Doing them as SAMs will give everyone another edge. If you load a map with Mods and decide you don't like it, undeleting the map does not remove the data in the RRT XMLs, so they get still loaded with every map.

Jancsika, I was not pointing the finger at you in the remarks about the SMRI. There have been recent remarks about not using it and rewriting it and it causing problems. I was only trying to keep that from happing because I was reporting a problem, one which was keeping your map from working. I apoligize for any misunderstanding.

A better idea would be for someone to start a new thread under maybe, Technical Issues, and have people posting that they will play a map using all Goods and Annexes/Industries run to their full growth and edit their post to let us know if everything ran OK or what problem was found. It would be much easier to find the problems this way.

Also, you have to include TIJER for working on Building Blocks and new structures and cars, and Bushdoctor for assisting us whenever possible.
I'm correct 97% of the time..... who cares about the other 4%....

Bushdoctor
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Location: The Netherlands

Post by Bushdoctor » Tue Feb 26, 2008 8:38 am

snoopy55 wrote: A better idea would be for someone to start a new thread under maybe, Technical Issues, and have people posting that they will play a map using all Goods and Annexes/Industries run to their full growth and edit their post to let us know if everything ran OK or what problem was found. It would be much easier to find the problems this way.
That's doable.
If you like I can create such a topic, list all user maps and motivate players
to sign up for test games.

We would first have to discuss a couple of things like test criteria.
I'll send you an email Snoop.

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Jancsika
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Post by Jancsika » Tue Mar 11, 2008 12:25 am

Snoopy :lol:
I'm going to take a chance on this being the Full problem. You have one of two choices.... Either go into RRT_Industries.xml in GLOBALS and find the Iron Mill and change the <szGrowKFM> line by adding the underline between Build and Up, or just add <szGrowKFM>SteelMill_Build_Up.kfm</szGrowKFM> under <szName>Iron</szName> in the map.

This is what the GLOBAL should look like
<szName>Iron</szName>
<szModel>SteelMill.kfm</szModel>
<szGrowKFM>SteelMill_Build_Up.kfm</szGrowKFM>
<szTerrainmap />
<fScale>1</fScale>

I corrected my GLOBAL since this may be used elsewhere.
Sorry it took so long, but I just wanted to revise my map and have question?
Should not this line be:
<szName>IronMill</szName>
instead of
<szName>Iron</szName>
Jancsika

snoopy55
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Location: Centralia, Ill, USA

Post by snoopy55 » Tue Mar 11, 2008 12:42 am

No, we're both wrong :oops:

<RRTIndustry>
<szName>Iron Mill</szName>
<szModel>SteelMill.kfm</szModel>
<szGrowKFM>SteelMill_Build_Up.kfm</szGrowKFM>
<szTerrainmap />

The space is required. But hey, who's perfect anyway........
I'm correct 97% of the time..... who cares about the other 4%....

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Jancsika
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Post by Jancsika » Thu Mar 13, 2008 6:26 pm

See Karsten Febr 24 post:
I think the Transfer station is not set to convert that many goods to Gold. I have three incoming goods to be converted to gold, plus one more good to handle.(Passengers to None). But as long as it does not crash the game, I’ll leave it alone. I am just wondering if it does all the conversions? (Will it convert more when it grows?)

I have uploaded the revised “Iron Millâ€

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