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Loadscreen buttons messed up [Solved]

Posted: Wed May 28, 2014 9:39 pm
by JimmyAngler
Well I tried to create some custom loadscreen buttons. They didn't work and screwed up my screen.

https://www.dropbox.com/s/ugt3czcw0k3fe ... .07.43.png

I removed everything I had done before to undo it, but it still loads this loadscreen mess. There is nothing in the Log mentioning this either. Any Answers?

Re: Loadscreen buttons messed up

Posted: Wed May 28, 2014 9:42 pm
by Marth8880
Post your log and LUA anyways. ;)

Re: Loadscreen buttons messed up

Posted: Wed May 28, 2014 10:00 pm
by JimmyAngler
BF2 Log
Hidden/Spoiler:
Opened logfile BFront2.log 2014-05-28 2032
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
HLO_ConfigCheck: Shell Style is HALOFRONT

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 2

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 3

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 6

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 6

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 6

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 10

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 9

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 14

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 10

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 18

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 20

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 22

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 24

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 14

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 15

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 26
ME5_ConfigCheck: Checking configuration parameters...
ME5_ConfigCheck: Shell Style is CLASSIC
ME5_ConfigCheck: Mass Effect: Unification is ENABLED
ME5_ConfigCheck: Official 1.1 patch is installed! Proceeding...
ME5_ConfigCheck: Unofficial 1.3 patch is installed! Proceeding...
ME5_ConfigCheck: Checking configuration parameters... Done!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
MAP: Rhen Var: Canyon (POK): Searching for The Dark Times II: The Rising Son (BDT)
MAP: Rhen Var: Canyon (POK): Found DTII. Adding DT mission to POK

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

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_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era8 clicked
this.CurButton = check_era8
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 051D854C
The key, value is: change table: 055F4C3C
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key is mapluafile, the formated value is: cor1<A>_<B>
The key, value is: bSelected 1
The key, value is: era_n 1
The key, value is: era_c 1
The key, value is: mode_eli_b 1
The key, value is: era_a 1
The key, value is: mode_ctf_c 1
The key, value is: mode_con_b 1
The key, value is: mode_ctf_n 1
The key, value is: mode_con_n 1
The key, value is: mode_ctf_g 1
The key, value is: movieName preview-loop
The key, value is: era_h 1
The key, value is: mode_hctf_b 1
The key, value is: mode_con_a 1
The key, value is: mode_con_h 1
The key, value is: movieFile MOVIES\pre-movie
The key, value is: mode_con_c 1
The key, value is: mode_con_g 1
The key, value is: mode_c_c 1
The key, value is: era_b 1
custom_printTable(): Returning
custom_printTable(): table: 051DA72C
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_h Era = era_h subst = h
Adding map: cor1h_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9d26c2f2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c17ab11a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (28b9f3ac)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "com_icon_republic" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "com_icon_cis" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_bullseye" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_hit" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_outline" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_criticalhit" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_rocketlockon_active" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_lightsaber" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "item_powerup_health100" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "item_powerup_health25" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cov_weap_sword_blade' [0c4c550e] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cov_weap_sword_blade' [0c4c550e] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (609abc89)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9e6c03e3)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (8ccd1c6c)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (72c6bf20)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (40855038)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc3472d1)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (609abc89)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9e6c03e3)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (8ccd1c6c)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (72c6bf20)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (40855038)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc3472d1)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (609abc89)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9e6c03e3)!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(578)
Ordnance "unsc_weap_inf_sniperrifle_high_" missing trail effect "contrail"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3b5691f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (8b7d2113)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3b5691f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (8b7d2113)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9ca12d21)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d940cbec)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c54d7397)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ceb3f719)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3b5691f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (8b7d2113)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier unsc_inf_ninja has geometry collision

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments
uf_updateClassIndex(): Added class: cov_inf_elite
uf_updateClassIndex(): Added class: cov_inf_elite_ultra
uf_updateClassIndex(): Added class: cov_inf_elite_specops
uf_updateClassIndex(): Added class: cov_inf_elite_zealot
uf_updateClassIndex(): Added class: unsc_inf_ODST_rifleman
uf_updateClassIndex(): Added class: unsc_inf_ODST_heavy
uf_updateClassIndex(): Added class: unsc_inf_ODST_sniper
uf_updateClassIndex(): Added class: unsc_inf_ODST_shotgun
uf_updateClassIndex(): Added class: unsc_inf_ninja
utility_functions2: ReadDataFile(): This map's code, mode: cor cor1_conquest

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(875)
EntityProp 'Cor1_bldg_War_Room' AttachOdf 'cor1_light_war_room_1' odf not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6425d425: trying to replace "cor1_prop_piller_1" with "cor1_prop_piller_10"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace mainhall' [cb51f2dc], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace library' [757b6ad1], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace library' [757b6ad1], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace longhall' [65b109e3], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace shorthall' [580d5da3], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace jedicouncil' [aab89d47], type [ad1ebfef]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace lzentry' [ae56a608], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace computercore' [0207c928], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace coreaccess' [1b5f142f], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace maproom' [d374a8eb], type [afd98518]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace maphall' [4622e123], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace briefingroom' [9b171b41], type [ad1ebfef]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace briefingroom' [9b171b41], type [ad1ebfef]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace briefingentry' [94c11b1a], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace jedicouncilstairs' [e94cc86d], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace jedicouncil' [aab89d47], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace jedicouncil' [aab89d47], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace securityroom' [68766473], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace outside' [d7192931], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace outside' [d7192931], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace outside' [d7192931], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace coreaccess' [1b5f142f], type [70c67e32]) failed

