Crashing

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Drominatus
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Crashing

Post by Drominatus »

After adding a couple objects I tried launching the game to test but it keeps crashing. I've added all the odfs and mshs from the files that I need for these to work and it still crashes. So far I have a couple platforms and one of the indoor platforms of the Kamino map. Did I forget or do anything wrong?
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Re: Crashing

Post by JimmyAngler »

did you add the tga's? (texture)
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Anakin
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Re: Crashing

Post by Anakin »

this can become a funny riddle ;)

or you post your error log and we can say you what's wrong.
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Re: Crashing

Post by Drominatus »

JimmyAngler wrote:did you add the tga's? (texture)
Yes, I have.
Anakin wrote:this can become a funny riddle ;)

or you post your error log and we can say you what's wrong.
ERROR[levelpack shell.req]:Input file shell.req does not exist. [continuing]
1 Errors 0 Warnings

soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav - while munging C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_KTC\Sound\shell\effects\whooshl3.wav - while munging C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to open file C:\BF2_ModTools\data_KTC\Sound\shell\effects\whooshl3.wav, format may be invalid - while munging C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx
soundflmunge.exe : Error : Unable to read file list C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx - while munging C:\BF2_ModTools\data_KTC\Sound\shell\shell.sfx
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Re: Crashing

Post by Anakin »

Ok these are Munge errors. So you map/mod wasn't munged right, so there is no surprise your map/mod doesn't work right ingame.


So the first error is about an shell.req that isn't in your C:\BF2_ModTools\data_XXX\Common folder.

If you don't want to make a shell mod or add an custom era Icon/mod icon,... you don't need that. so don't tick that when munging.

the others are Music munge errors. you want to munge different file lists and wav files. If you don't want to munge custom music files untick these, too.


So it looks for me like you ticked everything when munge your map/mod.

These are the options and what they are good for:

common: the common folder in your C:\BF2_ModTools\data_XXX\ folder. This is for scripts (lua,...) hud things,...

shell: this is for the SWBF2 Menu. you can change the background, the mod/era icon,...

Load: If you want an custom loadscreen for your map you need to munge this.
Localize: i'm not sure, but i think common does also munge the localize. So if you checked the common you don't need the localize.

Sound: this is if you have custom songs or sounds to munge.

Movies and this is for custom movies.

Sides: everything: this munge every side that is in your C:\BF2_ModTools\data_RCM\_BUILD\Sides folder.

Sides: Nothing: nothing to say.


Only munge the things you changed!!
1. because it's faster,
2. because some files are not complete when you make a new map and this can cause munge errors.
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Re: Crashing

Post by Drominatus »

Thanks! I just realized my issue and resolved it offhand.
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