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problem

Posted: Sun Dec 09, 2007 10:00 am
by Commander_Cody771
Bfront2.log
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2007-12-09 0858
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie MO2 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment MO20.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 2
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 3
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 4
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 5
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = c era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 8
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 9
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 26
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: XAGc_con idx: 1
Adding map: XAGc_ctf idx: 2
Adding map: XAGg_con idx: 3
Adding map: XAGg_ctf idx: 4
Adding map: XAGg_eli idx: 5
play movie MO2 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment MO20.000000ly


Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on field `CursorIdx' (a nil value)
stack traceback:
(none): in function `ifs_missionselect_pcMulti_fnClickMapList'
(none): in function <(none):756>

this.CurButton = _map_remove_all
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_era2
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: XAGc_con idx: 1
play movie MO2 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment MO20.000000ly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_hero_cc771" missing geometry "jed_inf_jedi01"
it crashed right after loading all of the balloon thingies.[/code]

Re: problem

Posted: Sun Dec 09, 2007 10:31 am
by SilvaDalek
hmmm, you've got a big problem...
i can't imagine wat u could do

Re: problem

Posted: Sun Dec 09, 2007 11:11 am
by Caleb1117
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_hero_cc771" missing geometry "jed_inf_jedi01"
Your hero rep_herocc771 has no mesh.
It's looking for the jed_inf_jedi01 msh, but it must not be there.

Re: problem

Posted: Sun Dec 09, 2007 4:42 pm
by Commander_Cody771
Wel see thats just it. The msh is in the folder and it's still coplaining. :x

Re: problem

Posted: Sun Dec 09, 2007 7:07 pm
by trainmaster611
Dude, you already posted a help topic here:

http://www.gametoast.com/forums/viewtop ... 27&t=12105

Why are you posting another one the very next day?

As for your problem, the msh file missing is jedi_inf_jedi01. rep_hero_cc771 is just the ODF name. Make sure you have that jedi msh in the right folder.

You all also overlooked this one
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on field `CursorIdx' (a nil value)
stack traceback:
(none): in function `ifs_missionselect_pcMulti_fnClickMapList'
(none): in function <(none):756>

this.CurButton = _map_remove_all
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_era2
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: XAGc_con idx: 1
play movie MO2 200 , 300 510 x 400
I wouldn't know what that means though.

Re: problem

Posted: Sun Dec 09, 2007 7:11 pm
by Caleb1117
trainmaster611 wrote:
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on field `CursorIdx' (a nil value)
stack traceback:
(none): in function `ifs_missionselect_pcMulti_fnClickMapList'
(none): in function <(none):756>

this.CurButton = _map_remove_all
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_era2
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: XAGc_con idx: 1
play movie MO2 200 , 300 510 x 400
I wouldn't know what that means though.
Thats just nonsense from the opening scrawl.

Re: problem

Posted: Mon Dec 10, 2007 3:58 pm
by Commander_Cody771
trainmaster611 wrote:Dude, you already posted a help topic here:

http://www.gametoast.com/forums/viewtop ... 27&t=12105

Why are you posting another one the very next day?

As for your problem, the msh file missing is jedi_inf_jedi01. rep_hero_cc771 is just the ODF name. Make sure you have that jedi msh in the right folder.

You all also overlooked this one
Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on field `CursorIdx' (a nil value)
stack traceback:
(none): in function `ifs_missionselect_pcMulti_fnClickMapList'
(none): in function <(none):756>

this.CurButton = _map_remove_all
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_era2
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: XAGc_con idx: 1
play movie MO2 200 , 300 510 x 400

Thats about a different problem I'm having.

I wouldn't know what that means though.

Re: problem

Posted: Mon Dec 10, 2007 5:57 pm
by Caleb1117
Like I said, thats not a problem.

Did you fix the missing msh problem yet?

Re: problem

Posted: Tue Dec 11, 2007 5:59 pm
by Commander_Cody771
no and i am not HAPPY. :x

Re: problem

Posted: Tue Dec 11, 2007 6:02 pm
by MandeRek
Dude take it easy, they're all trying to help you.... He just asked something what was asked before, but probably not done yet. Relax 8)

Re: problem

Posted: Tue Dec 11, 2007 10:25 pm
by Commander_Cody771
OK. But I am working on this mod and I would like it to be finished by January.

