Halo: Blood Gulch [New Poll]

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Should I keep the Halo Sides in conquest?

Yes
17
94%
No
0
No votes
I dont care
1
6%
 
Total votes: 18
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Re: Halo: Blood Gulch /Update/

Post by Tears2Roses »

Seems like it cannot read the MISSION\BLGg_con.lvl. Can you post your LUA? Also, if you did any custom weapons/characters/objects etc. etc, then post those too. Then a more advanced modder might be able to nail the problem ( and re-starting would SUCK so bad... keep everything the way it is we will have a solution for you soon! )
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Re: Halo: Blood Gulch /Update/

Post by SpartanA259 »

When I load both Clone Wars Era and Galactic Civil War it gives me those errors.
So here is the GCW Conquest LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"modelo2",
"",
"unsc_inf_odst",
"all_inf_engineer",
"rep_inf_ep3trooper",
"model1",
"all_hero_hansolo_tat")

ReadDataFile("dc:SIDE\\imp.lvl",
"cov_inf_elite",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"imp_hover_fightertank")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "modelo2",9, 25},
assault = { "",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "unsc_inf_odst",1,4},
officer = { "rep_inf_ep3trooper",1,4},
special = { "model1",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "cov_inf_elite",2,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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:BLG\\BLG.lvl", "BLG_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

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

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Pretty much everything on the battle field is custom assets.
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Re: Halo: Blood Gulch /Update: Video/

Post by Teancum »

SpartanA259 wrote:Ok so here is an EPIC Update: The map crashes...
The BFLog looks like this:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in MISSION.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(112)
OpenScript(BLGg_con): script (939e1c9e) not found

Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1283)
Could not open MISSION\BLGg_con.lvl
If this cant be solved im going to have to restart the map from scratch.
Update Ends......
Yep, there's an error in BLGg_con.lua. A good not to follow is that if you get mungelog errors (warnings are okay) then don't bother trying to run the map. It's probably just a syntax error somewhere.
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Re: Halo: Blood Gulch /Update/

Post by CalvaryCptMike »

Hidden/Spoiler:

"",

"unsc_inf_odst",
"all_inf_engineer",
"rep_inf_ep3trooper",
"model1",
"all_hero_hansolo_tat")

ReadDataFile("dc:SIDE\\imp.lvl",
"cov_inf_elite",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome",
"imp_hover_fightertank")

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

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "modelo2",9, 25},
assault = { "",1,4},
Try commenting out those highlighted lines.
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Re: Halo: Blood Gulch /Update/

Post by SpartanA259 »

Ok so I did that but the game freezes and gives me an errors still and crashes the map. The crashing is happening to both eras and all my modes.
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Re: Halo: Blood Gulch /Update/

Post by ARCTroopaNate »

What did you edit right before the crash?
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Re: Halo: Blood Gulch /Update/

Post by SpartanA259 »

I was trying to put the Militia Lanceman in.
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Re: Halo: Blood Gulch /Update/

Post by ARCTroopaNate »

Did you try taking him out and seeing if it works?

Also did you try a clean munge and also a manual clean?
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Re: Halo: Blood Gulch /Update/

Post by SpartanA259 »

I did take him out and did the cleans.
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Re: Halo: Blood Gulch /Update/

Post by CalvaryCptMike »

Can you post your updated error log?
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Re: Halo: Blood Gulch /Update/

Post by SpartanA259 »

Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in MISSION.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(112)
OpenScript(BLGg_con): script (939e1c9e) not found

Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1283)
Could not open MISSION\BLGg_con.lvl
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Re: Halo: Blood Gulch /Update/

Post by RedFaceofAwesomeness »

Looks nice!
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Re: Halo: Blood Gulch /Update/

Post by SAMofBIA »

Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1283)
Could not open MISSION\BLGg_con.lvl


Our Maps cannot withstand Severity errors of that magnitude, we must retreat.
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Re: Halo: Blood Gulch /Update/

Post by ARCTroopaNate »

lol. Ackbar. "Are starships can't repel firepower of that magnitude!"
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Re: Halo: Blood Gulch /Update/

Post by Tears2Roses »

As far as the sides go, remove the lancer from the folder. Then copy and paste your sides folders onto the desktop. From there, copy and pate your world1 folder onto the desktop. make a new world, with the same 3-letter map name as before. so if your custom sides and maps ( which are amazing by the way ) are in BF2_modtools\data_ABC\stuff goes here\sides\, call your new map world ABC ( I think you get the picture... you are not new to this. ) Then, delete your new ABC world1 folder, and drag the one from your desktop into data_\ABC If you need any LUA changes for your custom objects/etc. to work, do that. Then test your map. if it works, great. drag the sides folder in, and change the LUA WITHOUT the lancer. If that works in-game, problem solved.

There is another maybe more simpler way... Make a new world. Go into data_123\common\scripts, and copy and paste those in data_ABC\common\scripts. delte the ABC scripts, and replace it with the new, un-modified data_123 scripts. Change the LUA and the addme to account for the changes. This is a pain, but if the error is LUA related ( and seems to be ) this MAY be your best work around.

EDIT: IMPORTANT: I can't guaruntee this will work, I tried it once, re-naming the world1 stuff, and it didnt work. Also, if MISSION_BLGg.con or whatever isn't an LUA script then thats a different problem...
Hidden/Spoiler:
I hope you get what im trying to say....
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Re: Halo: Blood Gulch

Post by SpartanA259 »

For anyone who was interested in this map here is an update thats cooler than the last one. So ive decided to work on this map again. There isnt much scenery right now because ive been trying hard to rebuild the canyon again and its a real pain. Ive put in a sky dome thats hopefully close to the real one from Combat Evolved but its still a WIP though. I also have given the troops new handguns and reskinned their assault rifles. No custom sounds and effects yet.
Hidden/Spoiler:
ImageImageImageImageImage
I have one question would someone be willing to texture computergeeks Warthog model and send it back to either computergeek or me thanks ?
Comments, questions and advice are all greatly apprectiated and I hope you guys like what I have redone. :)
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Re: Halo: Blood Gulch [Update 11-6]

Post by DarthD.U.C.K. »

looks pretty good but why are all the darker textureparts nearly black? you can hardly see any detail on thw weapon in the last picture and the unit in the picture before that.
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Re: Halo: Blood Gulch [Update 11-6]

Post by Noobasaurus »

DarthD.U.C.K. wrote:looks pretty good but why are all the darker textureparts nearly black? you can hardly see any detail on thw weapon in the last picture and the unit in the picture before that.
This.

And there is also one where the pistol is nearly all gray...
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Re: Halo: Blood Gulch [Update 11-6]

Post by SpartanA259 »

@DarthD.U.C.K. Yeah they are pretty dark im going to change those thanks.
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Re: Halo: Blood Gulch [Update 11-6]

Post by AQT »

For the stars, instead of having them be part of the skydome texture, you should probably add them the same way the stock Naboo .sky file does it. Same goes for that moon; use a sky object similar to the Death Star II on the stock Endor map.
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