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d9fee2d6: trying to replace "com_item_healthrecharge" with "com_item_healthrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e0d396c: trying to replace "com_item_weaponrecharge" with "com_item_weaponrecharge0"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation zealot_sabre_none(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\hlo\hlo.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\hlo\hlo.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\hlo\hlo.lvl
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist


cor1h_con LUA
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- These variables do not change
ATT = 1
DEF = 2

-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = DEF

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()

AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")


--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"}
cp6 = CommandPost:New{name = "cp6"}

--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:AddCommandPost(cp6)

conquest:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 33)

SetMemoryPoolSize("ParticleTransformer::PositionTr",1000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf",1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans",1700)

ReadDataFile("dc:common.lvl")
ReadDataFile("dc:SIDE\\fpanimset.lvl")
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:bmpKill.lvl")

ReadDataFile("sound\\pol.lvl;pol1cw")
ReadDataFile("dc:sound\\hlo.lvl")


ReadDataFile("dc:SIDE\\cov.lvl",
"cov_inf_elite_zealot",
"cov_inf_elite",
"cov_inf_elite_ultra",
"cov_inf_elite_specops")


ReadDataFile("dc:SIDE\\unsc.lvl",
"unsc_inf_ODST_rifleman",
"unsc_inf_ODST_sniper",
"unsc_inf_ODST_heavy",
"unsc_inf_ODST_shotgun",
"unsc_inf_ninja")

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


SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 300,
soldier = { "cov_inf_elite",1, 4},
assault = { "cov_inf_elite_ultra",1, 4},
sniper = {"cov_inf_elite_specops",1, 4},
engineer = { "cov_inf_elite_zealot",1, 4},

},
cis = {
team = CIS,
units = 30,
reinforcements = 300,
soldier = { "unsc_inf_ODST_rifleman",1, 4},
assault = { "unsc_inf_ODST_heavy",1, 4},
sniper = { "unsc_inf_ODST_sniper",1, 4},
engineer = { "unsc_inf_ODST_shotgun",1, 4},
}
}

AddUnitClass(CIS, "unsc_inf_ninja", 1, 4)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 22)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 0)
SetMemoryPoolSize("MountedTurret",12)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("SoldierAnimation", 300)

SetSpawnDelay(10.0, 0.25)

ReadDataFile("cor\\cor1.lvl","cor1_Conquest")

SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")

-- Sound Stats
OpenAudioStream("..\\..\\addon\\HLO\\data\\_LVL_PC\\sound\\hlo.lvl", "hlo_vo")

OpenAudioStream("dc:sound\\hlo.lvl", "hlo_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")

SetAmbientMusic(REP, 1.0, "hlo_halo_amb_corusant", 0,1)
--SetAmbientMusic(REP, 0.8, "rep_pol_amb_middle", 1,1)
-- SetAmbientMusic(REP, 0.2,"rep_pol_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "hlo_halo_amb_corusant", 0,1)
-- SetAmbientMusic(CIS, 0.8, "cis_pol_amb_middle", 1,1)
--SetAmbientMusic(CIS, 0.2,"cis_pol_amb_end", 2,1)

SetVictoryMusic(REP, "hlo_halo_amb_victory")
SetDefeatMusic (REP, "hlo_halo_amb_defeat")
SetVictoryMusic(CIS, "hlo_halo_amb_victory")
SetDefeatMusic (CIS, "hlo_halo_amb_defeat")


SetSoundEffect("ScopeDisplayZoomIn", "hlo_magnum_scope")
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
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end

Re: Loadscreen buttons messed up

Posted: Thu May 29, 2014 5:02 am
by Anakin
Wow where did you changed the loading color??

About your problem: make a clean and remunge. Is there maybe a lvl file that isn't copied by default??

Re: Loadscreen buttons messed up

Posted: Thu May 29, 2014 8:04 am
by JimmyAngler
OH MY GOODNESS!!!! Now the stock loadscreen things are missing.....

Edit. I fixed it. I had moved the stock load.lvl file out of the lvl_pc/load folder so nothing was loading it. I guess I had forgotten to move it back when extracting the texture file names. Thanks guys.

Re: Loadscreen buttons messed up

Posted: Thu May 29, 2014 8:30 am
by Anakin
Glad to see you could fix it. But where did you cange the loading text color??

Re: Loadscreen buttons messed up

Posted: Thu May 29, 2014 8:54 am
by JimmyAngler
I didn't. That is what the game shows when you don't have a stock load.lvl in the main games directory.

Re: Loadscreen buttons messed up

Posted: Thu May 29, 2014 12:38 pm
by Teancum
Just for clarification, the loadscreen tickmarks you saw are what you see if you don't specify an image for it before you munge. In your case, there was no load.lvl at all :P