heyas;
soooo... i've been told that 'could not read area list info' is an ignorable error. and if that's the case... i need to figure out WHY my areas are failing to load.
1: the area is exported.
it's exported with dependent resources, and everything else i need for my cutscene to run is exported. creatures, dialogues, scripts, placeable, cutscene.
2: the area has a start wp.
as far as i can tell, it's on a walkable portion of the area. (don't see walkable/blocked visible option in the area editor.)
3: the module properties tell it to start in that area, at that waypoint.
4: the area has nothing in it but the switch and the waypoint. that's been exported. and its dialogue and scripts, as mentioned.
5: the pertinent scripts were compiled successfully. and exported.
what am i missing???? the module loads fine. the character new/import picker comes up. i've done this a bunch of times before just fine. i tried exporting an old area, and setting the module to start in THAT area... those are coming up unable to load, too.
oh, just to be sure... i searched the doc and game directories for files with the same name as my area. no, i didn't find any conflicts.
Unable To Load Area - Checklist
Débuté par
BloodsongVengeance
, nov. 22 2010 01:33
#1
Posté 22 novembre 2010 - 01:33
#2
Posté 22 novembre 2010 - 08:46
Are you getting an "unable to load" message when you try to run the module in game?
That generally indicates missing resources and/or invalid module data.
Firstly, I'd double-check that the Export Options correctly identify the start area and waypoint.
Now, choose the ALL view in the palette, select all of your custom resources (not the core resources), and export without dependent resources.
Amongst other good things, that will recompile your scripts, refresh the module data, and pass your Export Options to the game.
It's surprising how often that will clear a problem, even when you think you did all that already.
That generally indicates missing resources and/or invalid module data.
Firstly, I'd double-check that the Export Options correctly identify the start area and waypoint.
Now, choose the ALL view in the palette, select all of your custom resources (not the core resources), and export without dependent resources.
Amongst other good things, that will recompile your scripts, refresh the module data, and pass your Export Options to the game.
It's surprising how often that will clear a problem, even when you think you did all that already.
Modifié par Proleric1, 22 novembre 2010 - 08:47 .
#3
Posté 22 novembre 2010 - 09:01
Postscript - having read your other thread in this forum, I'd say your problem is that the campaign file (module data) hasn't been generated. I'd still try the above to see whether it clears up.





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