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Old March 23rd, 2012   #241
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Re: ToEE Front-End X Official Discussion Thread

Click the link in my sig and see item 5 under 'The ToEE Troubleshooting Checklist.'
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Old August 12th, 2012   #242
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Re: ToEE Front-End X Official Discussion Thread

Quote:
Originally Posted by Agetian View Post
This is a strange problem indeed. According to the log something goes wrong when TFE-X tries to process the music file. Were there any errors when you installed TFE-X (when it was deployed for the first time)? What version of TOEE are you using (I mean not the patch level, but the origin - European, US, Polish, etc.)? For now I can only recommend reinstalling the game from scratch, following the instructions carefully, though it'll only help if it has something to do with you not following the instructions verbatim for the first time. As a side question -- you did wait out the (long) deployment process, didn't you?



- Agetian
Hey, very nice work first of all! i liked the game a lot Alas, without Co8 mod its not so interesting to play. I ran through couple of forums regarding front-end x activation issues but apart the quote above I could not get ANY info/solution to this problem.
Specifically, I install the game, install patch 1 and 2 and it runs as it should be, without any trouble. latter begin when I try to install C08 mod. after its done I follow the instructions. Front end crats default music, movie packages and when it wants to deplaoy and activate the mod first Exception comes into play:

************** Exception Text **************
ICSharpCode.SharpZipLib.Zip.ZipException: Cannot find central directory
at ICSharpCode.SharpZipLib.Zip.ZipFile.ReadEntries()
at ICSharpCode.SharpZipLib.Zip.ZipFile..ctor(String name)
at ICSharpCode.SharpZipLib.Zip.FastZip.ExtractZip(Str ing zipFileName, String targetDirectory, Overwrite overwrite, ConfirmOverwriteDelegate confirmDelegate, String fileFilter, String directoryFilter, Boolean restoreDateTime)
at TFE_X.TFEMain.TFEMainLoad(Object sender, EventArgs e)
at System.Windows.Forms.Form.OnLoad(EventArgs e)
at System.Windows.Forms.Control.CreateControl(Boolean fIgnoreVisible)
at System.Windows.Forms.Control.CreateControl()
at System.Windows.Forms.Control.WmShowWindow(Message& m)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(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: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
TFE-X
Assembly Version: 1.0.4006.18388
Win32 Version: 1.0.4006.18388
CodeBase: file:///C:/ToEE/TFE-X.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400)
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: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
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: 2.0.50727.5462 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.85.4.369
Win32 Version: 0.85.4.369
CodeBase: file:///C:/ToEE/ICSharpCode.SharpZipLib.DLL
----------------------------------------
Interop.IWshRuntimeLibrary
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/ToEE/Interop.IWshRuntimeLibrary.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.

I choose the "Continue" option and now have to activate the mod itself. And here comes the second exception:

************** Exception Text **************
System.ArgumentOutOfRangeException: Index was out of range. Must be non-negative and less than the size of the collection.
Parameter name: index
at System.Collections.ArrayList.get_Item(Int32 index)
at System.Windows.Forms.DataGridViewSelectedRowCollec tion.get_Item(Int32 index)
at TFE_X.TFEMain.btnInstall_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.W ndProc(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: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework64/v2.0.50727/mscorlib.dll
----------------------------------------
TFE-X
Assembly Version: 1.0.4006.18388
Win32 Version: 1.0.4006.18388
CodeBase: file:///C:/ToEE/TFE-X.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.5460 (Win7SP1GDR.050727-5400)
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: 2.0.50727.5456 (Win7SP1GDR.050727-5400)
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: 2.0.50727.5462 (Win7SP1GDR.050727-5400)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
ICSharpCode.SharpZipLib
Assembly Version: 0.85.4.369
Win32 Version: 0.85.4.369
CodeBase: file:///C:/ToEE/ICSharpCode.SharpZipLib.DLL
----------------------------------------
Interop.IWshRuntimeLibrary
Assembly Version: 1.0.0.0
Win32 Version: 1.0.0.0
CodeBase: file:///C:/ToEE/Interop.IWshRuntimeLibrary.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.

from here on I waited about an hour and half, and front end x could not finish its activation process.. it kinda hanged or went into infinite loop.

