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PathTooLongException - Can't find offending file

5 Jan 2018, 19:18 PM
#1
avatar of Artigo

Posts: 80

Hello friends, wishing you a happy new year hope you're all doing well :)

Now straight to the point:

I've been building on a mod that I play with my friends/family for well over a year and have run into this exception a number of times. My main issue is that I put to mod into my C:\Users\user\Documents\My Games\Company of Heroes 2\mod projects directory so -- when the Intermediate Cache files are created the paths become extremely long.

Until this point, though, I haven't had an issue finding the specific offending files. However, I'm now stuck trying to find the ones that are causing the issue and it's quite a headache. I've deleted/reverted the most recent changes I've made in hopes of that being the cause, but to no avail.

The log files clearly indicate this is the issue:


...
...
AttributeEditorXML.exe Information: 0 : Load complete.
AttributeEditorXML.exe Information: 0 : ----------------------
AttributeEditorXML.exe Information: 0 : Starting validation
AttributeEditorXML.exe Information: 0 : Ending validation
AttributeEditorXML.exe Information: 0 : ----------------------
AttributeEditorXML.exe Error: 0 : Caught an exception in main e = System.IO.PathTooLongException: The specified path, file name, or both are too long. The fully qualified file name must be less than 260 characters, and the directory name must be less than 248 characters.
at System.IO.Path.LegacyNormalizePath(String path, Boolean fullCheck, Int32 maxPathLength, Boolean expandShortPaths)
at System.IO.Path.InternalGetDirectoryName(String path)
at AttributeEditorXML.Instance.SaveAsRelicGameDataBinary(String pathName, Boolean preview)
at AttributeEditorXML.AttributeOverlay.SaveBinaries(String filePath)
at AttributeEditorXML.Program.Main(String[] args)


Is there any better way to track this down?

Or is a sort of forced refactoring :lol:

Anyway, help would be much appreciated.

Thank you as always
5 Jan 2018, 20:15 PM
#2
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Move your mo files to c:\mymod . It will allow you to bypass the issue.
5 Jan 2018, 20:18 PM
#3
avatar of Artigo

Posts: 80

Move your mo files to c:\mymod . It will allow you to bypass the issue.


Won't this cause issue with path references?
5 Jan 2018, 20:26 PM
#4
avatar of Mr.Smith

Posts: 2636 | Subs: 17

Nope. All references are relative. As long as you move all fines, you should be ok
5 Jan 2018, 20:32 PM
#5
avatar of Artigo

Posts: 80

Ok I will try this.

Once I move the files do I just open it at the new path inside the mod builder?
5 Jan 2018, 22:49 PM
#6
avatar of eliw00d
Honorary Member Badge

Posts: 756 | Subs: 8

Mod Builder does not care where your .mod file is. The shorter the path to your mod folder, the less you will run into this issue.
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