Re: problem

Posted: Wed Dec 12, 2007 12:44 am
by Caleb1117
I had this problem today, so I have a theory, post the unit's odf.

Re: problem

Posted: Wed Dec 12, 2007 3:19 pm
by Commander_Cody771
ok here it is:

Code: Select all

[GameObjectClass]
ClassParent           = "com_jedi_default"
GeometryName            = "jed_inf_jedi.msh"

[Properties]
AISizeType      = "SOLDIER"

GeometryName            = "jed_inf_jedi01"
GeometryLowRes          = "jed_inf_jedi_low1"

JetJump             = "10.0"    //The initial jump-push given when enabling the jet
JetPush             = "0.0"     //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration     = "10.0"    // for characters with jet jump, use this acceleration for in air control
JetEffect           = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost         = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost  = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder    = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud          = 0
JetEnergyDrain      = 5.0

CollisionScale      = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1           = "rep_weap_lightsaber_obiwanv"
WeaponAmmo1           = 0

WEAPONSECTION = 2
WeaponName2           = "com_weap_inf_force_choke"
WeaponAmmo2           = 0
WeaponChannel2        = 1


WEAPONSECTION = 3
WeaponName2           = "com_weap_inf_sabre_throw"
WeaponAmmo2           = 0
WeaponChannel2        = 1 
 


//SOUND

SndHeroSelectable           = ""
SndHeroSpawned              = "hero_ben_spawn"
SndHeroDefeated             = "hero_ben_exhausted"
SndHeroKiller               = "hero_ben_exhausted"

VOSound = "rep_off_response_hero_command      SC_Follow"
VOSound = "rep_off_response_hero_command      SC_StopFollow"
VOSound = "rep_off_response_hero_command     SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command     SC_GetIn"
VOSound = "rep_off_response_hero_command      SC_GetOut"

VOSound = "hero_ben_AcquiredTarget      AcquiredTarget"
VOSound = "hero_ben_KillingSpree4      KillingSpree4"

VOUnitType              = 190
SoldierMusic            = "rep_hero_ObiWan_lp"
HurtSound                   = ""
DeathSound                  = ""
AcquiredTargetSound         = ""
HidingSound                 = ""
//ApproachingTargetSound    = ""
FleeSound               = ""
PreparingForDamageSound = ""
HeardEnemySound         = ""
ShockFadeOutTime        = ""
ShockFadeInTime         = ""
ShockFadeOutGain        = ""
ShockSound              = ""
ClothingRustleSound     = ""
//LowHealthSound          = "com_inf_saber_ambient"
LowHealthThreshold      = "1.1"
FoleyFXClass            = "rep_inf_soldier"



Re: problem

Posted: Wed Dec 12, 2007 3:41 pm
by Maveritchell
The problem is that the mesh is called "jed_inf_jedi," and not "jed_inf_jedi01." "Jed_inf_jedi01" is the name of the texture (and because this mesh is override texture enabled and there's no mention of it in this .odf, I'd say you deleted the line and made a mistake of it on the way). Change the line in Properties that says GeometryName = "jed_inf_jedi01" to GeometryName = "jed_inf_jedi"

Also, if you want to still play around with override textures, you could add the line back in OverrideTexture = "jed_inf_jedi01"

Re: problem

Posted: Wed Dec 12, 2007 5:11 pm
by Caleb1117
In short,
The first Geometry call, should be the same as the second.

Code: Select all

GeometryName            = "jed_inf_jedi.msh"
Sans the .msh extention.

Code: Select all

GeometryName            = "jed_inf_jedi01"
Both should call the msh name, and they had conflicting variables.

Re: problem

Posted: Wed Dec 12, 2007 6:41 pm
by Maveritchell
Caleb1117 wrote:In short,
The first Geometry call, should be the same as the second.

Code: Select all

GeometryName            = "jed_inf_jedi.msh"
Sans the .msh extention.

