[REL Beta] [Shadows] Star Trek - The Picard Era

Please post here for questions and discussion about scenario, art and sound modding and the game editor for Distant Worlds.

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ehsumrell1
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by ehsumrell1 »

ORIGINAL: Igard

It's definately a shipset issue. The problem has gone now that my mod has no shipsets. [8|]

EDIT: I think the problem is caused when changing theme from a mod with more than the default shipsets. I'm testing this now..

EDIT2: That's what it is. As soon as I add family11 shipset. I can no longer switch between the default and Star Trek themes.

I don't know if this is the same error as solops. It certainly doesn't cause a CTD or change the registry. I can ignore the error, but the mod doesn't load properly.

So, if I want to use more than the default number of shipsets, I have to restart the game. [:(]

Igard, thanks for the info. I'm believing that there is a problem with one
of the option files in the Documentsandsettings/Application Info area that
gets created. I'll be home from work soon and look into it, then I'll PM
you when I have some response. Weird! I'm gonna try and reproduce this, I
haven't had this problem at all. But it must be something, especially if
you got it with the info I gave you. Will get back to you later. [&:]
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Igard
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by Igard »

Ok, Ed. I've found the defaultOptions file, but deleting it doesn't fix the problem. It just resets everything. I can switch to the mod fine, but not back again to the default theme. [:(]

I think my real concern right now is solops problem. I don't understand how installing a few shipsets and txt files could result in having to reinstall the game and clean the registry. It shouldn't happen. [&:]
solops
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by solops »

Let me add some detail to my observations. First of all, the change theme process took a looooong time. Then when starting a new game, I got the error. I could click my way through it and get back to the game, but I never tried playing it from there after getting the error message. At that point I found that I could not get back to any other theme. I tried re-downloading the ST 1.5 theme and reinstalling. No joy. I tried reinstalling the patch....then the patch and ROTS. No joy. Same problem. The I uninstalled ALL all of DW, including the folders left over after the uninstall process, then reinstalled all of DW & ROTS and still had a problem. Now it was personal. I next uninstalled, cleared out, cleaned up and then cleaned the registry. Only now could I reinstall and play vanilla ROTS or the Diverse Worlds mod. I am on Win XP. I have played several ROTS games with no problems before adding the ST mod.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
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Igard
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by Igard »

That's very strange. Do you recall if the error mentioned something about a combo-box? That's a common problem with DW. On the 'Other Empires' start up screen, if you have a list of empires there from  another theme, then the game will kick up alot of errors which you can close if you try repeatedly. Deleting the other empires from this screen stops this error from occuring.

The only thing that's different about this mod, is that it replaces every race and every ship set and adds a couple more. I thought it was working perfectly, but my small problem is a bit of a nuisance and your problem is just unacceptable really.

We'll see if we can figure out exactly what this is. Like I say, my tests have brought me to the conclusion that it's the extra shipsets that are the cause. If ehsumrell1 can confirm this or find another cause, then at least we've got something to take to Elliot when he comes back from his break.

I can't rule out the possibilty that I've made an error somewhere, though I've been over the races.txt file and the biases.txt and found nothing.
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by ehsumrell1 »

ORIGINAL: Igard

That's very strange. Do you recall if the error mentioned something about a combo-box? That's a common problem with DW. On the 'Other Empires' start up screen, if you have a list of empires there from  another theme, then the game will kick up alot of errors which you can close if you try repeatedly. Deleting the other empires from this screen stops this error from occuring.

The only thing that's different about this mod, is that it replaces every race and every ship set and adds a couple more. I thought it was working perfectly, but my small problem is a bit of a nuisance and your problem is just unacceptable really.

We'll see if we can figure out exactly what this is. Like I say, my tests have brought me to the conclusion that it's the extra shipsets that are the cause. If ehsumrell1 can confirm this or find another cause, then at least we've got something to take to Elliot when he comes back from his break.

I can't rule out the possibilty that I've made an error somewhere, though I've been over the races.txt file and the biases.txt and found nothing.
Igard, can you please send me the races, biases, dialog and design.txt files you have for the mod
that is problematic. I have an idea but I need to look at what has changed. Also, if Solops can
post his DXDiag file, I might can get a better picture of what's up. I'm running WIN XP SP3 and
I'm not having this problem with the TRSE mod at all.
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tjhkkr
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by tjhkkr »

IGARD. There is only one way to nail this down. It is NO FUN, but this was how I determined the design.txt file was corrupt.

Take your mod, add one or two things at most, and see if the game dumps all over itself. Since the game chokes almost immediately, it should not take too long to determine the cause. Start with the text files, then the image files.
One of the few thoughts I have about the image files is to double check and make sure that something is not misspelled in a file name in sets 11 onward that have nothing to fall back on from the main game. One of my very stupid mistakes was to miss a part of capital.png.

