User Info
Welcome, Guest. Please login or register.
Did you miss your activation email?
September 02, 2010, 08:12:27 PM

Login with username, password and session length
Search:     Advanced search
News Box
New M&B Version

1.010 is out, and so is the module system. Get modding!

Key Stats
51617 Posts in 2003 Topics by 4425 Members
Latest Member: lovely13
Home Help Search Login Register
M&B Mod Community  |  About Modding  |  Modding Knowledge Base (Moderator: Fisheye)  |  Upper limit to objects in 0.894 & quick-fix.
Pages: [1] Print
Author Topic: Upper limit to objects in 0.894 & quick-fix.  (Read 1173 times)
Khalid ibn Walid
Apprentice
*
Offline Offline

Posts: 14


View Profile Email
« on: October 27, 2007, 01:00:16 PM »

A rather essential piece of news for those handling big mods.

Came up into a big error while porting the Lombard Leagues from 808 to 894 that I couldn't solve.   Specifically I was coming up against this error repeatedly:

Code: [Select]
exporting scene data...
Traceback (most recent call last):
File "process_scenes.py", line 77 in ?
save scenes (variables, variable_uses, tag_uses)
File "process_scenes.py", line 63, in save scenes
tag_uses [tag_troop][troop_no] = tag_uses[tag_troop] [troop_no] + 1
IndexError: list index out of range
Exporting troops data

Armagan kindly took a look at it himself and noticed it was because I had violated an upper limit on objects (troops in my case).  So take note: there is an upper limit of 1024 for number of objects in the 0.894 module system.  He has assured me it will be upped in the next version.  The following is the temporary fix:

Open the file process_operations.py

Find line 176. It should read:
    for j in xrange(1024):

Change it to something like:
    for j in xrange(4000):

And it should work (as long as you have less than 4000 troops). 

(it worked for me :)).
« Last Edit: October 27, 2007, 01:03:10 PM by Khalid ibn Walid » Logged
Ron Losey
Master
*****
Offline Offline

Posts: 4481


View Profile Email
« Reply #1 on: October 27, 2007, 06:23:15 PM »

Does that also get the strange crashes from disbanding troop stacks?  The bizarre bug everybody has been talking about?

http://mbx.streetofeyes.com/index.php/topic,1026.msg19374.html#new
Logged
Khalid ibn Walid
Apprentice
*
Offline Offline

Posts: 14


View Profile Email
« Reply #2 on: October 27, 2007, 06:48:46 PM »

Does that also get the strange crashes from disbanding troop stacks?  The bizarre bug everybody has been talking about?

http://mbx.streetofeyes.com/index.php/topic,1026.msg19374.html#new


No idea.  I haven't even managed to reach that stage yet.  But by the sounds of it, not likely.
Logged
Fisheye
Blues Brother
Moderator
*****
Offline Offline

Posts: 428


My scalp's so bright, I gotta wear shades.


View Profile Email
« Reply #3 on: October 27, 2007, 09:36:39 PM »

Nope. Armagan told me the disband troops bug is because when you remove a stack completely the game tries to display the name of the dead stack even when there is nothing to display. Nothing to do with this.
Logged
Pages: [1] Print 
Jump to:  

Powered by SMF 2.0 RC3 | SMF © 2006–2010, Simple Machines LLC
Arcane Magic based on BlackDay by TechnoDragon.net | Buttons by Andrea