Fallout 2 utility mapper crash when walking on world map exit grid

My intent wasn't to make a mod specifically for Restoration Project, but to make a guide to mod making using the currently available toolset while I slowly work at and figure out my mod. At this point Lexx is telling me his version of the mapper doesn't crash by default when walking on a world map exit grid, mine does unless I follow at least a certain amount of the instructions that Zorchar posted a link to.
Are you saying there's something in the RP mod that prevents the mapper from crashing when using a default exit grid?
If so, can you provide a link or something?

No only a question,i have begin to make a mod for restoration project, but i had many problems with items, maps or script work so, now make it for vanilla fallout 2 many reasons. You dont need anything now only vanilla Fallout, and have new stuff that makes the game more living and survival.

I test maps in game, place them near arroyo and they work good now.
 
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At this point Lexx is telling me his version of the mapper doesn't crash by default when walking on a world map exit grid, mine does unless I follow at least a certain amount of the instructions that Zorchar posted a link to.

It's very unlikely that the crash is related to the mapper and its setup. The mapper will just read out the data from your Fallout 2 installation and work based on that. So whatever causes the crash when going to the worldmap, it must have to do with that.

I just tried leaving an empty map when loading up the RP and that worked as well. Then I tried the RPU and it worked also. So whatever is causing the crash, it's not in the vanilla game files, nor the RP or RPU.
No idea why it would be crashing for you. One possibility could be some sfall scripts that run on the worldmap. Considering the mapper (by default) can't into sfall, it's possible that it will simply crash. However, that doesn't explain why it stops crashing after you define the maps.

tl,dr - I have no idea why it's crashing for a few people. Who knows, maybe it's the default and for whatever reason it works for me. :>

By the way, and just in case, my mapper files can be found on git - they are part of the ettu sources.
 
So that theory went down the toilet..

Such a mystery...
Well, I'm using the steam version, but I also have an original cd version that I guess I could test on.

I've been doing a chunk of testing this week to try and figure out what's going on, and here are my results:

Exit grids in the mapper (and the game) will send you to the world map successfully only once, per F8 game mode, each time you load a map.
What I mean by this is, at least for me, if I drop an exit grid down and press F8 twice to turn it brown and point it to the world map, the next time I press F8 to enter game mode and try to use the exit grid the game will crash.
This is the case even if the map is properly declared in all files.

But if I save and load the map after setting the grid, then press F8 to enter game mode, the mapper will send me to the world map without any problems, and the game plays like normal, all exit grids work fine...until I exit and re-enter game mode, then they crash.

In addition, the only text file I need to edit to keep the mapper and the game from crashing on exit grids automatically is MAPS.TXT.
As long as I have my new map name and a lookup name attached to a map number, the mapper and game don't automatically crash.
Defining the map in the CITY.TXT file allows you to place the green town circle on the world map and name it, and the MAPS.MSG file lists the Pipboy Automap names, but neither seem to prevent crashes...although they certainly do add to the crashes if I mess one of the entries up.


Dang, you actually have a bunch of different settings from me, I'll have to test them out, and with my cd install too.
What is cdlock.dat?
 
In addition, the only text file I need to edit to keep the mapper and the game from crashing on exit grids automatically is MAPS.TXT.

Thanks for clarifying. I was too lazy to check if it's the maps.txt or city.txt(which maps.txt is a must for).

Strangely enough, my editor works a bit different.

If I just placed a green exit grid, with no coordinates, press f8 and walk on the (still green) exit green - no problem, even if not defined in city(maps).txt

If I press f8 again, thus exiting game mode, and the tiles are now turned brown, the game will crash once walking on the now brown exit grid. This is regardless of save\load, so even if I just opened editor.exe and loaded the undefined map.
 
even if I just opened editor.exe and loaded the undefined map.

yep, exact same behavior for me.
If I just start up the mapper and place down a green exit grid on the blank, unsaved map, then immediately press F8 and test it, it puts me on the exit grid just fine.

But if I load a map I saved but haven't defined, even if it's the first map I load, and place an exit grid down and try to use it, then the crashing starts again.

I'll start testing out Lexx's settings in a bit, see how that goes.
 
Exit grids in the mapper (and the game) will send you to the world map successfully only once, per F8 game mode, each time you load a map.
What I mean by this is, at least for me, if I drop an exit grid down and press F8 twice to turn it brown and point it to the world map, the next time I press F8 to enter game mode and try to use the exit grid the game will crash.
This is the case even if the map is properly declared in all files.

But if I save and load the map after setting the grid, then press F8 to enter game mode, the mapper will send me to the world map without any problems, and the game plays like normal, all exit grids work fine...until I exit and re-enter game mode, then they crash.

yep, exact same behavior for me.
If I just start up the mapper and place down a green exit grid on the blank, unsaved map, then immediately press F8 and test it, it puts me on the exit grid just fine.

But if I load a map I saved but haven't defined, even if it's the first map I load, and place an exit grid down and try to use it, then the crashing starts again.
U are saying two different things. Which one is it?

