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Post by Deleted on Jun 5, 2013 10:27:16 GMT -5
I'm working on a custom map for PttM and when I test play it, sometimes when I'm at a trader and go to the rest area, then hit the F5 key, the game will crash. This doesn't happen all the time but it does happen a lot. Here's the crash report, if it helps any. It doesn't make a lick of sense to me. Crash log created on : Wed Jun 05 10:58:06 2013 Exception code: C0000005 ACCESS_VIOLATION Fault address: 0AB313F4 01:000103F4 D:\Games\18 WoS\ Pedal to the Metal\lib\game.dll
Registers: EAX:3AF17B80 EBX:1003BE70 ECX:0012FBC0 EDX:0E2CFD68 ESI:00000000 EDI:01C4B9E4 CS:EIP: 001B:0AB313F4 SS:ESP: 0023:0012FBA0 EBP:0B03FBE4 DS:0023 ES:0023 FS:003B GS:0000 Flags: 00010246 EIP preamble: 00 00 83 C4 2C C2 08 00 39 70 24 74 27 4C 24 20 C7 44 24 34 FF FF FF FF E8 CE F0 0A 00 5D 5F B0 01 5E 8B 4C 24 20 64 89 0D 00 00 00 00 83 C4 2C C2 08 00 8B 45 08 8B 97 18 02 00 00 6B C0 5C EIP bytecode: 8B 4C 10 48 8B 44 24 24 69 C9 BC 00 00 00 8B 80 CC 02 00 00 8B 44 01 38 0C 40 8B 87 90 03 00 00 04 88 8B 48 08 3B CE 53 89 54 24 20 0F 8E 18 01 00 00 8B 00 89 44 24 18 89 4C 24 1C 8B 00
Call stack: Address Frame 0AB313F4 0B03FBE4 0001:000103F4 D:\Games\18 WoS\ Pedal to the Metal\lib\game.dll
Does anyone have any ideas on this? Edit 1: I just tried F5 in my other map mod and it doesn't crash, so I guess it's something to do with my new mod. I'll have to look through all the files I changed and see if I can find something amiss. Anyone have any ideas where to start looking? I have a ton of modded files.
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Post by scott on Jun 5, 2013 19:35:42 GMT -5
Post your prism 3d log. That's the best place to start with errors
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Post by Deleted on Jun 5, 2013 22:47:31 GMT -5
Sure thing. Here ya' go.
******** : log created on : Wed Jun 05 17:04:08 2013 ******** : engine v2.0 Nov 3 2004 13:03:37 17:04:08 : [sys] init ... 17:04:08 : [sys] running on WinXP version 5.1 Service Pack 3 17:04:08 : [sys] DirectX 8.1 or better detected 17:04:08 : [sys] using zlib version 1.2.1 17:04:08 : [cpu] detecting cpu... 17:04:09 : [cpu] AuthenticAMD [AMD Athlon(tm) 64 X2 Dual Core Processor 4600+] at ~2410MHz. 17:04:09 : [cpu] Setting up code base to default C++ versions 17:04:09 : [cpu] cpu features utilized: fpu cmov mmx mmxext 3dnow 3dnowext sse sse2 17:04:09 : [sys] startup ... 17:04:09 : [mm] physical memory detected (2097151K/2097151K) 17:04:09 : [mm] virtual memory detected (4194176K/4170300K) 17:04:09 : [mm] trying to allocate memory pool (153600K) 17:04:10 : [ds8] Available device : Primary Sound Driver () 17:04:10 : [ds8] Available device : HTO STRIKER 7.1 Audio Device (cmudax3.sys) 17:04:10 : [game] 18 WoS Pedal to the Metal init ver.1.07 (rev. 6619) retail version. 17:04:10 : [game] home directory @ "C:/Documents and Settings/Me/My Documents/18 WoS Pedal to the Metal/" 17:04:10 : mount -o ro,p2 base.scs / 17:04:10 : [zipfs] base.scs [crc32_0xaa1fdf4b] 17:04:10 : mount -o ro,p3 patch_1_07.scs / 17:04:10 : [zipfs] patch_1_07.scs [crc32_0xe8aa0001] 17:04:10 : mount -o ro,p1 data.scs / 17:04:10 : [zipfs] data.scs [crc32_0x7c96ebd] 17:04:10 : exec /config.cfg 17:04:10 : [cor] executing /config.cfg 17:04:10 : uset r_gamma 1.0 17:04:10 : uset r_path 4 17:04:10 : uset r_fullscreen 0 17:04:10 : uset r_mode 1024x768x32x75 17:04:10 : uset r_device gl 17:04:10 : uset r_driver gl 17:04:10 : uset g_boffy 0 17:04:10 : uset g_boffx 0 17:04:10 : uset g_bsizey 3000000 