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RE: Modding Whipmarks (Lessons Learned)
Posted: Wed May 29, 2013 10:42 am
by Bingeling
The error seems related to flag generation, so check that all versions of "race counts" matches. If the number of races is typed somewhere, and they are listed somewhere else, for instance.
RE: Modding Whipmarks (Lessons Learned)
Posted: Wed May 29, 2013 10:49 am
by Mansen
I am stumped as to how you figured out it involved flags from that error message, but regardless you were spot on. I had some filename errors with some custom flags.
Fixed those and and it goes all the way into a new game - so thanks a lot, Bingeling.

RE: Modding Whipmarks (Lessons Learned)
Posted: Wed May 29, 2013 10:56 am
by Bingeling
Look at the stack trace in your image. It crashed in a flag related method.
What I see is.
First some generic stuff about windows and whatnot (the window frames, and events in the gui, probably). Standard stuff that is not custom for the program.
1: Start
2: Generate empire flags
3: Throw error.
4: Die.
Luckily the code of the DW is not obfuscated.
RE: Modding Whipmarks (Lessons Learned)
Posted: Wed May 29, 2013 10:59 am
by Mansen
Oh for ... I'm an idiot. It's right there, clear as day. I definitely need a break if something as simple as that is missed. [>:]
RE: Modding Whipmarks (Lessons Learned)
Posted: Wed May 29, 2013 11:01 am
by Bingeling
And the way to read a stack trace is...
The method "Start" is the first one. This probably set up the galaxy and whatnot.
During Start a lot of stuff could be done, but what is completed is not there, this is just "unfinished" tasks.
Then we see that Start called the flag method. And from inside the flag method, the error was thrown. So an error while setting up flags, as long as method names makes sense.
If after flags, it runs "loadRaceImages", and crashes during that, you would not see signs of the flag method, as the method would be complete. You only see methods on the call stack that is not yet complete.
RE: Modding Whipmarks (Lessons Learned)
Posted: Wed May 29, 2013 1:05 pm
by Shark7
If you are going to add custom flags to your theme it is best if you copy the default flag folder into your theme as simply 'Flagshapes' The problem I have found with every mod that crashes due to flag is that the number of flags in your theme do not match the number of flags the game is looking for.
So copy the default, replace with the flags you want by saving over old ones in the newly copied file (IE save file as) and try again.