If I can help you, let me know...
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
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WoodMan
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by WoodMan »

Igard, sorry to sidetrack a little, but is that gamefront/filefront website you are hosting the mod on good?  Is there a limit to filesize/number of files, do you have to pay, is there a limited number of DL per file?  I might use it myself, just wondering what its like, I'm using fileden at the moment, which is fine, but I have to click through about 5 ads that try to fool me into clicking on submit before I upload, also, it doesn't count the files downloads.  Also, can you remove files from filefront?
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solops
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by solops »

DXdiag attached, I hope.
Attachments
DxDiag.txt
(47.08 KiB) Downloaded 9 times
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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Igard
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by Igard »

ORIGINAL: WoodMan

Igard, sorry to sidetrack a little, but is that gamefront/filefront website you are hosting the mod on good?  Is there a limit to filesize/number of files, do you have to pay, is there a limited number of DL per file?  I might use it myself, just wondering what its like, I'm using fileden at the moment, which is fine, but I have to click through about 5 ads that try to fool me into clicking on submit before I upload, also, it doesn't count the files downloads.  Also, can you remove files from filefront?

It seems like an excellent service to me. I haven't read any rules or regs, but it seems you can just start downloading/uploading. I'm not sure if there's a limit to what you can upload. There's no limit on the number of downloads.

There doesn't seem to be a way of removing a file. All you have to do is go to this link and upload. No login or anything -

http://www.filefront.com/upload.php
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by WoodMan »

Cool thanks, I think I will try it too [:)]
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Igard
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by Igard »

Ok. The problem I get is caused by the family11 shipset. I also get this exception error just the same using WoodMan's Diverse Worlds mods or any mod with a family11 shipset. So it's something caused by my computer configuration.

As for solops, I'm afraid I don't know. You could try again and remove family11 from the shipImages folder. I'm not sure if it is the same thing that's causing our problems, the symptoms are quite different. I'll get a report done on the tech support page once I know more.


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RE: [REL] TRSE Star Trek Mod v1.4a

Post by tjhkkr »

So do I understand correctly that if one attempts to use the number 11 shipset or higher, the game ABENDS?
Remember that the evil which is now in the world will become yet more powerful, and that it is not evil which conquers evil, but only love -- Olga Romanov.
solops
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by solops »

I tried re-installing and running ST 1.5. I got this error at the first game setup screen. I was unable to get through the setup process, being presented with an apparently infinite number of the errors.
----------------------------------------------------------------------------------------
“The following error occurred in DatGridView
System.ArgumentException: DataGridViewComboBoxCell value is not valid”
------------------------------------------------------------------------------------------------
Then, when I tried to switch themes back to the default shipset, I got this excepton error:
-----------------------------------------------------------------------------------------
See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.NullReferenceException: Object reference not set to an instance of an object.
at DistantWorlds.Controls.InfoPanel.CopyBitmap(Bitmap image)
at DistantWorlds.Controls.InfoPanel.InitializeImages(Bitmap[] characterImages, Bitmap[] troopImages, Bitmap[] resourceImages, Bitmap[] raceImages, Bitmap[] builtObjectImages, Bitmap[] fighterImages, Bitmap[] ruinImages, Bitmap[] habitatImages, Bitmap[] facilityImages, Bitmap approvalSmileImage, Bitmap approvalNeutralImage, Bitmap approvalSadImage, Bitmap approvalAngryImage, Bitmap developmentImage, Bitmap colonyImage, Bitmap firepowerImage, Bitmap shipGroupLeadShipImage, Bitmap capitalColonyImage, Bitmap regionalCapitalColonyImage, Bitmap automateImage, Bitmap blockadeImage)
at DistantWorlds.Main.cujM7ouqFL()
at DistantWorlds.Start.Q0sJnSm7f(String , Boolean , Boolean )
at DistantWorlds.Start.lC170NXGe8(Object , EventArgs )
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at DistantWorlds.Controls.GlassButton.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at DistantWorlds.Controls.GlassButton.OnMouseUp(MouseEventArgs e)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3615 (GDR.050727-3600)
CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
DistantWorlds
Assembly Version: 1.5.0.1
Win32 Version: 1.5.0.1
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/DistantWorlds.exe
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3614 (GDR.050727-3600)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
DistantWorlds.Controls
Assembly Version: 1.5.0.1
Win32 Version: 1.5.0.1
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/DistantWorlds.exe
----------------------------------------
DistantWorlds.Types
Assembly Version: 1.5.0.1
Win32 Version: 1.5.0.1
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/DistantWorlds.exe
----------------------------------------
Microsoft.DirectX.DirectSound
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX.DirectSound/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.DirectSound.dll
----------------------------------------
AxInterop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/AxInterop.WMPLib.DLL
----------------------------------------
Interop.WMPLib
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/Matrix%20Games/Distant%20Worlds/Interop.WMPLib.DLL
----------------------------------------
System.Deployment
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Deployment/2.0.0.0__b03f5f7f11d50a3a/System.Deployment.dll
----------------------------------------
Microsoft.VisualBasic
Assembly Version: 8.0.0.0
Win32 Version: 8.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Microsoft.VisualBasic/8.0.0.0__b03f5f7f11d50a3a/Microsoft.VisualBasic.dll
----------------------------------------
PresentationCore
Assembly Version: 3.0.0.0
Win32 Version: 3.0.6920.4016 built by: GDR
CodeBase: file:///C:/WINDOWS/assembly/GAC_32/PresentationCore/3.0.0.0__31bf3856ad364e35/PresentationCore.dll
----------------------------------------
WindowsBase
Assembly Version: 3.0.0.0
Win32 Version: 3.0.6920.4016 built by: GDR
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/WindowsBase/3.0.0.0__31bf3856ad364e35/WindowsBase.dll
----------------------------------------
Microsoft.DirectX
Assembly Version: 1.0.2902.0
Win32 Version: 5.04.00.2904
CodeBase: file:///C:/WINDOWS/assembly/GAC/Microsoft.DirectX/1.0.2902.0__31bf3856ad364e35/Microsoft.DirectX.dll
----------------------------------------
Accessibility
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/Accessibility/2.0.0.0__b03f5f7f11d50a3a/Accessibility.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:

