Mos Venur 1.1 FINAL RELEASED

New maps and mods are coming out quickly. If you release something (even a beta) please post it here. Be sure to give details in the topic such as Map/Mod name and version

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LordGrievous13

Post by LordGrievous13 »

For those who are having trouble finding the WIP thread here it is index.php?name=PNphpBB2&file=viewtopic&t=5753
_vader_

Post by _vader_ »

wow! will DL now!
Captain_Mazda

Post by Captain_Mazda »

Heh, sounds are done for the starfighters, thanks in major part to Teancum. Mos Venur 1.1 will ship out soon.
Aussie_Irishman

Post by Aussie_Irishman »

good to hear mazda...will this be a final release?...i gave up a long time ago with betas, so once i see final release announcements, i'll download it...

AJay
Captain_Mazda

Post by Captain_Mazda »

It's not really a "beta" right now, I dare you to find a bug lol.

I'm just adding in vehicle sounds and perhaps some extra surprises (skins, fun stuff)

I'll keep you posted but I've run into a problem right now, trying to put in sounds for ground vehicles. The map just isn't munging :|
Captain_Mazda

Post by Captain_Mazda »

Thanks for the link to the W.I.P. thread, LordGrievous.

Just fixed the problem so all wheels are spinning. Expect a full trailer, a loading screen, and much much more with Mos Venur 1.1 final.
Captain_Mazda

Post by Captain_Mazda »

Definite problems right now. Munges aren't having any effect on the map. Simply said, I'm not seeing any changes after munging. I'm not getting any errors in the munge log and the munging itself looks to be successful.

*frustrated*
Captain_Mazda

Post by Captain_Mazda »

Have you all noticed that something critical just HAS to happen to my maps?
LordGrievous13

Post by LordGrievous13 »

There is an edit button, so please use it. Also I'm working on some skins if you would like them (I'm trying to be a useful member of the gametoast communtiy).
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EraOfDesann
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Post by EraOfDesann »

Yes, please just edit your posts from now on Mazda. You have 4 posts in a row.
Captain_Mazda

Post by Captain_Mazda »

I believe I can post in my own thread? Thanks.


Anyways, Mos Venur is CANCELLED.
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EraOfDesann
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Post by EraOfDesann »

Captain_Mazda wrote:I believe I can post in my own thread? Thanks.


That doesn't matter. Edit your posts from now on please. Thanks.
Captain_Mazda

Post by Captain_Mazda »

Don't have to worry about it, it's probably my last post here.
LordGrievous13

Post by LordGrievous13 »

Mazda PM me the files and I'll mess around with them some and maybe between the two of us we can find a fix.
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Post by PvtParts »

Im just going on a hunch. But try the following:

- Cleaning/Remunging (be sure to not only clean, with all checks..checked, but also delete the map from the addon folder)

- Copy files over to a new mod directory. This includes your world folder, sound folder, sounds, and map lua. Dont copy your _Build folder (though be sure to repeat the steps you did to the files in there - such as adding the *** folders for any new sides you have made, or replacing your sound\munge.bat with rends (this is necessary to do get sounds). Once all your files are over munge and try it.

Also, post your mungelog here.
Captain_Mazda

Post by Captain_Mazda »

I've remunged/deleted/cleaned countless times. I've tried everything, including checking every Diet Dr. Pepper .bat file. I don't plan on wasting any more time with this crap. I either fix it tonight or make my final release as the most cursed BFII modder ever and delete those Diet Dr. Pepper mod tools for good.


ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

WARNING[PC_modelmunge msh\kam_bldg_bridge2.msh]:kam_bldg_bridge2 has 1374 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\tat3_prop_CZ1droid_parts.msh]:tat3_prop_CZ1droid_parts has 1588 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 8 Warnings

soundflmunge.exe : Warning : Files line 26 and 27 reference the same source file c:\windows\media\chord.wav. whooshl3 will alias whooshl4
- while munging D:\BF2_ModTools\data_MVR\Sound\shell\shell.sfx
soundflmunge.exe : Warning : Files line 26 and 29 reference the same source file c:\windows\media\chord.wav. whooshl3 will alias whooshr3
- while munging D:\BF2_ModTools\data_MVR\Sound\shell\shell.sfx
soundflmunge.exe : Warning : Files line 26 and 30 reference the same source file c:\windows\media\chord.wav. whooshl3 will alias whooshr4
- while munging D:\BF2_ModTools\data_MVR\Sound\shell\shell.sfx
Unable to munge D:\BF2_ModTools\data_MVR\sound\worlds\mvr as it doesn't exist
soundflmunge.exe : Error : Unable to open file D:\BF2_ModTools\data_MVR\Sound\shell\effects\whooshl3.wav - while munging D:\BF2_ModTools\data_MVR\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file D:\BF2_ModTools\data_MVR\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging D:\BF2_ModTools\data_MVR\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list D:\BF2_ModTools\data_MVR\Sound\shell\shell.sfx - while munging D:\BF2_ModTools\data_MVR\Sound\shell\shell.sfx

I just don't see how these sound files are keeping visual munge from making changes to the map.
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Post by PvtParts »

Sorry to hear that man. Sometimes a map just gets broken beyone repair, and ya gotta start all over. Though you could copy all the objects in your current map, save them as a group, then load them into a new one, which would save a load of time.


Regardless, have you done this:

- Copy files over to a new mod directory. This includes your world folder, sound folder, sounds, and map lua. Dont copy your _Build folder (though be sure to repeat the steps you did to the files in there - such as adding the *** folders for any new sides you have made, or replacing your sound\munge.bat with rends (this is necessary to do get sounds). Once all your files are over munge and try it.


Anyhow man, sorry I cant help ya.
Captain_Mazda

Post by Captain_Mazda »

Well I didn't think it would do much but I'm trying it anyways. Last ditch effort, not expecting any success. I'm just hoping it was a corrupt .bat or something, but anyways...munging now.



Edit: Nope, no such luck. And thus ends my BFII modding. I bid you all, adieu.

Maybe I'll release the latest version.
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Post by PvtParts »

Well you see, sometimes something just like currupts your stuff. For instance, when I was first putting fambaa's in my naboo map, I didnt comment out the anim lines, and even though I copied all the anims over to my mod folder (they are broke in BF2), it didnt work. I got a random error saying expecting bracket but none was found, I not change any reqs or anything similar (nothign with brackets), and had I not seen this in some of my other maps, I would have been lost.

All it took was simply copying the needed files, getting the .bats working right, and it works like new again. Couldn't tell ya why stuff like that happens, but a new mod and whatnot always seems to do the trick.
Captain_Mazda

Post by Captain_Mazda »

You forgot to factor in my excellent luck :/

Just one more thing before I leave...I'd like to try and make a loading screen. For one thing, it'll be the last thing I try to make for the map and I guess I could test how much the munge doesn't work.


Edit: Alrighty well...hahah...I fixed it.


SHE WORKS I TELLS YA SHE WORKS!!!

Back to work now, beautiful. And all because I kept a backup of the data_MVR folder. Even though it was before I made changes, it somehow didn't revert back and made the changes automatically. Beautiful.

Problem was with the LUAs. Even though they called for the proper sound file to get starfighter sounds, I guess they did something stupid anyways. Back to work now.
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