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Posted: Sun Aug 06, 2006 7:46 am
by OGEB1103
Errr...i get this error when i munge "Load"

Code: Select all

ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--
ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--

   2 Errors    0 Warnings

Help!

Posted: Sun Aug 06, 2006 10:39 am
by Hebes24
Does the loading screen still show up? Check your req file. (i think I remember getting a similar message once... :? )

Posted: Thu Aug 10, 2006 11:44 am
by $iniSTar
Ok Zerted ,
Spent the afternoon trying to get this to work , I have a very nice loading screen ready for it.

http://ca.msnusers.com/_Secure/0RwATA5k ... 7619418087

Where I went wrong is the last steps for my LUA (as usual) I require you to paste a LUA with the changes so I can check my work against what i did .

I need something static I can look at and copy from. thanks in advance. 8)

Posted: Thu Aug 10, 2006 2:02 pm
by Hebes24
here it is, though it is pretty simple line:
Hidden/Spoiler:
[quote]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 5
ATM = AmbushTeam

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()
SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)

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()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")


ReadDataFile("ingame.lvl")


SetMaxFlyHeight(150)
SetMaxPlayerFlyHeight (150)

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("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_ultra_jedi",
"rep_hover_barcspeeder",
"rep_fly_anakinstarfighter_sc")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat",
"cis_fly_tridroidfighter")


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},
sniper = { "rep_inf_ep3_sniper",1, 4},
pilot = { "rep_inf_ep3_pilot",1, 4},
marine = { "rep_inf_ep3_marine",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},
sniper = { "cis_inf_sniper",1, 4},
pilot = { "cis_inf_pilot",1, 4},
marine = { "cis_inf_marine",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
},

atm = {
team = ATM,
units = 6,
reinforcements = -1,
soldier = { "cis_inf_rifleman", 6, 6},
}
}

SetTeamName(ATM, CIS)
SetTeamAsFriend(ATM, CIS)
SetTeamAsFriend(CIS, ATM)
SetTeamAsEnemy(ATM, REP)
SetTeamAsEnemy(REP, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)

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


-- 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)
SetMemoryPoolSize("SoldierAnimation", 1000)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TST\\TST.lvl", "TST_conquest")
ReadDataFile("dc:TST\\TST.lvl", "TST_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

[/quote]

all you need to do is add the bolded part under the line that says "function ScriptInit()" (no Quotes)

Posted: Thu Aug 10, 2006 5:34 pm
by fat_walrus
Penguin, how did you get the pics without the targeting reticule?

Posted: Thu Aug 10, 2006 6:52 pm
by Hebes24
Zerted got free camera in the common.lvl he made. you can download it at this link

Posted: Sat Sep 02, 2006 4:43 pm
by Spacerocker
OGEB1103 wrote:Errr...i get this error when i munge "Load"

Code: Select all

ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--
ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--

   2 Errors    0 Warnings

Help!
Yes help! I get that error aswell. I checked the REQ as Hebes24 recomended.

Code: Select all

ERROR[PC_texturemunge loadscreen.tga]:TextureMunge(loadscreen:1024x768x1): Must have power of two dimensions!
ERROR[PC_texturemunge loadscreen.tga]:TextureMunge(loadscreen:1024x768x1): Must have power of two dimensions!
 [continuing]
   2 Errors    0 Warnings

ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--
ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--
 [continuing]
   2 Errors    0 Warnings


If the loadingscreen isn't 1024*1024 it should still appear while the map is loading but only look streched, right?

Posted: Sat Sep 02, 2006 5:21 pm
by Teancum
The screen must be 1024*1024. It can't be 1024*768

Posted: Sat Sep 02, 2006 5:27 pm
by Hebes24
If the loadingscreen isn't 1024*1024 it should still appear while the map is loading but only look streched, right?
No, actually, because of the screen's size, it will stretch back to 1024*768! no problem! :D

Posted: Sat Sep 02, 2006 8:25 pm
by Penguin
that was already said, and i said a way of how to get rid of the strech thing

Posted: Sat Sep 02, 2006 11:06 pm
by crazytieguy
Could you just release to the public the instructions on how to add multiple screens? I know someone asked you to PM them about it, but I think that it would be nice for everyone to know how to do it, if they wanted to.

Posted: Sun Sep 03, 2006 3:56 pm
by Spacerocker
Penguin wrote:that was already said, and i said a way of how to get rid of the strech thing
Yes I know. Im not asking how to get rid of the stretch thing. I'm only wondering whether or not it might be my problem, or my problem is OGEB1103's error which I also have when I munge load.

Code: Select all

ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--
ERROR[levelpack common.req]:Expecting bracket, but none was found.
File : munged\pc\loadscreen.texture.req(1)...

ucft <--

   2 Errors    0 Warnings 
Any idea where I put the brackets? Sorry I dont understand how to fix the error.

Posted: Sun Sep 03, 2006 7:00 pm
by [RDH]Zerted
The problem is not with your brackets. VisualMunge automatcally creates loadscreen.texture.req. The problem is somewhere before this step. Somewhere, VisualMunge is getting wrong/missing information, which causes it to make an invalid loadscreen.texture.req.

Posted: Mon Sep 04, 2006 12:18 am
by Spacerocker
Thanks. I'll try to undo what I did and start over.

Edit: Got mine to work by changing it to the correct size. I didn't get that expecting bracket error this time.

Now I just need to think of a good way to put the black bars in.

Posted: Sun Oct 08, 2006 6:45 am
by DakkerDB
Sorry for bumping an old topic, but it has something to do with what is in the topic, so I guess it should be OK. And the thread is linked to from a sticky. So according to rules, it should be OK.

All the links for the flash video have expired, and now I can't piece together everything needed to do, mostly the .req inside the Load folder. So, if anyone could help in any way, be it reuploading of the flash or just writing an explanation, I would be very grateful.

Posted: Wed Oct 11, 2006 3:06 am
by [RDH]Zerted
Udpated the links on the first post. New link:
http://129.21.119.74:8088/swbf2/files/ (final releases folder)

Posted: Wed Jan 03, 2007 1:50 am
by Captain_Mazda
Bumping this topic...

None of the video links work, including the one just above my post. Unfortunately the script does not provide enough detail so if you haven't seen the actual movie, you're pretty much lost. If you could add in the missing details in the script, I'd be more than grateful.

Posted: Thu Jan 04, 2007 3:04 pm
by [RDH]Zerted
I am moving so I had to take the server offline. I should have it back up on Monday at a different address. If I forget to change these links (its a pain to find all my old posted links and edit them) PM me after Monday (EST).

Posted: Fri Jun 08, 2007 7:29 pm
by [RDH]Zerted
Fixed links again. I also added more details to the first post. Now, you at least have a clue of what to do if you can't view the video.

Posted: Sun Jun 10, 2007 8:47 pm
by Snork
6) Munge Load.
By default, Visual Munge does not copy the Load files over to the map's addon folder. We must do this.
7) Copy the load's munged common.lvl into the map's addon folder.
Umm... Where do we copy it from?
:roll: Yes, I know I'm a noob.