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old Re: Stranded II Mod Viewer (Hosted on SourceForge)

miezebieze
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Psytechnic has written
Yes it is, but who will people trust more, Mono, a linux based development of a cross-platform API or the original creators of that API who also make your OS?

Lol. With these two options? Mono! But there are also many people, who would choose none, but I forgot the reason about the "Mono Crusade".

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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In my opinion, Mono is a fantastic idea and it should be heavily funded by Microsoft itself, but not to be separate compatible framework, to be completely cross-platform compatible, where all instructions in one platform have comparable instructions in the others.

Bringing .Net and Mono together... like .Met (That's something they can market right there...)

Edit: Then again... That could be .Nono... giving a true representation of how the public will perceive it

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

miezebieze
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Teehee.
Then it shalt be .Net. It works with both, so it doesn't matter, which it was created in. And if I don't forget it*, I'll likely try to make a shiney GTK+ GUI because I really hate this ugly Win4.x look that Mono wears. (It's pure eyecancer for me. )

mew'd the sick and tired kitten, who has yet half a skirt to sew before hir train goes in 6 hours like.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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miezebieze has written
Teehee.
Then it shalt be .Net. It works with both, so it doesn't matter, which it was created in. And if I don't forget it*, I'll likely try to make a shiny GTK+ GUI because I really hate this ugly Win4.x look that Mono wears. (It's pure eyecandy (I'm sure you didn't mean cancer :P) for me. )

mew'd the sick and tired kitten, who has yet half a skirt to sew before her train goes in 6 hours like.


If you work in a skinning feature with GTK+ then send me the code, I'll implement it into the main application.

I hope you get your dress done it time.

old Minor? bug report

grouch
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Hi Psy,

n00b here. Love the program, please don't abandon.

Have '10-03-23 20-45' version. Had only 1 mod to test, in original "Stranded II/mods/sys" folder (don't worry I backed-up original). Viewer would give me 'unhandled exception' on load. Tracked it to 'units.inf':

     id=1
     name=Player
     group=human
     icon=gfx\strandedguy.bmp
     model=gfx\strandedguy.b3d
     colxr=6
     colyr=15
     speed=2.0
     eyes=16.5

Apparently, it doesn't like the decimal.

(Sigh) ... Wish I had the time to program like you...

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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grouch has written
Hi Psy,

n00b here. Love the program, please don't abandon.

Have '10-03-23 20-45' version. Had only 1 mod to test, in original "Stranded II/mods/sys" folder (don't worry I backed-up original). Viewer would give me 'unhandled exception' on load. Tracked it to 'units.inf':

     id=1
     name=Player
     group=human
     icon=gfx\strandedguy.bmp
     model=gfx\strandedguy.b3d
     colxr=6
     colyr=15
     speed=2.0
     eyes=16.5

Apparently, it doesn't like the decimal.

(Sigh) ... Wish I had the time to program like you...


Hah! Your mind actually is perfect for programming. Without knowing anything about C#, you managed to read the errors correctly and follow the problem to source. That's incredible.

You're absolutely correct. I mistakenly set the variable container to integer and not floating point (This is because I am not using the source code for stranded II to create this and I'm having to guess the variable containers on the game structures) but thanks to someone asking me to test their mod (lion_hearted's Alienation mod) I found this about 2 days ago.

It seems an important bug fix, so I'll put a quick update out today. Thanks for the feedback and if you find other things like this, please let me know!

Edit: Relesed SIIMV-13-04-10 12-20
This clears up a few bugs with variables being assigned as integers and not floating point numbers.

Oh, and don't worry about backing up the mod. SIIMV doesn't change any file, it only reads them into data structures, so there's no chance of you losing anything.
edited 3×, last 13.04.10 01:24:55 pm

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

grouch
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"Hah! Your mind actually is perfect for programming. Without knowing anything about C#, you managed to read the errors correctly and follow the problem to source. That's incredible."

Actually, I know something about programming, I played with BASIC years ago. I just no longer have the time to devote to learning new languages. I'm struggling with getting a grip on the scripting syntax in Stranded, as we speak. The Viewer had read some of the files, and worked flawlessly on the originals, so I kew it was something I had changed. I took the clean backup of the original files, and copied them over in small groups 'til I recreated the error. When I got to the unit.inf file, I just went back and removed my changes 'til I got a clean load. Nothing earth-shattering, just a little logic.