My OS is Win 7 64 bit ultimate. Yes, i installed the game in custom directory. And yes - ran it in compatibility mode, as an administrator (Co8 mod too). Monitor is 21 wide. Have custom firewall and Microsoft Security essentials. temple.dll is in root directory. The only mod it could run was 5.0.0. and basically because it did not require the activation.

lads, any help is highly appreciated
cheers,
G
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Old August 13th, 2012   #243
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Re: ToEE Front-End X Official Discussion Thread

Hi golindor,

Your anti-virus may be quarantining or deleting the toee executable. Please click on the 'Circle of Eight Modpack Explained' banner for related troubleshooting tips.

The only other suggestion I have is to redownload the modpack entirely, in case it became corrupt somehow.
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Old August 14th, 2012   #244
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Re: ToEE Front-End X Official Discussion Thread

Gaear, thanks for the reply!
So, basically I have to turn off the firewall and uninstall the MSE.
I`ll update you about the results.

p.s. ll redownload the modpack, however i tried 5 versions to no avail. I strongly doubt all of em were corrupted.
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Old September 17th, 2012   #245
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Re: ToEE Front-End X Official Discussion Thread

I'm not sure if this is the right place for a feature request, but I think it would be nice to have a "PCs get half-max HP" option.

While I'm at it, an XP modifier (25%, 50%, 75%, 100%) would be nice as well because it would make it easier to play the TOEE and NC without leveling too quickly.
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Old September 17th, 2012   #246
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Re: ToEE Front-End X Official Discussion Thread

The NC stuff will eventually all be moved to verbobonc and later if I understood Gaear correctly.

I think an adjustable xp modifier would requir dll editing and I don't think we have any of those guys around right now.

Gaear actually did quite a bit of work on the respective crs of most of the creatures already, I think he did a bang up job myself.

Of course I leave some of the nc out usually.

I usually choose one or the other, but not all in one play through. I tend to follow what my current group would get involved in and dont force myself to do stuff that wouln't fit their mindset.

Wow, can I ramble on or what?
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Old September 17th, 2012   #247
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Re: ToEE Front-End X Official Discussion Thread

My apologies if this is has been discussed before, or is in an improper thread, but mentioning feature requests....Would it be possible in the "looting" sidebar, right below the "Take All" button, to add a "Take Coins" button?
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Old September 18th, 2012   #248
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Re: ToEE Front-End X Official Discussion Thread

Did you guys know that if you right click on the coins they will automatically transfer for you?
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Old September 18th, 2012   #249
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Re: ToEE Front-End X Official Discussion Thread

I did not know that. Thanks.
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Old September 18th, 2012   #250
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Re: ToEE Front-End X Official Discussion Thread

OMG....okay, I've been playing ToEE for years and I never picked up on this....*shakes head in embarassment*
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Old September 19th, 2012   #251
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Re: ToEE Front-End X Official Discussion Thread

So, how long should the TFE-X take? I left it running for almost an hour and it was still running, and windows explorer said it stopped responding.
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Old September 19th, 2012   #252
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Re: ToEE Front-End X Official Discussion Thread

I would have thought 15 to 45 mins depending on the speed of your machine. As soon as you get "not responding" I would abort the installation, un-install ToEE and re-install again starting from scratch, I'm afraid.

Of course I've got cds - If you have no backup of your GOG download that may not be practical!
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Old September 19th, 2012   #253
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Re: ToEE Front-End X Official Discussion Thread

I would recommend turning off your anti-virus software during installation, especially if it's McAfee.
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Old September 19th, 2012   #254
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Re: ToEE Front-End X Official Discussion Thread

'Normal' activation time for a module is actually ~ 5 minutes, though it can go much longer depending on system particulars. (And newer/faster is not always better ... ToEE doesn't work that way.) Do check into the antivirus matter, as an actively scanning (rogue) AV may set upon the toee executable as it is replaced by TFE-X, which would hang the activation.

