Bridge Commander Central
BC Forums => BC Technical Support => Topic started by: Billz on February 19, 2009, 07:45:32 AM
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In my seperate stargate ship pack install, half the planets in this pack I can't get to or start in.
http://bridgecommander.filefront.com/file/Sol_Multisystem_Warp_to_9_Planets_w_AI_ships_and_NanoFx2;24107
Yet, they all work when traveling or starting in them in my other BC install. Any ideas?
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What does the console say?
I fear that the method of adding the systems it the wrong, dirty and error prone way.
You mostlikely are missing a requirement.
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are all of the requrirements installed?
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are all of the requrirements installed?
Yep.
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So what does the console say?
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This. I have checked all the files related to the Sol Multisystem mod and they are all there.
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Did you install a different SpeciesToShip? Or rather, a Multiplayer pack? One which removed stock ships?
For now, please put the below file in scripts/Custom/Autoload
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Thanks. I'm curious. What was causing the planets to not load in the first place?
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The errror I saw in the log was about a missing constant in SpeciesToShip, my file added that constant, so that particular error wouldn't occur.
What caused the missing constant I don't know, did you install any MP mods?
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I installed the non-KM version of the MP patch for the Stargate Ship Pack v3 but thats the only multiplayer based thing I installed in the stargate ships install.
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Could you give me a link to it?
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Could you give me a link to it?
Here you go.
http://bridgecommander.filefront.com/file/SG_Pack_30_Multiplayer_Patch;89367
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I think you installed the not-KM version?
The TRANSPORT constant is not included in that.
I think you will be fine in MP as long nobody uses said Transport.
I've notified Dkealt about this thread, hopefully he, or someone else from that mod can give you a proper fix.
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I think you installed the not-KM version?
I had mentioned that already in this thread.
It was intentional.
I wanted to host a all stargate server, non-KM so that others can join me if they wish.
Why would the TRANSPORT mod stop planets from loading anyway? :?
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Sorry, must have missed it. It was nearly 1AM when I wrote that.
To answer your question, when Python (and nearly all languages) encounter an "error", such as a constant missing, it will stop working. So any code that would have run after the error isn't run anymore. As a point of interest, there are languages where it's possible to "go on", but that usually results in totally undeterministic and therefore unpredictable behaviour. Which isn't what you want from a computer.
So what happend is that during the loading of the planets the Transport was loaded, which failed, which stopped the remainder of planet loading.
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...when Python (and nearly all languages) encounter an "error", such as a constant missing, it will stop working. So any code that would have run after the error isn't run anymore.
I consider that a good thing usually. When I was creating new star systems, if I got a crash, I'd go back and pull all the .pyc files and run the game again. After the expected crash, I'd go back to see where Python had stopped creating new .pyc files. I'd then analyze the last .pyc created and the next file in line.
Worked great.
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I suppose there are slightly easier ways to debug such a thing, such as a log. But that's for another place another time.