|
|
|
|
|
December 21st, 2009, 06:36 AM
|
|
Second Lieutenant
|
|
Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
|
|
new nation problem
i'm working on a new nation but when i try to test it i get this:
"cfh: can't open file".
i'm using windows 7, is this the problem?
|
December 21st, 2009, 08:40 AM
|
Second Lieutenant
|
|
Join Date: Aug 2008
Posts: 408
Thanks: 11
Thanked 209 Times in 57 Posts
|
|
Re: new nation problem
Windows 7 most definately isn't a problem in modding.
I doubt anyone can give you an answer easily without you posting the mod file here.
|
December 21st, 2009, 09:32 AM
|
|
Second Lieutenant
|
|
Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
|
|
Re: new nation problem
here there is the file
|
December 21st, 2009, 10:06 AM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: new nation problem
I think you need another #end at the bottom of the file. This is just off the top of my head though, I haven't written a mod from scratch in ages, just based them off previous dms.
|
December 21st, 2009, 11:14 AM
|
|
Major
|
|
Join Date: Feb 2009
Location: Me a viking
Posts: 1,012
Thanks: 81
Thanked 122 Times in 73 Posts
|
|
Re: new nation problem
Could it be the .txt extension? Should be .dm right?
__________________
Voice of ***** and her spicy crew!
|
December 21st, 2009, 12:17 PM
|
BANNED USER
|
|
Join Date: Feb 2007
Posts: 5,463
Thanks: 165
Thanked 324 Times in 190 Posts
|
|
Re: new nation problem
Sure but I assume he converted to text for upload.
|
December 21st, 2009, 02:00 PM
|
|
Second Lieutenant
|
|
Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
|
|
Re: new nation problem
yes, i converted for upload.
i added #end, but i still get the error.
anyone else?
|
December 21st, 2009, 03:25 PM
|
|
Second Lieutenant
|
|
Join Date: Sep 2008
Posts: 466
Thanks: 35
Thanked 95 Times in 60 Posts
|
|
Re: new nation problem
Well, on the off chance that the error is meaningful, I'd say first of all make sure that all the files referenced in the mod (the .dm itself, and all the images) are a) not currently open in another program and b) in a location with the same security permissions at the main mods folder (by default they should be, assuming you created the subfolders by hand vs. eg. unzipping an archive or something.)
If that doesn't get rid of the error, I'd say next look for potential issues in the .DM file. I see that you've got some non-ASCII characters in it (e.g. line 25/26.) I've no idea what assumptions Dominions IIII's engine makes regarding text data, but it's something to try. Sombre already pointed out the missing #end command. Nothing else jumps out at me.
If nothing stands out, then a typical debugging approach is to try small bits of the program (and that's what the mod is, an extension to a program in DOM3's scripting language) to see if they work independently. Try making a "micro mod" that has just the bare bones - modname, description, and version. Once that's working, put in a little bit at a time of your actual mod to see if it works in isolation (obviously, you'll need to have anything it's dependent upon there as well, e.g. if your unit references a weapon number, both need to be there.)
Hopefully you should be able to isolate the problem area that way.
|
December 21st, 2009, 08:53 PM
|
|
Major General
|
|
Join Date: Oct 2006
Location: Tennessee USA
Posts: 2,059
Thanks: 229
Thanked 106 Times in 71 Posts
|
|
Re: new nation problem
I noticed you did not designate any start units assigned to the start commander. Also, some general game mechanic mod commands are contained in the nation, I think you misunderstood these to be nation modding commands.
They are:
#deathsupply 40
#nodeathsupply
#coldsupply 3
#coldincome 2
#unresthalffinc 25
#unresthalfres 50
#poppergold 75
Some of the above do not exist as modding commands period. Try commenting those out and assigning starting units (both types) to the start commander.
__________________
BLAH BLAH BLAH BLAH NEXT TURN.
|
December 22nd, 2009, 06:55 AM
|
|
Second Lieutenant
|
|
Join Date: Mar 2008
Location: Treviso; Italy
Posts: 420
Thanks: 22
Thanked 19 Times in 13 Posts
|
|
Re: new nation problem
Quote:
Originally Posted by Foodstamp
I noticed you did not designate any start units assigned to the start commander. Also, some general game mechanic mod commands are contained in the nation, I think you misunderstood these to be nation modding commands.
They are:
#deathsupply 40
#nodeathsupply
#coldsupply 3
#coldincome 2
#unresthalffinc 25
#unresthalfres 50
#poppergold 75
Some of the above do not exist as modding commands period. Try commenting those out and assigning starting units (both types) to the start commander.
|
This commands are in the mod manual, so they should be right. or these can be used only to modify existing nations?
and i wrote #startcom 2290 so these should not be the issue.
i'll try to eliminate the "£" symbol. <-- not the problem
i used copyspr, have i to put the already existing sprite in the venexia folder with other images?<-- yes i had to
problem fixed
Last edited by Swan; December 22nd, 2009 at 07:08 AM..
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|