'Not responding' is also normal so I would not reinstall just because it says that. Windows seems to say that any time a program hasn't completed an action within a minute or so, in my experience. When TFE-X is working, Windows says it's not responding but it actually is doing it's thing, generally.
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Old September 19th, 2012   #255
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Re: ToEE Front-End X Official Discussion Thread

All right. I'll try turning off my anti-virus. I have Microsoft Security Essentials and Avast. It's a GOG download so I can re-install if something goes wrong.
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Old September 19th, 2012   #256
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Re: ToEE Front-End X Official Discussion Thread

Cool, it worked. Thanks for the help.
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Old September 19th, 2012   #257
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Re: ToEE Front-End X Official Discussion Thread

Dear modders,

First thank you for all the effort that makes toee so much interesting!

Several years ago I played toee with Co8 Mod 5.5.0 on and it was a very nice game experience. I ran the game on WinXP SP3 with an integrated Intel video card.

Recently I tried my new machine (Win7 x64, AMD HD6850) with the Co8 Mod 7.4.0 and encountered the infamous crash after "initializing sector data" . All operations in this post were done under Admin privilege and antivirus and firewall were disabled in the whole course.

First I installed TOEE (2CD version), applied patch 1&2 from Atari. The game launched even without tweaking toee.cfg. I played the tutorial a while and nothing went wrong. The only glitch was that upon exiting the game, Windows would popup an error message:
Code:
Problem signature:
**Problem Event Name: APPCRASH
**Application Name: toee.exe
**Application Version: 0.0.0.0
**Application Timestamp: 00000000
**Fault Module Name: ntdll.dll
**Fault Module Version: 6.1.7601.17725
**Fault Module Timestamp: 4ec49b8f
**Exception Code: c0000005
**Exception Offset: 00038dc9
**OS version: 6.1.7601.2.1.0.16.7
**Locale ID: 2052
**Other Information 1: f47d
**Other Information 2: f47d4f2ba6efc5df5251fac38210d772
**Other Information 3: a238
**Other Information 4: a2382fb0d7ba0539a29963a763bcee61
Then I installed Co8 Mod 7.4.0 (without NC). Both the installation of the mod and the initialization of TFE-X finished without error. I could run the original unmodded game from TFE-X. The cinematics played without problem.

However, after I activated Co8 Mod in TFE-X and clicked "play", the game crashed after "initializing sector data". The error message was:
Code:
Problem signature:
**Problem Event Name: APPCRASH
**Application Name: toee.exe
**Application Version: 0.0.0.0
**Application Timestamp: 00000000
**Fault Module Name: temple.dll
**Fault Module Version: 0.0.0.0
**Fault Module Timestamp: 407a4c66
**Exception Code: c0000005
**Exception Offset: 01eb6383
**OS version: 6.1.7601.2.1.0.16.7
**Locale ID: 2052
**Other Information 1: f47d
**Other Information 2: f47d4f2ba6efc5df5251fac38210d772
**Other Information 3: a238
**Other Information 4: a2382fb0d7ba0539a29963a763bcee61
I happened to notice that original game and modded game actually use different versions of temple.dll. The former uses a 3360K ver, and the latter uses a 6720K ver. Then I tried this:
1) switch to unmodded game and backup the 3360K temple.dll
2) switch to mod pack using TFE-X
3) exit TFE-X, backup the 6720K temple.dll and replace it with the 3360K ver
4) launch TFE-X and play with the mod pack
This time the game didn't crash upon launching! I stated a new game and found that the in-game help document had benn updated with new contents. I didn't played much under this workaround but I guess I'd encounter some bugs sooner or latter.

Could anyone help me on this?
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Old September 19th, 2012   #258
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Re: ToEE Front-End X Official Discussion Thread

Hi Mercurier,

You definitely don't want to play with an old temple.dll, as important changes have been made to that file in the mod.