I'll get the crash regardless if I just loaded. If I press f8 twice and go to the exit grid, it crashes.. etc'.

EDIT: Oh, ok. I think I understand what u mean. If I understand correctly, u can use the exit grid only immediately after u put the green exit grid on the map. If u save (and load) the map BEFORE u pressed f8, then the map is saved as if u put the green exit grid just now this very moment. If u save (and load) AFTER u press f8, then the exit grid is already "messed up".

You saying it crashes even if u defined the map is still a mystery to me. Are u sure u defined everything correctly (including city.txt, just to make sure)?

EDIT2: I know I said:
"If I just placed a green exit grid, with no coordinates, press f8 and walk on the (still green) exit green - no problem, even if not defined in city(maps).txt"

But now, it crashes no matter what (if not defined in .txt).

This is seriously making me remember what I thought reading the first post on this thread - Just define the map and forget about it:)
 
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yeah, this is confusing to describe, I'll capture some video and post it on youtube:



Hopefully that makes more sense.
Basically, even if everything is defined, if I go into game mode more than once the exit grid will always crash, and I risk crashing the mapper just by entering game mode.
 
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Man, so much trouble for something that nobody ever had issues with. I would just ignore this and be done. All the time spend on this (over 2 weeks now!!) you could have spend on actually making a mod.

Because Sfall has such a huge influence on the vanilla game now, you should not test most of your stuff in the mapper anyway. New functions, etc. don't work there, so I'd just get used to adding debug functions for the vanilla game and that's it.
 
yeah, this is confusing to describe, I'll capture some video and post it on youtube:



Hopefully that makes more sense.
Basically, even if everything is defined, if I go into game mode more than once the exit grid will always crash, and I risk crashing the mapper just by entering game mode.


I have tested and it works well,maybe not the mapper is your problem.

I think your operating system, have you started it with administration rights.
 
so I'd just get used to adding debug functions for the vanilla game and that's it.
I would like to be more efficient in my modding. Can u please explain what a debug script is, and maybe even give an example?

Oh, and @QuantumApprentice - seems like the first map u show is working fine, and the editor only crashes once u start interacting with other things (mantis map,worldmap)
 
I have tested and it works well,maybe not the mapper is your problem.

I think your operating system, have you started it with administration rights.

You mean the mapper doesn't crash for you if you enter game mode more than once?
It's constantly crashing for me, I'll test admin settings.

Oh, and @QuantumApprentice - seems like the first map u show is working fine, and the editor only crashes once u start interacting with other things (mantis map,worldmap)

Nah, it seems to be more related to just entering and exiting game mode multiple times for me.
As long as I don't leave game mode the first time (and I'm not testing an sFall script), and have the map properly defined in the system files, I can play the game just fine in the mapper.
But once I leave and re-enter game mode...things start getting wacky.
 
If the issues don't happen when playing in the real game, it really shouldn't matter.
 
Awesome. Keep up the good work. This is a great resource for people who want to start modding. Much more engaging than the written, fragmented existing walkthroughs. I'll bet your work will result in more active modders for the game.

EDIT: 12:10
You are saying that the area_name should be the same as the lookup_name in map.txt. This is not true. The lookup name is for the entrance #. (arroyo "city" is comprised of 5 maps, with different lookup names.). BTW, the area_name I think is irrelevant. u can choose whatever name you'd like I think.

Edit 2: Wow, never being called a technical expert before. Cool! :)
 
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@QuantumApprentice if you make one thread (like an index or whatever), I can pin that one here in the modding board, so it won't sink away into the abyss with time.
 
I'll bet your work will result in more active modders for the game.

That is exactly my hope! I've definitely had a couple of people show interest.

EDIT: 12:10
You are saying that the area_name should be the same as the lookup_name in map.txt. This is not true. The lookup name is for the entrance #. (arroyo "city" is comprised of 5 maps, with different lookup names.). BTW, the area_name I think is irrelevant. u can choose whatever name you'd like I think.

This is my understanding: The area_name in CITY.TXT is supposed to reference one of the lookup_name's from MAPS.TXT, otherwise the game won't have a map to drop the player on when they click to enter the Town Map from the Green Circle. So when I filled mine out I used the lookup_name I'd used for my new map to show how it worked and so I could test the entrance to my new map.
So the area_name can be anything at all and isn't limited to a lookup_name from MAPS.TXT?
Is there nothing that actually references the lookup_name then?
I did try to explain that we were creating a set of links to other maps with the [entrance=] setting, but maybe I'm misunderstanding the terminology.

Edit 2: Wow, never being called a technical expert before. Cool! :)

lol no problem, you were (and are continuing to be) incredibly helpful! :)

@QuantumApprentice if you make one thread (like an index or whatever), I can pin that one here in the modding board, so it won't sink away into the abyss with time.

How should I format this thread? I have a youtube playlist that I can link to, or should I link each of the videos separately? What would be better to get critiques documented so people can easily find corrections to any errors I make? (because I clearly make a few :P)
 
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