Code: Select all

GeometryName            = "jed_inf_jedi01"
Both should call the msh name, and they had conflicting variables.
Not quite. You've got the gist, but you're not going to fix it by changing the first to match the second, and conflicting variables is not an issue, since those two lines serve different purposes.

The first GeometryName line (under GameObjectClass) is what defines the object geometry in ZE, and it's basically irrelevant insomuch as soldiers are concerned.
The second GeometryName line (under Properties) is the one that matters, and it's the one that's wrong. Like I said, change it to "jed_inf_jedi" and you're good to go.

Just to clear that up.

Re: problem

Posted: Wed Dec 12, 2007 7:01 pm
by Commander_Cody771
Well the mesh name is: jed_inf_jedi and the texture is jed_inf jedi01.

Re: problem

Posted: Wed Dec 12, 2007 7:23 pm
by Caleb1117
Commander_Cody771 wrote:Well the mesh name is: jed_inf_jedi and the texture is jed_inf jedi01.
Yes, but your odf is calling jed_inf_jedi01 as the mesh, and its not.

Re: problem

Posted: Thu Dec 13, 2007 11:09 am
by Commander_Cody771
No I'm not. I don't see where in my ODF that I put it as the msh. :runaway:

Re: problem

Posted: Thu Dec 13, 2007 11:33 am
by Caleb1117
Use this.
GameObjectClass]
ClassParent = "com_jedi_default"
GeometryName = "jed_inf_jedi.msh"

[Properties]
AISizeType = "SOLDIER"

GeometryName = "jed_inf_jedi"
GeometryLowRes = "jed_inf_jedi_low1"

JetJump = "10.0" //The initial jump-push given when enabling the jet
JetPush = "0.0" //The constant push given while the jet is enabled (20 is gravity)
JetAcceleration = "10.0" // for characters with jet jump, use this acceleration for in air control
JetEffect = ""
JetFuelRechargeRate = "0.0" //Additional fuel per second (fuel is 0 to 1)
JetFuelCost = "0.0" //Cost per second when hovering (only used for jet-hovers)(fuel is 0 to 1)
JetFuelInitialCost = "0.0" //4initial cost when jet jumping(fuel is 0 to 1)
JetFuelMinBorder = "0.0" //minimum fuel to perform a jet jump(fuel is 0 to 1)
JetShowHud = 0
JetEnergyDrain = 5.0

CollisionScale = "0.0 0.0 0.0" // don't take damage from collisions

WeaponName1 = "rep_weap_lightsaber_obiwanv"
WeaponAmmo1 = 0

WEAPONSECTION = 2
WeaponName2 = "com_weap_inf_force_choke"
WeaponAmmo2 = 0
WeaponChannel2 = 1


WEAPONSECTION = 3
WeaponName2 = "com_weap_inf_sabre_throw"
WeaponAmmo2 = 0
WeaponChannel2 = 1



//SOUND

SndHeroSelectable = ""
SndHeroSpawned = "hero_ben_spawn"
SndHeroDefeated = "hero_ben_exhausted"
SndHeroKiller = "hero_ben_exhausted"

VOSound = "rep_off_response_hero_command SC_Follow"
VOSound = "rep_off_response_hero_command SC_StopFollow"
VOSound = "rep_off_response_hero_command SC_VehicleWaitUp"
VOSound = "rep_off_response_hero_command SC_GetIn"
VOSound = "rep_off_response_hero_command SC_GetOut"

VOSound = "hero_ben_AcquiredTarget AcquiredTarget"
VOSound = "hero_ben_KillingSpree4 KillingSpree4"

VOUnitType = 190
SoldierMusic = "rep_hero_ObiWan_lp"
HurtSound = ""
DeathSound = ""
AcquiredTargetSound = ""
HidingSound = ""
//ApproachingTargetSound = ""
FleeSound = ""
PreparingForDamageSound = ""
HeardEnemySound = ""
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
//LowHealthSound = "com_inf_saber_ambient"
LowHealthThreshold = "1.1"
FoleyFXClass = "rep_inf_soldier"

let me explain.

The red line must have the same thing in it as the green line

They are Both for the mesh name.