Do you have your game installed to the Program Files folder? That can be bad with Windows 7 and Vista, as they may never really allow you full access/control of files located there. It could be that when TFE-X deploys the Co8 mod (which involves a lot of moving of files and overwriting), Windows is not allowing some of these maneuvers to happen. If that's the case, the solution is to install the game to a custom directory - basically anything other than Program Files and it's subfolders.
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Old September 19th, 2012   #259
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Re: ToEE Front-End X Official Discussion Thread

Thanks for the reply, Gaear.

I Installed the game in a custom directory (d:\games\toee\). I even tried switching from the standalone AMD HD6850 to the onboard Intel HD3000 but found no luck.

Could you give me some hint to find possible source of problem? e.g. which log file to check?
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Old September 20th, 2012   #260
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Re: ToEE Front-End X Official Discussion Thread

More info:

I tried the installation on another machine running Win7 x86. To my surprise it worked!

I used tree command to generate file lists for both installations after activating Co8 mod pack and found that the following files are missing from the x64 installaton:
(1) .\RT_ToEE4.dat
(2) .\modules\ToEE\maps\*.*
(3) .\data\scr\*.pyc
For (2), only files in that level are missing, subfolders and their contents are OK.

I tried copying those missing files to appropriate location but the game still crashed. Besides, after (possibly before, the exact time was hard to determine) the crash, files in (2) were automatically deleted. I tried to "lock" these files using NTFS permisson, then TFE-X generated an error, complaining write access violation.
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Old September 20th, 2012   #261
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Re: ToEE Front-End X Official Discussion Thread

The .dat file is not something supplied by the modpack; it should already exist via your game installation. Not sure why it's gone for you.

The map files and .pyc files are deleted upon launch by TFE-X, assuming that setting is checked (I think it's default), so that's normal. That is to get the scripts to compile anew for each play so that you're not using old scripts, even if they've been updated.

Not sure what else to tell you. It seems that it's something on your end, being as it worked on your other machine.
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Old September 20th, 2012   #262
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Re: ToEE Front-End X Official Discussion Thread

Thanks for the detailed explanation. I would try other approaches and report as soon as something new is found.
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Old September 20th, 2012   #263
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Re: ToEE Front-End X Official Discussion Thread

OK, finally got it run in WinXP in VirtualBox...
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Old September 24th, 2012   #264
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Re: ToEE Front-End X Official Discussion Thread

I'm trying to get the mod to work on Ubuntu 10.04, using Wine 1.4 but TFE-X does not load. I'm using the GOG.com version of the game.

Once the mod installer notifies me about TFE-X and it's activation, I click next and the installer disappears, followed a second later by the virtual desktop. I've tried to start it through the shortcut on the desktop, the .exe in the game folder and the icon named TFE-X-linux. All have the same result: the virtual desktop appears and then disappears a second later.

Another issue (that I don't think is unrelated) is that the Circle of Eight Modpack 7.4.0 NC.tfm file is not being unzipped. I tried doing this manually, but it had no effect on TFE-X.

I have read in several places that I need a program called Mono for this to work properly. After some reading I reached the conclusion that the name refers to MonoDevelop (I couldn't find any description of the program or download link, just the name Mono), and installed it. I then re-installed both the game and the mod, but there is no change.

Using the simple rather than the NC version of the installer it gives me the following error message:

Unable to execute file:
C\Program Files\GOG.com\Temple of Elemental Evil\TFE-X.exe

CreatProcess failed; code 2.
File not found.

There is no .log file in any case

Can you please help?
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Old September 25th, 2012   #265
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Re: ToEE Front-End X Official Discussion Thread

I don't know much about this Wine/Ubuntu/Mono stuff, but ...