<configuration>
<system.windows.forms jitDebugging="true" />
</configuration>

When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.
----------------------------------------------------------------

I also get the second error (the exception) when changing from the Diverse Worlds theme, though it does not cause the first error or the game setup problems. I hope this helps.


All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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WoodMan
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by WoodMan »

So do I understand correctly that if one attempts to use the number 11 shipset or higher, the game ABENDS?

Just to confirm Diverse Worlds uses shipset11 and the game runs fine on my computer with no problems at all running the theme.  I haven't played it for that long though, but so far, no problems.

Anyone else getting problems with mods using shipset 11?

Igard do a quick scan of all your shipsets 11 and above to make sure they all have 25 ships. Actually, I have the mod on my comp, I'll count them too [:D]
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WoodMan
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by WoodMan »

Okay, there is the correct amount of ships and all spelt correctly.

I would recommend Igard reinstall the game and the expansion, because having problems with shipset 11 for all mods is weird.  For the mod, start by removing all the extra stuff and just try the race file and *ship*images, then add everything else in one by one until you get the problem.  I have to admit, stuff like troop images and flagshapes I've never toyed with myself, so I don't know if they would be causing a problem for anyone.
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Igard
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by Igard »

Solops. The error messages you get with the, “The following error occurred in DatGridView&nbsp; System.ArgumentException: DataGridViewComboBoxCell value is not valid” is almost certainly being caused by a list of empires on your set up screen. Can you check somehow that the list is completely clear of all other empires before changing theme?

Then next exception error looks just the same as mine.

WoodMan, thank you for checking this for me. That sounds like a reasonable next step. Re-installing now....
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by WoodMan »

Cool, if when you have reinstalled and tried the ST mod again you are able to use shipset11 without problems (test it with Diverse Worlds we know it works on others computers) but the ST mod still has problems let me know, I'll see if I can find anything wrong with it.&nbsp; At the moment I'm too scared to test it incase I lose shipset11 for all mods&nbsp;[X(]
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Igard
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by Igard »

The problem still persists after re-install. [:(]

It was switching between themes fine until I finally added the family11 shipset (I left this till last), then the exception error popped up again. I tried it with your mod too WoodMan and the same thing happened. It's not a problem with the mods, this is a game problem. There's nothing I can do about it. [:(]

I think the problems solops was having was related to empires on the other empires screen. He also seems to be having the same problem I am when switching FROM a theme with more than the default 11 shipsets. I can switch to the theme but not away from it.

The way I'm getting around this now is, rather than go to the theme and switch it from another theme. I go to the theme menu and change to the default theme. Then I exit the game and restart it. Then I can change to my desired theme.

I'll post a report on the tech support forum after Elliot returns.
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WoodMan
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by WoodMan »

Igard, I'm now getting exactly the same problem as you.  Not just for Trek, but for any theme that uses the newly allocated shipset slots.

Edit: Actually maybe slightly different to you. I'll explain whats happening.

If the Default Theme is active, I can switch to any mod of my choice. If another mod is active trying to switch themes causes a unhandled exception, even when switching to the default. To get back to the default I have to remove the currently selected mod from the customization folder, start the game and Default Theme will now be selected.

On another note, trying to load a save game started with another theme causes an unhandled exception for me too. For example, I started a game with Diverse Worlds 3, it won't load under Diverse Worlds 6, but starting a new game works fine.

2nd Edit: Okay I think I know why the save game won't work, its because there are changes to the race file (only the shipset number column, but its a change nontheless).
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Igard
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RE: [REL] TRSE Star Trek Mod v1.4a

Post by Igard »

Ok, WoodMan. Looks like Elliot has some work for the new year!

Do get the option to continue at the exception error? If I select continue instead of quit, then I can actually cancel the theme switching, which leaves the cursor with the little loading circle, but I can then exit the game normally (the cursor still works even though it looks like it's loading) and when I restart the game, the theme I was trying to change to has been loaded.

I don't know which is quicker or if you can do this if it's the same problem.
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