Wasn't worried about Viewer changing files, just forestalling the inevitable "make sure you back up your files before changing anything" warning.

Just an off-the-cuff thought, have you considered extending any of the Viewer functionality to reading the game.inf, and random..endless.inf files for things like scriptkeys, starting items, etc.?

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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@grouch: That's actually already planned. Once I have got all of the Viewer side complete and stable (which is always on going because of bug fixes etc) I'm going to go further in the file processing, reading "game.inf" to find the specified ID limits of items objects and units because this information will be used in the next stage of development, which is turning the Viewer into an Editor with wizards for creating objects, items and such and (hopefully with the help of wannabe) an IDE for script writing to make scripting easier. I'm also going to work on a batch processing function that will allow you to add a section of script to many objects, items etc to allow for really quick conversions of mods to multiplayer mods.

As for reading the random_endless files, that'll probably be implemented much later on. The main purpose of the mod viewer is to see how objects, items, units, buildings and combinations act with each other. However, I do want to extend this functionality so that it tests all parts of the scripting within a mod to make sure there are no mistakes.

As for that fault you found, I'm thinking of introducing a "Critical Error" system, whereby, if a structure variable throws an exception when assigning from a script file, rather than just giving a hint as the application fails, the application will stop the load and report where the critical error was. This will require a slight change to the file reading process, but I'm sure you would agree, this would be better than just:

"Unhandled Exception Somewhere in this call stack..."

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

grouch
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@psytechnic: ME LIKE MUCH! So, don't abandon the project, OK? Couldn't agree more on the error handling.

When it crashed the first time, I thought, "SH*T, another clunky wannabee program!" (Cause the game handled the variable, just fine.) Then I read down to the JIT paragraph. Now I've been using computers for a long time, but I've only just begun using WinXP in the last 6 months. JIT debugging seems much more complicated now than it used to be, as I discovered on a long, useless, googletrek for answers to "unhandled exceptions" and "JIT debugging".

I've seen many posts in many forums, "YR PRG DONT WERK!!"; "YU BUGGED!" Devs get cranky when people are idiots, and blame the dev. I've also seen devs too arrogant to acknowledge that a mass of people reporting the same problem might be right. Asking a dev about a problem is usually my last resort.

So I tried the simple approach I referred to. I was very pleasantly surprised to find a clean, well-thought out app. Which is why I reported the bug. Hate for others to miss out on a decent app, because of a bad 1st impression.

On that note, I'm off to play, so I will leave you to your programming.

p.s. Ran into your free models on another tread. Awesome. Haven't had a chance to play with them yet, so can't vote on which I like best. Personally, I'm into simple survival solutions: (dead turtle = meat, skin, shell); (skin+cord=waterbag); (shell+liana=bucket);(shell+cord+branch=spade). Don't need an AK-47, but if you were to model an empty turtle shell, I'd give you a cookie.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

slow
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I had downloaded this a few weeks ago and only today put it to good use when it found an error that was preventing my game from loading. It really is great I would hate to see it ended due to lack of open response

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

grouch
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@psytechnic: got another for you...

     ### Wreck
     id=138
     name=Wreck
     group=stuff
     icon=gfx\wreck01.bmp
     model=gfx\wreck01.b3d
     health=3000
     find=261,0.1,1

"Unhandled Exception. (SIIMV-10-04-13 12-20)"

As you can see, I'm experimenting with values that may or may not be acceptable in the game. But the game accepts the value, although I'm pretty sure in this case ,(a probability), it overrode it internally and defaulted to 1.

On the other hand, I tried using a decimal in a ratio definition in random_island.inf. The game loads, but crashed on island create with: "Invalid AMOUNT Value '0.1' - has to be at least 1 (sys\random_endless_e.inf)"

Obviously, ID's are integers, but quantities and other scalars may or may not be defined as floating point in the game code. I guess the question for you, is whether you want to error check for the Viewer, the game, or both. (Ain't codin' fun!?)

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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grouch has written
@psytechnic: got another for you...

     ### Wreck
     id=138
     name=Wreck
     group=stuff
     icon=gfx\wreck01.bmp
     model=gfx\wreck01.b3d
     health=3000
     find=261,0.1,1

"Unhandled Exception. (SIIMV-10-04-13 12-20)"

As you can see, I'm experimenting with values that may or may not be acceptable in the game. But the game accepts the value, although I'm pretty sure in this case ,(a probability), it overrode it internally and defaulted to 1.


