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    Trying to fix some typos

    Scheduled Pinned Locked Moved Map Making
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    • RogerCooperR Offline
      RogerCooper @Cernel
      last edited by

      Make sure that you don't have zipped & unzipped versions of the same mod.

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      • V Offline
        VictorIn_Pacific
        last edited by

        Thank you for your responses. Below I provide some more details. First, a screenshot of the relevant directory. In the "games" folder is the original XML file, as well as the copy, which I then edited. I believe that I have made all the necessary corrections in the new XML file. Indeed, it shows up in the list of available games when tripleA is run, and seems to work fine, up until the time I hit "play".

        Now, in this directory, marked in red, there are 4 additional text files, which contain necessary game information. I copied those 4 files, and moved the originals into the "MapData" folder to preserve them, but keep them out of the way. I did not want to rename these files.

        You can see from the dates that I edited 3 of those files, but not the "capitols" file, which does require a change, but I haven't got to it yet. I believe that I have done all the necessary corrections in those files.

        Now, when I run the original game, it should refer to the files you can see here due to where they are, and because they are not compatible with the original game, the game should not run. But it runs fine. So it must be going into the "MapData" folder, which it shouldn't even know about, and using those files. On the other hand, when I run the new game, it should refer to the files you can see here, and it does, but it doesn't like them.

        0_1542599030227_files.jpg

        So here's a screenshot of the errors I get. Note that the new version of the game only objects to missing information about the 4 territories I renamed. This means that the game must be finding the files, just not liking them.

        0_1542600028028_errors.jpg

        redrumR C 2 Replies Last reply Reply Quote 0
        • redrumR Offline
          redrum Admin @VictorIn_Pacific
          last edited by

          @VictorIn_Pacific The error indicates you are missing territories in the centers.txt. If you zip up the folder and post a link to it here then I can take a look.

          TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

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          • C Offline
            Cernel Moderators Lobby Moderators @VictorIn_Pacific
            last edited by

            @VictorIn_Pacific Just to be sure (and assuming you are not customizing the "downloadedMap" reference), as I said, did you check not having other "middle_earth" folders (zipped or not) in the referring user folder (called "maps", back in 1.3.2.2; so, if your terminal is configured for American/British English, in Widows Vista and later ones, you should find it in C:/Users/.../triplea/maps, where "..." is your username)? To be clear, in 1.3.2.2 you have two "maps" folder; one in the installation and another one in your "user" folder. Be sure (and, please, confirm here) that there are no other "middle_earth" named folders, but the one you want to use, in either of them.

            If that is not the case, then, I've no idea, as long as you didn't use some special characters in the new names.

            Out of curiosity, why are you using a version of TripleA released over 7 years ago? Did you install it when it was the stable or did you download it from some external sites offering outdated TripleA programs? Also, assuming awareness, you should have told that, as relevant items may have changed (and certainly did) since that version.

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            • V Offline
              VictorIn_Pacific
              last edited by

              OK, I have figured this out. Again, thanks for the ideas.

              So, part of the problem may be that I am using what is probably a very old version of the engine, simply because I have been "off the net" for over 5 years, as far as this game is concerned. 1.3.2.2.

              But, unless this feature has changed, the trick is that the Middle Earth mod is really 2 games in one, under the hood, by virtue of the fact that it has 2 map skins included. I set things up correctly so that my version of the map (with typos fixed) now works properly, with the original map skin. The original map works with map skin 2. They are no longer compatible, unless I also edit another batch of map data files.

              C 1 Reply Last reply Reply Quote 0
              • C Offline
                Cernel Moderators Lobby Moderators @VictorIn_Pacific
                last edited by

                @VictorIn_Pacific So, is the problem just that what you have doesn't work with the current stable? Updating can be done in a few minutes, aside from sounds.

                V 1 Reply Last reply Reply Quote 0
                • V Offline
                  VictorIn_Pacific @Cernel
                  last edited by

                  @Cernel : The problem no longer exists. Now, I don't know whether the way the game is implemented has changed dramatically since 1.3.2.2. I am going to assume that it does not. I say again, the issue is that the LotR mod has 2 "map skins". As far as the player is concerned, this seems to be just a trivial in-game switch to change the appearance of the map. However, as far as the engine is concerned, changing a map skin means that you need a completely new game, with all the associated map files being different for each map skin, even though all those files are exact duplicates of the originals. I fixed every instance of the typos in one set of those files, but will need to repeat the entire process for the second map skin. (Actually, there a couple simpler simpler processes that I can think of.)

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                  • V Offline
                    VictorIn_Pacific
                    last edited by

                    The "typos" in question are not really typos. After all, each one is repeated a whole bunch of times to make the mod work. Obviously, the people who created this mod put an enormous amount of effort and care and love into this mod, and they hardly were going to let errors slip in by lack of care.

                    Interesting fact: there are maps of Middle Earth out there that were created with an enormous amount of effort and care and love, which nevertheless have errors, for example this one ME map. What a beautiful map!

                    But "Drimrill Dale" should be "Dimrill Dale" and the island of "Tolfolas" should be "Tolfalas".

                    Anyone who faithfully copies place names from this map will propagate those errors.

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                    • V Offline
                      VictorIn_Pacific
                      last edited by

                      Got an interesting run-time error when I played through the first turn of my typo-fixed map: Unable to find [unit]. (Occurred at a production phase; also causes edit mode to fail.) $%#* I fixed all the typos already! It turns out that you also need to make sure that all the unit pictures have names that match what they are called in the XML file. Easy enough to fix once you know what the issue is.

                      3 of the factions (Rhun, Dale, and Khand) have only the incorrectly-named image file "trebuche", while 3 of them (Rohan, Harad, and Gondor) have both that and the correct "trebuchet" in the unit images folder.

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                      • V Offline
                        VictorIn_Pacific
                        last edited by

                        Does the "capitols.txt" file have any function? I moved the capitol for one of the factions in the XML file, but not in the "capitols.txt" file. No errors happen, and the new capitol seems to function correctly.

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