17:04:10 : uset g_bsizex 3000000 17:04:10 : uset g_ode_timings 0 17:04:10 : uset g_mouse_control 1 17:04:10 : uset g_steering_func_param 0.0 17:04:10 : uset g_joy_axis_brake_dz 0.0 17:04:10 : uset g_joy_axis_brake 16 17:04:10 : uset g_joy_ff_gain 1.0 17:04:10 : uset g_joy_axis_throttle_dz 0.0 17:04:10 : uset g_joy_axis_throttle 16 17:04:10 : uset g_joy_axis_ff 0 17:04:10 : uset g_joy_axis_combine 0 17:04:10 : uset g_joy_axis_steer_sens 0.14 17:04:10 : uset g_joy_axis_steer_dz 0.0 17:04:10 : uset g_joy_axis_steer 16 17:04:10 : uset g_view_dist 1 17:04:10 : uset g_upgrade_anywhere 0 17:04:10 : uset g_time_cargo 1 17:04:10 : uset g_police 1 17:04:10 : uset g_fatigue 0 17:04:10 : uset g_cb_enabled 1 17:04:10 : uset g_blinkers_auto 1 17:04:10 : uset g_wipers_auto 1 17:04:10 : uset g_trans_auto 0 17:04:10 : uset g_target_arrow 0 17:04:10 : uset g_traffic_density 1 17:04:10 : uset g_game_details 2 17:04:10 : uset g_player_mode 0 17:04:10 : uset g_player_hq Snagalat 17:04:10 : uset g_player_face 39 17:04:10 : uset g_player_name Hawk 17:04:10 : uset g_quality -1 17:04:10 : uset g_level 2 17:04:10 : uset g_flyspeed 5000.0 17:04:10 : uset g_traffic 1 17:04:10 : uset g_colbox 0 17:04:10 : uset g_fps 0 17:04:10 : uset g_minicon 1 17:04:10 : uset g_console 1 17:04:10 : uset ds8_mix_channels 2 17:04:10 : uset ds8_mix_depth 16 17:04:10 : uset ds8_mix_rate 44100 17:04:10 : uset ds8_3d_emulated 0 17:04:10 : uset ds8_sfx_enabled 1 17:04:10 : uset ds8_music_enabled 1 17:04:10 : uset ds8_sfx_volume 1.0 17:04:10 : uset ds8_music_volume 0.52 17:04:10 : uset ds8_reverse_stereo 0 17:04:10 : uset s_device ds8 17:04:10 : uset s_mix_channels 2 17:04:10 : uset s_mix_depth 16 17:04:10 : uset s_mix_rate 44100 17:04:10 : uset s_3d_emulated 0 17:04:10 : uset s_sfx_enabled 1 17:04:10 : uset s_music_enabled 1 17:04:10 : uset s_sfx_scheme 0 17:04:10 : uset s_music_scheme 0 17:04:10 : uset s_sfx_volume 1.0 17:04:10 : uset s_music_volume 1.0 17:04:10 : uset s_reverse_stereo 0 17:04:10 : uset i_force_gain 1.0 17:04:10 : uset i_feedback 1 17:04:10 : uset i_joystick2 -1 17:04:10 : uset i_joystick1 -1 17:04:10 : uset i_deadzone 0.0 17:04:10 : uset i_device di8 17:04:10 : uset m_invert 0 17:04:10 : uset m_sensitivity 0.891089 17:04:10 : uset m_filter 0 17:04:10 : [snd] select device (ds8) 17:04:10 : [ds8] distance factor:1 17:04:10 : [gl] low driver: GeForce 7600 GT/PCIe/SSE2/3DNOW! 17:04:10 : [gl] vendor: NVIDIA Corporation 17:04:10 : [gl] version: 2.1.2 17:04:10 : [gl] GL extensions: GL_ARB_color_buffer_float GL_ARB_compressed_texture_pixel_storage GL_ARB_conservative_depth GL_ARB_copy_buffer GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_ES2_compatibility GL_ARB_explicit_attrib_location GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_get_program_binary GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_internalformat_query GL_ARB_map_buffer_alignment GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_robustness GL_ARB_sampler_objects GL_ARB_separate_shader_objects GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_420pack GL_ARB_shading_language_include GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_storage GL_ARB_texture_swizzle GL_ARB_timer_query GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_texture_float GL_ATI_texture_mirror_once GL_S3_s3tc GL_EXT_texture_env_add GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_Cg_shader GL_EXT_depth_bounds_test GL_EXT_direct_state_access GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_shader_objects GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_texture3D GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_format_BGRA8888 GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_sRGB GL_EXT_texture_sRGB_decode GL_EXT_texture_storage GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_EXT_import_sync_object GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_alpha_test GL_NV_blend_minmax GL_NV_blend_square GL_NV_complex_primitives GL_NV_copy_depth_to_color GL_NV_depth_clamp GL_NV_fbo_color_attachments GL_NV_fence GL_NV_float_buffer GL_NV_fog_distance GL_NV_fragdepth GL_NV_fragment_program GL_NV_fragment_program_option GL_NV_fragment_program2 GL_NV_framebuffer_multisample_coverage GL_NV_half_float GL_NV_light_max_exponent GL_NV_multisample_filter_hint GL_NV_occlusion_query GL_NV_packed_depth_stencil GL_NV_pixel_data_range GL_NV_point_sprite GL_NV_primitive_restart GL_NV_register_combiners GL_NV_register_combiners2 GL_NV_texgen_reflection GL_NV_texture_barrier GL_NV_texture_compression_vtc GL_NV_texture_env_combine4 GL_NV_texture_expand_normal GL_NV_texture_lod_clamp GL_NV_texture_rectangle GL_NV_texture_shader GL_NV_texture_shader2 GL_NV_texture_shader3 GL_NV_vertex_array_range GL_NV_vertex_array_range2 GL_NV_vertex_program GL_NV_vertex_program1_1 GL_NV_vertex_program2 GL_NV_vertex_program2_option GL_NV_vertex_program3 GL_NVX_conditional_render GL_OES_depth24 GL_OES_depth32 GL_OES_depth_texture GL_OES_element_index_uint GL_OES_fbo_render_mipmap GL_OES_get_program_binary GL_OES_mapbuffer GL_OES_packed_depth_stencil GL_OES_rgb8_rgba8 GL_OES_standard_derivatives GL_OES_texture_3D GL_OES_texture_float GL_OES_texture_float_linear GL_OES_texture_half_float GL_OES_texture_half_float_linear GL_OES_texture_npot GL_OES_vertex_array_object GL_OES_vertex_half_float GL_SGIS_generate_mipmap GL_SGIS_texture_lod GL_SGIX_depth_texture GL_SGIX_shadow GL_SUN_slice_accum GL_WIN_swap_hint WGL_EXT_swap_control 17:04:10 : [gl] GL_max_texture_size: 4096 17:04:10 : [gl] taking advantage of 'GL_ARB_fragment_program' 17:04:10 : [gl] taking advantage of 'GL_ARB_texture_mirrored_repeat' 17:04:10 : [gl] taking advantage of 'GL_ARB_multitexture' 17:04:10 : [gl] sampler count 4 17:04:10 : [gl] taking advantage of 'GL_ARB_texture_border_clamp' 17:04:10 : [gl] taking advantage of 'GL_ARB_texture_compression' 17:04:10 : [gl] taking advantage of 'GL_EXT_texture_compression_s3tc' 17:04:10 : [gl] taking advantage of 'GL_ARB_texture_cube_map' 17:04:10 : [gl] taking advantage of 'GL_ARB_texture_env_crossbar' 17:04:10 : [gl] taking advantage of 'GL_ARB_texture_env_combine' 17:04:10 : [gl] taking advantage of 'GL_ARB_transpose_matrix' 17:04:10 : [gl] taking advantage of 'GL_ARB_vertex_buffer_object' 17:04:10 : [gl] taking advantage of 'GL_ARB_vertex_program' 17:04:10 : [gl] taking advantage of 'GL_ATI_draw_buffers' 17:04:10 : [gl] taking advantage of 'GL_EXT_blend_color' 17:04:10 : [gl] taking advantage of 'GL_EXT_compiled_vertex_array' 17:04:10 : [gl] taking advantage of 'GL_EXT_rescale_normal' 17:04:10 : [gl] taking advantage of 'GL_EXT_secondary_color' 17:04:10 : [gl] taking advantage of 'GL_EXT_separate_specular_color' 17:04:10 : [gl] taking advantage of 'GL_EXT_texture3D' 17:04:10 : [gl] taking advantage of 'GL_EXT_texture_edge_clamp' 17:04:10 : [gl] taking advantage of 'GL_EXT_texture_env_add' 17:04:10 : [gl] taking advantage of 'GL_NV_texture_rectangle' 17:04:10 : [gl] taking advantage of 'GL_EXT_texture_filter_anisotropic' 17:04:10 : [gl] max anisotropy factor : 16 17:04:10 : [gl] taking advantage of 'GL_NV_register_combiners' 17:04:10 : [gl] taking