I have to import a large mysql dump (up to 10G). However the sql dump already predefined with a database structure with index definition. I want to speed up the db insert by removing the index and table definition.
I would like to avoid getting them to manually copy and paste the contents of the script editor itself into a text document for me and would just like a button that grabs it and dumps it to a file just as a convinince and completeness thing. Mostly so I know that they will always give me the full log and not just a partial copy. I could also scriptEditorInfo on start-up of the tool I suppose but at this point, I am sort of obsessed with this even being possible haha. I would also like everything just so I can get a sense of what state there Maya scene is in even before the tool started
So, the question is how to read crash dump files? When I'm doing my own competitions in the FM Editor, sometimes I have crash dump errors. But how can I open it to understand what is a problem? Without that it is really difficult to get through this and solve the problem. Opening with Notepad++ is not really helpful.
In the Data Editor, I selected all of the Stage Settings listed of what is in my PX (right panel in the editor) and tried to drag them all at once over to the left panel "PC User Data Files". I get the message "Bulk Dump Is Disabled". OK....I have no idea why......or how to ENABLE it. But, here's the strange part - when I tried to drag them separately, I get the SAME message! I looked everywhere to find a setting to change, but found no way to correct the situation. Will be very thankful to get the solution to this bizarre behavior.
Thanks Jaspeter! I DID have the SysSetting screen on the PX at the time. I guess that would be considered an edit screen. So, I exited that screen, and while I was at it I re-started the PX. Not sure which fixed it, but that did it. I suspect it was getting out of the SysSetting per your suggestion. Thanks so much!
Yes.. always make sure you are in the "main" stage setting mode when using the editor.. ie you should see the Stage Setting name, not some other menu. If you get the error, just keep hitting exit until you are back to the main screen.
Basically you will be able to get many (but not all) parameters that are exposed in editor UI:
You will be able to get information from the world outliner such as parenting and transform of actors.
You can also read material slots information both from static meshes or static mesh components.
Hello,
I help run Clayts' discord. And we had created a whole universe for FM24 for a network game. We have just drafted 18 teams. And we have a whole league pyramid. Replacing Gibralter. And the file is pretty much good to go. Just need to add the players to the squads. I have transferred this over from FM23 and the game verifies in the editor and all advanced rules seem ok. But I get a crash dump when going to start a game in FM24. I have no idea why.
I really don't want to have to do all this work again. So if somebody can look at this and try and work magic. That would be wonderful.
Thanks in advance
Would really appreciate if this is looked into as this has the potential to impact a wide variety of people who are porting datafiles over from FM 23 along with delivering the frankly brillant idea from becoming a reality.
Not necessarily. My file is from FM23 and works, another file from FM23 doesn't work, so portability apparently is already different between them. I have a boatload of FM22 files I am going to test tonight, so might be fun.
I imported my FM23 files and it said that they were verified without testing, but in game it was impossible to load them because they were not verified. I copied and pasted the competitions into an FM24 file and again it was impossible to check them. In the end, if I kept going division by division, it worked. I was able to load them in game and launch a game without a crash but I didn't play so I don't know if it's viable.
You wanna say you had the editor data folder moved on different location? Not in Documents/Sports Interactive/Football Manager 2024 but on different location? And moving back to original location helped?
I have been in testing since 2005 (not FM related, it's my outside FM job) and reasons for crashing programs have been between the mundane (developer error) and the bizarre (finding out the only difference between two settings was that one setting had a non-dotted i, language setting was Turkish).
Had the same thing with my finland advanced database for days, nuked the cache folder in /appdata/local and the fm folder in the documents and merged the db with an empty fm24 one for good measure and now it works? (Also the db file is now the only file in the editor data folder dont know if that helped though)
I have got my euros database from fm23 to verify in fm24 (I've adjusted the dates to 2023 from 2022 within the database). However after verification the new competitions do not appear in fm24. The competitions present in the game are the old ones I have removed or changed, and to add further confusion they never start. I wonder could this have anything to do with me bringing the fm23 file into the fm24 editor and then verifying? Maybe some corruption from old data? I don't know, and what is puzzling is when I test the competitions in the editor everything works fine.
I have tried this with only one player and 7 DB changes in total (see the attached .fmf file). There is no work-around that works for me. For one player, I changed club, Date Joined and Date Last Contract Signed, and then set the Past Transfer. I only added one (!) single line to "Past Transfer" and set the "From" and "To" clubs correctly. Then I saved this as .fmf file (see attachments) and tried to set up a game with this file in "Real World" game mode, and it led to Crash Dump (which I also attached).
But I attached the custom league file that I used along with the "Playerfile with changes.fmf" which I already attached in the 1st post. Just use those two files while creating a save, use "Real World" game mode, and observe. I guarantee that there will be a crash dump for you. I just reproduced it once again, just to make sure.
I just tested without custom league file, I just set a Past transfer of a player from Germanys 3. Liga and tested ingame with only this file but no league files. Same result: Crash dump. So it doesn't have to do anything with league files.
It works for you because you use a German league file which only simulates down to tier 5. But you need one that simulated to tier 6 because that's the tier the player is supposed to be transferred to. If you only have 5 tiers of the German pyramid, the respective transfer will never happen because tier 6 never gets simulated, hence why no Crash Dump.
This is a save game where the manager went on holiday until March 6th, after that I go on holiday day by day and Ali-saleha is on Berlin Turkspor 1965 team at March 8th. The setup of mods is the same as the one I provided above.
Of course I can't be sure, maybe even when I pick Oberliga or above, the 6th division is loaded partly. One way to test this is to make a clean Germany 6 Division database(Probably no need for advanced rules?), it will provide insight whether if the transfer causes crash or not.
I tried only your file on 2 start dates, July 17th(Small and Large database) and September 18th(Small database), all successfully loaded into the screen where you could choose your own team. I also did one ending at the screen in the game and saved the game.
So I wonder if there is a way to dump all the keys (including their schema) which have been modified manually by user or changed to something other than the default? That would prove very helpful to solve many desktop environment issues, or at least for me :)
(1) My coworker and I opened the file in text editors, and they show the lines as one would expect. But both text editors will open files with different EOL conventions and interpret them automagically. (TextEdit and Emacs 24.2. For Emacs I had created a second file with just the first 4K bytes using head -c4096 on a linux box and opened that from my windows box.
I attempted to use hexl-mode in Emacs, but when I went to hexl-mode and back to text-mode, the contents of the buffer had changed, adding a visible ^M to the end of each line, so I'm not trusting that at the moment.
I believe the issue may be in the end of line character(s) used. The editors my coworker and I tried (1) just automagically recognized the end of line convention and showed us lines. And based on other evidence I believe the EOL convention is carriage return only. (2) return only.
To know what is actually in the file, I would like to look at the binary contents of the file, or at least a couple thousand bytes of the file, preferablely in Hex, though I could work with decimal or octal. Just ones an zeros would be pretty rough to look at.
Except the one suggesting DEBUG, all the answers below work to some extent or another. I have up-voted each of those as helpful. My question was ill-formed. In testing each suggested solution I found I really wanted side by side hex and text contents viewing, and that I wanted it to be something where when I had my cursor over something, either a byte value or the text character, the matching thing on the other side would be highlighted.
c80f0f1006