Excellent! This is really helpful!
It seems that "Find" definitions are laid out like this:
find = item ID (int), probability (float), Max (int), Min (int), Required Item (int)
I doubt the game would default a floating point to a decimal being that a probability is legitimately floating point. A probability of 66.6 would be the equivalent of 2:3 chance of success, so yeah, floating point it is.
There may be a few of these issues around being that I'm making this from looking at scripts and guessing at the working of the game. I know the source code for S2 is available, but I can't read .bb for the life of me, so I may make wrong designations for variable types. All of your work is really appreciated grouch.

grouch has written
On the other hand, I tried using a decimal in a ratio definition in random_island.inf. The game loads, but crashed on island create with: "Invalid AMOUNT Value '0.1' - has to be at least 1 (sys\random_endless_e.inf)"

Obviously, ID's are integers, but quantities and other scalars may or may not be defined as floating point in the game code. I guess the question for you, is whether you want to error check for the Viewer, the game, or both. (Ain't codin' fun!?)


The reason you're crashing on defining a decimal in the random_endless ratio definitions is because I think the term "ratio" is inaccurate and it actually means "amount to place in the specified range" meaning it must be an integer of an amount.

As for bug checking, the idea is that the mod viewer should be able to error check mods for the game.
For example, say a particular mod won't load and throws an error (like that ratio one) then you should be able to read that mod into the viewer and see why the game won't load.
However, this is all controlled in the one chain of functions, "loading files into arrays". So on loading of a mod, each file is parsed and checked while creating object structures out of it, but being that scripting errors change how the structure looks, I have to mimic or account for that.
So the intention is to make a mod reader that can read as much information as possible while writing error reports along the way but also keeping it functional enough to read without requiring all the information.

A fine example was the "Invalid ITEM ID for COMBINATION (30)" error that me and Vibhor found. In this error, because the item defined before item ID 30 (hammer) was missing a "script=end" tag, the game mistakenly read the hammer details into the script for the previous item, meaning the item structure of item ID 30 was never made, hence didn't exist for the combination, hence threw a warning. However, I found this by reading about the missing "script=end" tag in my mod viewer, so there's a great example of how I want people to be able to use this mod viewer.

Again, thank you for your help and keep it up!
Note: Your turtle shell will be done in about an hour

Second Note: for the mod viewer, I changed the variable type for probability to a floating point and rewrote the assignment as:

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try
                    {
                        handler.Find.Add(CreateFindStack(ExtractDefinitionValue(fileArray[counter], CStrings.DefinitionCS.Find)));
                    }
                    catch
                    {
                        suppressWarnings = ShowErrorReport(String.Format(
                            "There is an object in {0}\nObject Name: {1} (ID: {2})\nthat has a poorly contructed \"{3}\" definition.\n\nThis will be ignored for processing.",
                            Path.GetFileName(filePath), handler.Name, handler.ID, CStrings.DefinitionCS.Find), CStrings.ErrorCS.ObjectError, suppressWarnings, errorLog);
                    }

meaning any find definition that doesn't fully parse will throw an error into the log.

Edit: Turtle model complete. As always, the last item on the first post of my modelling thread. This is was particularly easy as the modeller for the "turtle" was excellent in saving the model as multi-meshed, allowing me to simply delete the legs, head and tail and leave a perfect shell. Excellent.

Edit 2: There seems to be more people bug finding for me so thanks to you all for all your help. It's nice to know that my work is useful as much as it is appreciated. So I decided to keep a list of changes due in the next release.

In the next release:

1: Thanks to miezebieze, I have spent a fair bit of time completely re-writing IO functions to make them cross platform compatible. This means that icons should load and you can save a copy of the license (from the help window) to the exe's folder in Linux as well as Windows.

2: Thanks grouch, I have changed the probability definition on "find=" definitions to variable type floating point and re-wrote the definition assignment to capture poorly constructed definitions and report this in the error log.
edited 2×, last 14.04.10 07:12:50 pm

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

grouch
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@psytechnic:

1) On the "find" issue, on retrospect, I didn't mean to say "defaulted to 1", more likely the code does some kind of '<=>' comparison. In my experiment, the item was found on every hit, despite the low "probability", which I suspect is "per hit". I wouldn't assume the final code calculation result is floating point, just that it accepts it in the definition. In this instance, since I want the item to be found very rarely, I'll probably have to write a random chance script.