advantage of 'GL_NV_register_combiners2' 17:04:10 : [gl] taking advantage of 'GL_NV_texture_env_combine4' 17:04:10 : [gl] taking advantage of 'GL_NV_texture_shader' 17:04:10 : [gl] taking advantage of 'GL_NV_texture_shader2' 17:04:10 : [gl] taking advantage of 'GL_NV_texture_shader3' 17:04:10 : [gl] taking advantage of 'GL_NV_fragment_program' 17:04:10 : [gl] taking advantage of 'GL_NV_fragment_program_option' 17:04:10 : [gl] taking advantage of 'GL_NV_fragment_program2' 17:04:10 : [gl] taking advantage of 'GL_NV_vertex_program' 17:04:10 : [gl] taking advantage of 'GL_NV_vertex_program2' 17:04:10 : [gl] taking advantage of 'GL_NV_vertex_program2_option' 17:04:10 : [gl] taking advantage of 'GL_NV_vertex_program3' 17:04:10 : [gl] taking advantage of 'GL_SGIS_generate_mipmap' 17:04:10 : [gl] taking advantage of WGL_ARB_extensions_string 17:04:10 : [gl] WGL_extensions: WGL_ARB_buffer_region WGL_ARB_create_context WGL_ARB_create_context_profile WGL_ARB_create_context_robustness WGL_ARB_extensions_string WGL_ARB_make_current_read WGL_ARB_multisample WGL_ARB_pbuffer WGL_ARB_pixel_format WGL_ARB_pixel_format_float WGL_ARB_render_texture WGL_ATI_pixel_format_float WGL_EXT_extensions_string WGL_EXT_swap_control WGL_NV_float_buffer WGL_NV_render_depth_texture WGL_NV_render_texture_rectangle 17:04:10 : [gl] taking advantage of 'WGL_ARB_pixel_format' 17:04:10 : [gl] taking advantage of 'WGL_ARB_pbuffer' 17:04:10 : [gl] taking advantage of 'WGL_NV_render_texture_rectangle' 17:04:10 : [gl] SetPixelFormat: OK 17:04:10 : [gl] wglCreateContext: OK 17:04:10 : [gl] OpenGL framebuffer context init OK 17:04:10 : [ds8] distance factor:0.01 17:04:10 : main_menu 17:04:17 : map america 17:04:17 : Loading resource server data .... 17:04:17 : Loading road data bounds .... 17:04:17 : Loading terrain data bounds .... 17:04:17 : Loading railing data bounds .... 17:04:17 : Loading building data bounds .... 17:04:17 : Loading model data bounds .... 17:04:17 : Loading prefab data bounds .... 17:04:17 : Loading sing data bounds .... 17:04:17 : Loading city data bounds .... 17:04:17 : Loading company data bounds .... 17:04:17 : Loading vegetation data bounds .... 17:04:17 : Loading particles data bounds .... 17:04:17 : Loading hinges data bounds .... 17:04:17 : Loading stamp data bounds .... 17:04:17 : Loading movers data bounds .... 17:04:17 : Loading movers .... 17:04:19 : Loading roads .... 17:04:19 : Loading terrains .... 17:04:20 : Loading railings .... 17:04:20 : Loading buildings .... 17:04:23 : Loading models .... 17:04:26 : Loading prefabs .... 17:04:29 : Loading signs .... 17:04:30 : Loading city props .... 17:04:31 : Loading company props .... 17:04:31 : Loading vegetation .... 17:04:32 : Loading particles .... 17:04:32 : Loading hinges .... 17:04:32 : Loading stamps .... 17:04:32 : Loading target models .... 17:04:32 : Loading headquarters models .... 17:04:32 : resource server memory usage : 14257 kB 17:04:33 : [game_ctrl] Map /maps/america.mbd successfuly loaded .... 17:04:33 : [economy_ctrl] Cargo subsystem initialized in 0.001379 s 17:04:34 : <game bridge> Loading save game /saves/test.sav 17:06:55 : [economy_ctrl] *** ERROR *** Wrong plan indexing 17:06:55 : [economy_ctrl] *** ERROR *** Unknown job route! 17:06:55 : [economy_ctrl] *** ERROR *** Wrong plan indexing 17:06:55 : [economy_ctrl] *** ERROR *** Get plan error
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Post by scott on Jun 5, 2013 22:51:53 GMT -5
Looks like you got some cargo or map issues. Have you installed any new cargos, or map mods??
