Modding help topics won't be locked when they become solved, by the way.
Re: Please help my map change even after munge
Posted: Tue Oct 02, 2012 4:18 pm
by Zapattack1234
sorry but my computer is 32bit and the nodvd program doesnt work on this computer do u have a link that would work on my 32 bit vista computer?
Re: Please help my map change even after munge
Posted: Tue Oct 02, 2012 4:54 pm
by DarthSolous
Zapattack1234 wrote:sorry but my computer is 32bit and the nodvd program doesnt work on this computer do u have a link that would work on my 32 bit vista computer?
So far I can't find one for a 32-bit computer, but I'll keep seaching.
Hey i got the program to work and here were the results after playing through the map
Hidden/Spoiler:
Opened logfile BFront2.log 2012-10-03 1659
shell_interface: Entered
shell_interface: Reading in custom strings
ifs_era_handler - Entered
ifs_era_handler - Exited
custom_GetSPMissionList()
custom_GetMPMissionList()
custom_EraButtonList(): Building era button table
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Building era table
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Building game mode table
custom_GetGMapModes(): Finished building game mode table Known Modes: 38
custom_GetMPGameModeList(): Building game mode list table
custom_GetMPGameModeList(): Finished building game mode list table List Length: 39
custom_SetMovieLocation()
custom_AddEraBoxes()
custom_SetMovieLocation()
custom_AddEraBoxes()
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode
Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0502E6D8
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: TOG<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 04E266CC
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: TOGc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "end_prop_tree"!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, end_prop_tree, that does not have an .odf file associated with it
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter: The award settings file does not exist
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
idx in = 2
idx use = 2 side = 1
idx in = 3
idx use = 3 side = 1
idx in = 4
idx use = 4 side = 1
idx in = 105
idx use = 5 side = 2
idx in = 6
idx use = 6 side = 1
idx in = 107
idx use = 7 side = 2
idx in = 108
idx use = 8 side = 2
icon fast mode
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
......any advice?
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 6:35 pm
by Cleb
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "end_prop_tree"!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1222)
Attempting to build an object, end_prop_tree, that does not have an .odf file associated with it
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter: The award settings file does not exist
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break(0.40);
Thrust(">=", 0.54);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.33);
TimeStart(0.16);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.33);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(1.33);
idx in = 2
idx use = 2 side = 1
idx in = 3
idx use = 3 side = 1
idx in = 4
idx use = 4 side = 1
idx in = 105
idx use = 5 side = 2
idx in = 6
idx use = 6 side = 1
idx in = 107
idx use = 7 side = 2
idx in = 108
idx use = 8 side = 2
icon fast mode
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
ifs_saveop_DoOps SaveProfile
You do not have an odf for some Endor trees, you need these if you put it in your map, make sure its in your .../data_***/Worlds/***/odf folder, and about the other one, I have no idea what you did but it seems you may bee missing something.
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 7:06 pm
by Bob
That combo stuff happens randomly when you use melee weapons, it's in most cases nothing to worry about.
For the first error, what Cleb said. Just get the .odfs and try again.
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 7:27 pm
by Zapattack1234
Ok thanks for the help but r u sure that is why it is not munging at all?
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 7:29 pm
by Cleb
Most likely , I've never heard of any problems with VisualMunge (except that time when it randomly stopped for like a week then continued munging)
EDIT:
are those the only objects you have in your map?
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 7:47 pm
by Zapattack1234
Well I reset the map thinking the map may have been the problem in the first place, but in this case yes what you were looking at was the beginning of my new map. Also would this explain why the texture isn't changing and it remains the yavin texture? And my final question.*drumroll* the world file, END for example is supposed to go in my maps worlds folder, correct?
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 7:52 pm
by Cleb
Zapattack1234 wrote:Well I reset the map thinking the map may have been the problem in the first place, but in this case yes what you were looking at was the beginning of my new map. Also would this explain why the texture isn't changing and it remains the yavin texture?
So those are the only props you have in your map? Sorry I just can't really understand what you said.
Zapattack1234 wrote:the world file, END for example is supposed to go in my maps worlds folder, correct?
Yes, make sure it is in .../data_END/Worlds/END/World1, assuming that END is the name of your map, don't ever move the files in that folder or else our map will not work.
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 8:12 pm
by Zapattack1234
Yes currently they r the only props I have b/c I deleted my old map to start fresh
Edit
I don't know if I was putting the odf files in the right place can someone remind me where to place them
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 8:23 pm
by GAB
data_ABC/Worlds/ABC/odf (Replace ABC with your three letter mod ID)
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 8:27 pm
by Cleb
Zapattack1234 wrote:Yes currently they r the only props I have b/c I deleted my old map to start fresh
Edit
I don't know if I was putting the odf files in the right place can someone remind me where to place them
First part: Umm...What do you mean by b/c?
Second Part: put them in .../data_***/Worlds/***/odf
Most likely you will have to make a new odf folder because there isn't one that is munged from the data folder. Also make sure you have all of the required odf, msh, tga and option files needed for that particular prop. The last three filetypes go in a folder called msh in the .../worlds/*** folder, just like the odf folder. If you don't know how to see what files you need, open up the odf, check what it says for the geometry near the top, find that msh file. Open it up and it will look like complete gibberish. scroll sideways and along the top line it will have a list of file names with tga at the end. find those files and the .option files with the same name. Copy the msh, the .msh.option, the tgas and the .tga.options to your msh folder and the .odf files to your odf folder, place the prop in ze, munge and you're good to go!
Phew, long post.
EDIT:
Ninja'd by GAB
Re: Please help my map change even after munge
Posted: Wed Oct 03, 2012 9:59 pm
by Zapattack1234
Thanks for your help, and b/c stands for because. I will try it out and get back with the results tomorrow
Edit:
Ninjad?!?!?!oh no
Edit:
What do u mean by geometry near the top?
Re: Please help my map change even after munge
Posted: Thu Oct 04, 2012 3:15 pm
by Cleb
Not at home right now, getting a tooth pulled in a minute , but at the top of any ODF it will say GeometryName, whatever is in the quotes is the name of the .msh.
Re: Please help my map change even after munge
Posted: Thu Oct 04, 2012 3:19 pm
by Zapattack1234
Ouch good luck with your tooth I've been in that situation before thanks for the info ill get back to u guys in a few
Edit:
Do I right click on the odf file to see the geometry name thing?
Re: Please help my map change even after munge
Posted: Thu Oct 04, 2012 3:27 pm
by Cleb
You double-left click the file to open it and that is where you find all of that fun stuff.
Re: Please help my map change even after munge
Posted: Thu Oct 04, 2012 4:27 pm
by Zapattack1234
This is where my map is munging too is this correct?