2) On the ratio, you are probably correct. My (very limited ) observation has been that altering the ratio of one group of items in a class seems to have an impact on the quantity of other items in that class, although I don't see a relationship to something like "100%" when I add together the ratio quantities in a class. Not altogether sure how DC's algorithm works . In many games, only 1 item/object/unit may exist in a game "tile". In Stranded, multiple items (at least), can exist in the same space. I plan to keep exploring this.

3) While I appreciate your explanation of how the error checking is intended to work, I'm afraid it is a bit over my head, though probably immensely useful to the programmers who may find this thread. I'm kind of a "seat of my pants" kind of hacker. "Gees, I didn't think changing 1 byte in that .dll would wipe my drive!"

4) I want to do some housekeeping on my mods folder, combing through to keep things that work, and weed the stuff that didn't, and I've some RLS happening. (Wife getting antsy...) So, may be "away" for a while, but will post as I find things.

p.s. Much thanks for the turtle shell. I've gotten hold of anim8tor & deled, need to find some time to learn how ignorant I am. May pop up from time to time in your model thread, looking for tips.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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grouch has written
1) On the "find" issue, on retrospect, I didn't mean to say "defaulted to 1", more likely the code does some kind of '<=>' comparison. In my experiment, the item was found on every hit, despite the low "probability", which I suspect is "per hit". I wouldn't assume the final code calculation result is floating point, just that it accepts it in the definition. In this instance, since I want the item to be found very rarely, I'll probably have to write a random chance script.


Maybe we're viewing this in the wrong way. Maybe the probability is defined as a "1 in <probability>" chance, meaning the game would default any value less than 1 to 1. So a probability of 150 would be a 1 in 150 chance of success. I'll try to read through the source code. I hope something jumps out at me.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

grouch
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@psytechnic:

Got another floating point for you -
'units.inf' (SIIMV-10-04-13 12-20)

     ### Player
     #ID 1 IS RESERVED FOR THE PLAYER UNIT!
     id=1
     name=Player
     group=human
     icon=gfx\strandedguy.bmp
     model=gfx\strandedguy.b3d
     colxr=8
     colyr=17.75

These are collision radii. Game takes it, Viewer, not. (Havin' fun yet?)

re:"find"

"findratio=Wert
prozentuale Wahrscheinlichkeit, dass hier etwas gefunden wird (1 gering - 100 hoch, 30 Standard)"

Google translate -
"findratio = value
percent likelihood that something will be found (1 low - 100 high, 30 Standard)"

"find=Item-Typ [,Wahrscheinlichkeit][,Max][,Min][,benötigtes Item] bei diesem Objekt auffindbares Item"

Google translate -
find = item-type, [so] [, Max] [, min] [, Required Item]
this object searchable Item

"Wahrscheinlichkeit"

Google translate -
Probability

### Metal Rock
id=70
name=Metal Rock
group=stone
icon=gfx\metalrock.bmp
model=gfx\metalrock.b3d
mat=stone
health=10000
find=23,40,1
find=21,50,5
find=85,30,1
// I read as: 30% chance of 1 iron per hit
find=85,200,1,1,88
// I read as: 200% chance of exactly 1 iron per hit if using pick-axe

DC may just have gone for simplicity and defined it as an integer. (Though he might do 'x/100' internally... Who knows... DC knows! Let's ask him. Hey! DC! Take pity on thy humble followers, and share just a little more of thy bounty.)

Gotta' go. Keep pluggin' away, psy.
--------------------------------------------
EDIT:

I took a peek at the source code. In the 'includes' is 'parser_vars.bb'. At the very end is the following:

     ;### Var Type
     Function var_type(txt$)
      ;0 = Integer
      ;1 = Float
      ;2 = String
      If Int(txt$)=txt$ Then Return 0
      Local l=Len(txt$)
          etc....

(I think the semicolon denotes a comment.) Now, I'm no expert, but I think DC is just using those 3 types of variables. Looking at other chunks of code, I see that variable names terminate in either nothing, e.g. "var"; a '$', e.g. "var$"; or a '#', e.g. "var#". I suspect:
      var = Integer
      var# = Float
      var$ = String

In the beginning of files such as 'load_items.bb', 'load_objects.bb', etc. are variable declarations. You may be able to parse them out to determine which variables are of which type. Hope that's helpful.

