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Crashing due to Command Posts...?

Posted: Thu May 21, 2009 2:51 pm
by Leo the Larg
Ok, so I'm working on a fairly simple map. I decided that I would put in the Command Posts, so I read the guide and follow the steps. I delete the default regions and create my own "cp1_capture, cp1_control", etc... So when I get done with making 5 command posts I start up SWBF2. I get into my map and I'm at spawn screen. Mini-Map looks good, so I click spawn. 1-2 seconds later game goes to a black screen and crashes back to desktop.

Did I do anything wrong?? Please, help.

Edit: I assume that the problem is that I deleted the default regions, instead of just moving them, but I'm not sure.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 3:30 pm
by 501st_commander
i had this before, check you cp's again. make sure you have all of it correct.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 3:31 pm
by Leo the Larg
What exactly would I check?
And, does it matter that I deleted the original regions and made my own cp1_capture, etc..?

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 3:44 pm
by sampip
have you done anything else to the map eg. add default units, change the sky?
you could try a manual clean and see if that clears up anything, other than that, i'm not sure. definitely make sure you've assigned all the command posts the right regions and all.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 3:48 pm
by Leo the Larg
I double checked everything seems to be named right.
I did add a new sky, Hoth for that matter. (Although I'm hoping to change it to Mygeeto, but have no clue how)
Does it matter if regions are grouped? All mine are separate, no groups whatsoever.

Edit: And, yes. Cp1 is assigned to cp1_capture, cp1_control, etc...

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 3:59 pm
by sampip
yes thats right. try a manual clean, see if it has any effect?

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 4:03 pm
by Leo the Larg
I'll try that, and how do I add rain and/or fog into a map? I've seen your work, good stuff.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 4:09 pm
by sampip
thanks :)
for rain, you copy kamino1.fx (located in assets\worlds\KAM\world1) and rename it to ***.fx (*** being the 3 letter name of your map). fog can be placed in as an odf from kashyyyk's assets, you need the appropraite msh's and effects though.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 7:39 pm
by Leo the Larg
I believe I did the manual clean correctly, but game still crashes. Might have done manual clean wrong though...

Thanks for the fx tips

Edit: Trying a regular clean now (in "VisualMunge" )
Then Munging again.

Edit2: I might as well completely restart the map. I wasn't too far in the first place. Maybe it won't occur. :|


EDIT3
Well, I deleted my map and made a new one, but the problem still occurs. It might be a lua code problem, because when I was munging it said lua code error etc...

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 7:42 pm
by 501st_commander
post your lua

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 7:43 pm
by Leo the Larg
The error message? Or the lua code itself?

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 7:44 pm
by 501st_commander
the entire lua (the ***c_con.lua)

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 7:46 pm
by Leo the Larg
Lua code itself is:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5")


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:EGF\\EGF.lvl", "EGF_conquest")
ReadDataFile("dc:EGF\\EGF.lvl", "EGF_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 7:52 pm
by 501st_commander
umm... i dont see anything that will crash it, when does it crash while you try play?

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 7:53 pm
by Leo the Larg
Right after the map loads, it doesn't even get to the spawn screen. Just goes to a black screen when done loading and crashes back to desktop. :faint:

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 8:35 pm
by 501st_commander
play the map with the BF2_modtools.exe (windowd vertion of the bf2)
and post your errorlog.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 9:23 pm
by Leo the Larg
Ok.

"This application has failed to start because binkw32.dll was not found. Re-installing the application may fix this problem."

I don't know what to make of it :faint:

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 9:34 pm
by obiboba3po
did you delete the default spawn paths and/or make a 5th for that extra CP you added? It sounds to me like this has to do with spawn paths.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 9:40 pm
by Leo the Larg
I think you are right, when using spawn paths I deleted all nodes, but get path, then started placing nodes where I wanted. There are still like 2-3 random paths that I can't select for some reason... :|

Edit: There is a path for the 5th CP.

Re: Crashing due to Command Posts...?

Posted: Thu May 21, 2009 9:40 pm
by 501st_commander
Leo the Larg wrote:Ok.

"This application has failed to start because binkw32.dll was not found. Re-installing the application may fix this problem."

I don't know what to make of it :faint:
The FAQ / Everything You Need Thread Version 2.0 wrote:Question - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - Copy the BF2_modtools.exe from the main BF2_modtools folder and paste it in the same folder as your battlefront2.exe, usually:
\LucasArts\Star Wars Battlefront II\GameData
then you can launch BF2_modtools.exe and play your map to get a BFront2.log located in that same folder.
also look in the The FAQ / Everything You Need Thread Version 2.0 there is some handy info in there