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Space map still crashing (resolved!)

Posted: Sun Apr 23, 2006 12:02 pm
by MercuryNoodles
Oh boy. I've removed the Death Star assets from my world file and my ODF/MSH folders. I've cleaned, remunged, and even deleted the map from the addon folder (not actually in that order) just to be certain I didn't have any remnants perpetuating the problem. My map is still crashing to the desktop. There's no indication of an error in the main mungelog (besides the typical collision geometry messages), and I have the DVD version of the game, so I can't use the playtesting executable. I'm getting some odd missing file messages from _BUILD/Worlds/ISD/levelpack_sky_variations.log, but there's no indication of a problem otherwise.

So, is there something I could've missed? I'm at a complete loss as to why the map continues to crash (as the map is about to finish loading), even though I removed the offending assets. The problem had to be with the DS assets, since I had no problems until they were added. Nothing else was added or altered before they were put in. In fact, I playtested my map just before I put them in, so I know the map was functional before this.

I'd hate to have to go to my semi-ancient backup, so any help would be greatly appreciated.

RE: Space map still crashing after DS assets are removed..

Posted: Sun Apr 23, 2006 5:14 pm
by xwingguy
Polis Massa, tan_bldg_barracks, one of the tan_pod rooms, and a few things from kamino are also known to make space crash

RE: Space map still crashing after DS assets are removed..

Posted: Sun Apr 23, 2006 5:32 pm
by Teancum
the Polis Massa sky causes a crash?

RE: Space map still crashing after DS assets are removed..

Posted: Sun Apr 23, 2006 5:54 pm
by xwingguy
sky is unknown but the nearly every object that I've import from that map causes a crash when used in space maps.

Posted: Mon Apr 24, 2006 9:42 pm
by MercuryNoodles
Well, I did have the Tantive IV baracks, and a tan_pod room in since well before the DS assets were put in, but it didn't cause a crash. I was able to play the map with it, and it was fine every time, besides holes in the floor and walls of the barracks. I really hope that's not the problem. Everything was set up just as I wanted. I don't understand why they'd suddenly cause a problem, though. They'd been in my map for weeks, and I've been munging/playtesting the changes almost daily.

Thanks for the tip.

Posted: Mon Apr 24, 2006 10:03 pm
by darth-jedi
The sky is not the cause of the crash, I have used it in my completed space map. Which, if anyone wants by the way, I will release it, along with several of the others that I have made for the Space collection.

Posted: Sat Apr 29, 2006 4:46 pm
by MercuryNoodles
I've tried a few things, and now I'm completely confused. I went to my backup, and tried to load the Mon Cal interior as a group. So, I've established the problem is now with this. So, I cut out the tan4_bldg_pod, tan4_bldg_barracks, and a CP. Still no go. So, I cut out the stock ship interior stuff from the group (leaving the other stock interior untouched). It still crashed. So, something, or everything in the remaining group is the source of my troubles. All that are left are the various tan4_bldg_corridor pieces, several instances of tan4_doornoanim, and two new non-animated door sets I created (ODF only) for my map. It just boggles my mind that the entire interior was working perfectly for at least 2 weeks, even with the pod, and barracks in, but then suddenly decides it wants to crash the entire game.

So, I'm back to square one. This is really discouraging, especially after finishing the structure of the interior. So, should I rebuild the interior from scratch? (not something I want to do..the current one took weeks to get right) Should I go back to the original source files and try to correct the problem from there again? I really don't want to waste this much effort. Without new interiors, everything else I've done is pretty much meaningless, since I'd intended to have more realistic boarding actions and it accounts for half of the features.

The solution.

Posted: Sun Apr 30, 2006 12:01 pm
by MercuryNoodles
Meh, I feel this deserves a separate post, so it's not all jumbled with my other.

Here it is: Silly me made a non-animated door odf (cis_fedcruiser_door1) a little too hastily. :P This is what it should've looked like the whole time.

Code: Select all

[GameObjectClass]       

ClassLabel      =   "destructablebuilding"
GeometryName    =   "cis_fedcruiser_door1.msh"


[Properties]        

GeometryName    =   "cis_fedcruiser_door1"
FoleyFXGroup    = "metal_foley"

For some reason I had left the sound lines in and kept the classlabel "door" instead of "destructablebuilding". Amazing what a small odf change can do to make or break a level, eh? :P

So, I'm back to my original files. The barracks and pod room are both in, and do not cause any major malfunctions. The only problem with the barracks is the gaping hole in the floor and wall of the entrance that's nearest the bridge CP in the shipped Tantive IV level. A few more doors can resolve that. Hell, doors seem to solve all of my problems. :lol:

"This turret isn't working.."
"Put a door over it!"

RE: The solution.

Posted: Sun Apr 30, 2006 12:31 pm
by xwingguy
Here's a tip about the floor: use an inv col or a hangar shield.

Posted: Sun Apr 30, 2006 1:31 pm
by MercuryNoodles
That's weird. I was just thinking about doing something about the feet going through. That's what I get for using the blastdoor geometry. heh