Really gotta' go this time. I'll check back later.


edited 1×, last 17.04.10 09:09:44 am

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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In the next release:

1: Thanks to miezebieze, I have spent a fair bit of time completely re-writing IO functions to make them cross platform compatible. This means that icons should load and you can save a copy of the license (from the help window) to the exe's folder in Linux as well as Windows.

2: Thanks to grouch, I have changed the probability definition on "find=" definitions to variable type floating point and re-wrote the definition assignment to capture poorly constructed definitions and report this in the error log.

3: Thanks to grouch, I changed variable type to floating point for collision radii on units.

4: Added "Thanks" page on the Help window to give my personal appreciation to the people who really made a difference to how this application developed. You all are included.

Nice work grouch. Keep it up man. This stuff is golden. Maybe DC can tell us how probability works on finding things, but keep in mind people. DC's got a lot to do.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

bezmolvie
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It is percentage, but in an abstract way. Since, with no script, you could hit a rock all day and not find a stone and pebbles at the same time, even if both were at 80 chance (I believe this is true). What I think it does is if one find were at 80, and the other at 70, It would pick a number from 1-150, if it lies within the first 80, it would go with the first find, and if in the other 70, it would go with the second.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
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Although that is possible, there has to be some variance or error margin being that you can have an object have just one find item at 150 probability which, under your system, you would get this item every time you hit the object.
However, what actually happens is that there is still a small probability of failure. So even if you have just one find object with a probability above 100, you still end up having fruitless hits against the object.

It looks like either DC or someone with a strong understanding of .bb code will have to explain this.

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

bezmolvie
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Hum... Maybe 100*number of items, so 200, where the first 80, find the first item, the next 70, the other item. the last 50, then nothing.

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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 Stranded_II_Mod_Viewer.Macros.LoadCombinationFile(String filePath, List`1 list, Boolean suppressWarnings, List`1 errorLog)
   at Stranded_II_Mod_Viewer.MainForm.LoadFiles(String workingFolder)
   at Stranded_II_Mod_Viewer.MainForm.LoadModFolder(Object sender, EventArgs e)
   at System.Windows.Forms.ToolStripItem.RaiseEvent(Object key, EventArgs e)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleMouseUp(MouseEventArgs e)
   at System.Windows.Forms.ToolStripItem.FireEventInteractive(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStripItem.FireEvent(EventArgs e, ToolStripItemEventType met)
   at System.Windows.Forms.ToolStrip.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.ToolStripDropDown.OnMouseUp(MouseEventArgs mea)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ScrollableControl.WndProc(Message& m)
   at System.Windows.Forms.ToolStrip.WndProc(Message& m)
   at System.Windows.Forms.ToolStripDropDown.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: 2.0.50727.3603 (GDR.050727-3600)
    CodeBase: file:///c:/WINDOWS/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Stranded II Mod Viewer
    Assembly Version: 3.5.0.1
    Win32 Version: 3.5.0.1
    CodeBase: file:///C:/Documents%20and%20Settings/HP_Owner/Desktop/Tools/Stranded%20II%20Mod%20Viewer.exe
----------------------------------------
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
----------------------------------------
System
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
    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.Xml
    Assembly Version: 2.0.0.0
    Win32 Version: 2.0.50727.3082 (QFE.050727-3000)
    CodeBase: file:///C:/WINDOWS/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.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.
edited 1×, last 20.04.10 02:42:36 am

old Re: Stranded II Mod Viewer (Hosted on SourceForge)

Psytechnic
User Off Offline

Quote
@Bloodshot:
That probability calculation actually sounds about right.

I'm guessing that error came from my mod viewer when you tried to load a mod. These error messages read from bottom to top, so what we should concentrate are the top two lines.

1
at Stranded_II_Mod_Viewer.Macros.LoadCombinationFile(String filePath, List`1 list, Boolean suppressWarnings, List`1 errorLog)
So, while loading a combination file,

1
System.NullReferenceException: Object reference not set to an instance of an object.
The app tried assigning a variable to an object that hasn't been created yet.

The only way I could percieve this happening is if there is a combination file that is missing some important tags, like "combi=start" or something.

I really want to help solve this error, but to get all the information I need, would you mind sending me the mod that threw this error in a PM? That way, I can run it through the debug environment and find out exactly what part of the scripting cause this, allowing me to fix it for everyone.
Thanks for pointing it out. I'll read through the code today and see if I can recreate the error in the meantime.
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