Quote:
Originally Posted by cezar_dan
Once the mod installer notifies me about TFE-X and it's activation, I click next and the installer disappears, followed a second later by the virtual desktop. I've tried to start it through the shortcut on the desktop, the .exe in the game folder and the icon named TFE-X-linux. All have the same result: the virtual desktop appears and then disappears a second later.
What antivirus software are you using? There is a known issue with some makers where it wrongly thinks toee.exe is a trojan and deletes it. Common culprits are Microsoft Security Essentials, Comodo, and McAfee. AVG does not have this issue and works brilliantly with ToEE once you add the exe as an exception.

Quote:
Another issue (that I don't think is unrelated) is that the Circle of Eight Modpack 7.4.0 NC.tfm file is not being unzipped. I tried doing this manually, but it had no effect on TFE-X.
That's not actually supposed to be unzipped during the mod installation, only during module activation by TFE-X.

Quote:
Unable to execute file:
C\Program Files\GOG.com\Temple of Elemental Evil\TFE-X.exe
I can't really help you with front end error messages, but as per above, the utility won't launch if it can't find the executable.
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Old September 25th, 2012   #266
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Re: ToEE Front-End X Official Discussion Thread

Well, I don't use any antivirus. It's in fact the reason I use Ubuntu: I can browse in relative safety without the need for an antivirus to use up my already scarce RAMs.

The error message only appears if I use the simple version of the mod. If I try the NC version there is no error message and the .exe files are where they should be in the game folder. They just simply don't work . I have tried starting the manually, but even the TFE-X-repair does not work.

Could you at least confirm that the Mono that has been mentioned is indeed the program I found (MonoDevelop). Perhaps that's the key to getting this to work.

Thank you for your time
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Old September 26th, 2012   #267
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Re: ToEE Front-End X Official Discussion Thread

I'm assuming the referenced Mono is this: http://www.mono-project.com/Main_Page

There should be no effective difference between the standard and NC modpacks as far as your issues are concerned. The associated files are identical.

btw, Have you seen the Linux/Mono TFE-X thread? http://www.co8.org/forum/showthread.php?t=8674
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Old September 29th, 2012   #268
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Re: ToEE Front-End X Official Discussion Thread

First, I'd like to apologize for not paying enough attention to that thread. I did indeed find it using the forum search, but after reading the first couple of replies I jumped to the conclusion that it contained nothing more than mentions of updates to the TFE-X-linux file. Also, since there was already a TFE-X-linux file included with the mod, I assumed that this side-project had been merged with the main mod some time ago and and that it contained nothing but outdated information.

The solution to my problem was in a rely in that thread. More precisely, I found out that I had to install .NET 2.0 into Wine. This I did by using Winetricks. For anybody that may later be interested this is what to do:
- start Winetricks and go to "Select default wineprefix" anf click Ok
- select "Install a Windows DLL or component" and click Ok
- select dotnet20sp2, click Ok and follow the instructions in the installer

After I did this I once again attempted to install the mod and this time TFE-X launched without any issues. The game also works just fine, I think.

TFE-X-linux and Mono are a different issue. I eventually figured out that I had to run the file with Mono instead of Wine as I was used to (I've never needed to do this for any program) and all I got was an error message that said that I needed to run the file in the game folder (where it already was) and have patch 2 installed (which, considering this is the GOG version, I probably already have). This error message was mentioned somewhere at the beginning of the Linux/Mono thread, and was supposedly fixed. But for some reason it's back.

Thank you for your patience and help
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Old October 6th, 2012   #269
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Re: ToEE Front-End X Official Discussion Thread

Quote:
Originally Posted by Gaear View Post
Not responding' is also normal so I would not reinstall just because it says that. Windows seems to say that any time a program hasn't completed an action within a minute or so, in my experience. When TFE-X is working, Windows says it's not responding but it actually is doing it's thing, generally.
I have gotten the "not responding" as well, but when I looked at the processes tab I could see that it was clocking up CPU time, etc. I was patient and after 4-5 minutes of CPU time it finished.
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Old August 5th, 2013   #270
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Re: ToEE Front-End X Official Discussion Thread

This thread has been unstuck and closed because the old front-end (ToEE Front-End X v3.0e and below) is no longer supported. Please discuss the new, updated front-end v4.0 here.

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