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Deployment Widget Defect
Posted: Tue Nov 19, 2013 10:23 pm
by MikeV
There's definitely a recurring bug in the deployment action:
Posted: Fri Nov 22, 2013 11:06 am
by Pocus
When this error happened, when you opened the stack of wagons or before? It seems there was a problem before, perhaps in hosting.
What is the O/S you are using, seems to be an old one.
Read The Friendly Message
Posted: Sat Nov 23, 2013 4:20 pm
by MikeV
Happens when attempting the drag from the lower unit panel widget.
Critical section of log file is the end:
Code: Select all
4:11:06 PM [Warning ] Supply 42 4 0
4:11:06 PM [Warning ] Supply 42 4 0
4:11:06 PM [Critical ] TListUnitDefs.Get ListUnitDefs Index out of range (Index/MaxIndex): -1 1137
4:19:50 PM [Warning ] TGUIRecruitPanel.OnEnterUnitDef Unable to fetch unit definition
Posted: Mon Nov 25, 2013 11:15 am
by Pocus
can you send me the current game, so I can see if this is reproducible?
Attached Save Files Archive
Posted: Mon Nov 25, 2013 4:21 pm
by MikeV
PM doesn't allow me to send attachments, so I've included one below.
Posted: Mon Nov 25, 2013 4:31 pm
by Pocus
I don't have the same units available as you. I have a timberclad and a flatboat, you get two wagons. I can build both units also. It seems that's either a modded game or the database has some errors from unknown reason. Sadly I don't see how I can reproduce your bugs, if we don't have the same units both. If someone want to tell us if they see wagons or boats, this might help though.
Modded files
Posted: Mon Nov 25, 2013 4:33 pm
by MikeV
Sorry for any confusion.
Here are the files I modded (diff vs. the nppBackup sub-directories for the exact changes).
I cut out as much as I could, to get it under the upload file size limit.
Posted: Tue Nov 26, 2013 10:06 am
by Pocus
I'm probably one of the few developers on earth willing to debug a modded game

I replaced the vanilla units and models with yours and got an error when trying to load a brand new game (meaning your database is not vanilla compatible)... For me that the line I have to trace in the sand, the error is probably coming from your mod. If you get again this interface bug with an un-modded game, I can check it though.
Posted: Tue Nov 26, 2013 11:14 am
by Ol' Choctaw
Huge Respect!
Above and beyond the call of duty.
Someone owes you a medal.
Posted: Tue Nov 26, 2013 2:29 pm
by MikeV
OK, thanks for the effort. Looks like modding without tools that check for erroneous data is hazardous.
Might want to change the code to guard against a -1 invalid index, anyway.
Pushing the envelope
Posted: Tue Nov 26, 2013 5:27 pm
by MikeV
Pocus wrote:I'm probably one of the few developers on earth willing to debug a modded game
And I must be one of the few users on earth willing to mod a game without any modding tools.

(Although you've made it easy enough, with most everything in text files.)
It's a bit like testing airplanes: push the envelope and see what breaks first.

Seriously, though: I do appreciate your efforts. (Now, if we could only collaborate via GitHub, or even a plain old svn server ...)
Posted: Wed Nov 27, 2013 11:33 am
by Pocus
On the contrary, I believe that most games out don't provide much tools... I'm speaking of deep strategy games, like what Paradox does for example, or the vast majority of Slitherine/Matrix offering. But yeah, that's not optimal for everybody, us included, problem is always lack of human resources.
Are you proposing to do a managed-data utility software?

Posted: Wed Nov 27, 2013 5:00 pm
by MikeV
I'd be happy to, if I understood what constraints to enforce.
Posted: Mon Dec 02, 2013 4:11 pm
by Pocus
I don't think this is realistically feasible to build an application proof enough that high level inconsistency can be detected. I was thinking that (say, for example) if an utility would allow to add or edit regional decisions through a set of drop-down menus or radio-buttons, that would still be a very good first step toward a more user friendly modding. Decisions is not an example I take randomly... With 150-200 possible data fields per decision, they can be very daunting and people at first will want to fill too many values or just get lost, whereas a good RGD can be very simply defined with an handful of parameters. What is hard is to identify which ones