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Post by Deleted on Jun 5, 2013 23:17:02 GMT -5
Map mods? Oh yea! I've done a ton of modding. ;D Here's a basic premise of what I'm doing. This map is a fictional land and has nothing to do with the US, or any country in the world. See this post for a couple of screenshots. tpandoshop.proboards.com/index.cgi?action=display&board=every1&thread=18&page=4#1011 I had to eliminate all the original cities so I could use my own. I also needed all new road names. I found out you could open the base.scs file using 7zip and edit def files, then close the scs file and 7zip would save the changes. I've added some new traders too; about 12. The link above shows screenshots of the first version of this map. I've since started the whole map from scratch. The first version didn't have this crashing problem so I don't think the crashing is because I'm editing the base.scs file, instead of doing my edits in the My Docs folder. I do believe it has something to do with one or more of the edits I've done in this version. I was hoping someone could help me narrow it down so I wouldn't have top go through all of my edits. What I find confusing is that I don't experience any problems when testing the map unless I use the rest area at the traders. When testing I run with the minicon enabled just so I can see if there's any errors, which has helped me find a few and correct them. But when the game crashes when using the F5 key at a rest area at a trader, the minicon does not show any errors.
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Post by scott on Jun 6, 2013 18:47:40 GMT -5
I'm no expert but that error looks like something to do with planning a load route.
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Post by Deleted on Jun 6, 2013 22:49:32 GMT -5
I've done a little more testing by backing up what I've already done, then starting a new map, using the custom base.scs file. I placed 2 cities with 1 trader in each, both default traders. The crash problem does not happen. I also tested a previous version of this custom map that I had scraped but still had backed up. The previous map had 7 cities ( none default) and 30 traders ( all traders were default). The crash problem didn't exist in it either. I'm starting to lean towards the possibility that I may have an error in one of the new traders I've created, or there is a problem with the road connection somewhere on the map. I'm now convinced that the problem is not with the custom base.scs file I've created. More testing to come.
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Deleted
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Post by Deleted on Jun 7, 2013 1:05:59 GMT -5
Some of your roads are probably not connected to each other correctly or you didnt click the "Build map" button in the editor after working on your map.
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Deleted
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Post by Deleted on Jun 7, 2013 2:31:23 GMT -5
I'm going back through and checking all the roads.
Thing is, when I build the map, which I always do, the minicon will tell me if there's a trader not connected to all the other traders, but it's not saying that now. That's what's confusing about it. I don't get any errors until I go to a rest area and hit the F5 key several times. Generally I can F5 at least 4 times before the game crashes.
Other than that the map plays fine.
I know it's not hardware related because I can play all the other PttM Maps I have without incident.
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Deleted
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Post by Deleted on Jun 7, 2013 9:07:14 GMT -5
Is there a limit to the number of companies you can have on a map? I only have 35 companies ( so far ). I can see the limit for cities is way above what I have, judging by the Soccer map. I only have 42 cities and there's 64 on the Soccer map.
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Deleted
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Post by Deleted on Jun 7, 2013 11:01:07 GMT -5
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Deleted
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Post by Deleted on Jun 7, 2013 16:17:15 GMT -5
Interesting looking map! Seems pretty big. I think the company limit was either 125, 126 or 128. Cant remember the exact number.
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Deleted
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Post by Deleted on Jun 7, 2013 17:26:43 GMT -5
Up over 100, huh? I doubt I'll get near that. ;D
It's really not any bigger than the default map. I sized it according to the default map so it should be about the same size.
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Post by texaslonewolf on Jun 10, 2013 5:57:54 GMT -5
awesome work Hawk,,, and even better recovery from the errors with Scotts help....
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Deleted
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Post by Deleted on Jun 10, 2013 9:21:11 GMT -5
I'm probably going to kick myself in the butt, but - I decided to start over - again. I added a few more cities because there was a lot of open area and after laying roads in previous versions I realized it was a loooong drive between a few cities. I still have the other 2 previous versions backed up, and I'm hoping that this version will go a bit easier and turn out better, considering what I've learned about the editor so far. Maybe this time I can avoid the errors of versions past. I just hope I can finish it before my lease on life is up. ;D
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