Problem with DC side *SOLVED*

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Fiminopter
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Problem with DC side *SOLVED*

Post by Fiminopter »

Ok, I've spent a bunch of time on these skins that I've made and I finally was going to put them in-game but the game kept crashing when I started it up.
So, I edited the script making it so there was no dc side. It worked perfectly. Then I added the dc without any of the models with my skins on them. So there's something wrong with my dc side. Not the script, not the skins.
I JUST reinstalled the mod tools (I had too, got a memory wipe) and everything's fresh out of the installer. AND I only change the tga files (yes I unchecked the two boxes when I saved), nothing else.

I have no idea what is wrong, if anyone could help out that would be fantabulous.
If you need any more info, just post.
Last edited by Fiminopter on Wed Jul 18, 2007 1:29 pm, edited 1 time in total.
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RE: Problem with DC side

Post by trainmaster611 »

Post the BF2_Modtools.exe log.
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Post by Fiminopter »

I ran BF2_modtools.exe but all it says is
"The application has failed to start because binkw32.dll was not found. Re-installing the application may fix this problem."
I beleive (not 100% sure) that this has always been like this and has not been a problem in the past.
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Post by Teancum »

SWBF2 FAQ thread

Second Question in the first post will show you how to fix the bink error.
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Post by Fiminopter »

:oops: Wow. Now I feel completely stupid.

Anyway, I've got the DVD version, so I'm going to have to download the Server Manager first...
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Post by Teancum »

Actually, click the Psychofred link under the links on the left control panel. You'll find a DVD version on his site.
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BF2_modtools.exe for DVD version removed

Post by AceMastermind »

Chris removed it from his site.
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Post by Fiminopter »

Ok, I'm back!
And, if I've understood that tutorial right, I think I have my log.

Code: Select all

Opened logfile BFront2.log  2007-07-17 1954
ingame stream    movies\crawl.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
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Post by trainmaster611 »

Is that the entire thing?

If so, then you obviously messed something up with the sound in the shell.lvl. And if the map crashes only with custom sides, then there is a problem with the sound on one of the sides. Check any .cfg files you might have edited and check the ODFs calling for certain sounds. Although I'm not sure why sound would make it crash.
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Post by Master Fionwë »

Fred removed it from his site.
Yeah, I've looked all over the site for it before.
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Post by Fiminopter »

It's a sound problem?
I did not edit any of the sound files or odfs.

*edit*

I took a look at the sound files and I saw that they all have Windows Media Player as their default "opener". Would this, by chance, have anything to do with it?
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Post by trainmaster611 »

No, WindowM can't even open it. If you didn't edit it than I'm shot sure what wrong. How did you get that log if you can't get the BF2_Modtools.exe for DVD anyway?
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Post by Fiminopter »

I Followed the tutorial on the "Everything You Need" thread.

Also, would the problem be if I had munged absolutely everything when I only changed the skins (i.e. checked all the boxes)?
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Post by phazon_elite »

Probably. You should have only had the custom side in the drop down box, along with the Common box checked. You don't really need to munge much else.

- EP-782
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Post by Fiminopter »

Ok, I'm going to start all over and see if that works.
Last edited by Fiminopter on Wed Jul 18, 2007 12:49 pm, edited 1 time in total.
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Post by trainmaster611 »

Be sure to clean first.
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Post by FOOLIS »

Try out this tutorial :

Create a new map, copy the race you want to edit (example: republic)
into the sides folder of the new map. Now go to assets/shell and copy
all of the folders in it, but not the .req, then paste it in the
_Build/shell folder in the newmap you created. Now Copy the “Common”
folder from within the mod-tool “assets/sides” directory and place it
in the sides folder of your new map, edit the texture, now, go into
common > script > newmapname and open the LUA file named
newmapnamec_con.lua (for me that was BS1c_con.lua ). Now if you look
down the LUA file you will see ReadDataFile("SIDE\\rep.lvl", change
this to ReadDataFile("dc:SIDE\\rep.lvl , then copy 2 .bat files in
the side you got, these are: clean.bat and munge.bat , these can be
aquired from the _BUILD >
Sides > ALL in the newmap you created, paste these into the side
folder you are modifing. Finally we munge the your new map (see Jedi
Creation doc for more info) we select the new race in the drop down
menu on the left, and select the race you edited (mine was rep) you
alos have to tick the "common" check box, then munge!

P.S: You can get the race from the assets > sides folder !
P. P.S: The textures are in the msh of your copied side folder.
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Post by Fiminopter »

Aha! I don't beleive it!
Thanks FOOLIS, that tut worked out nice.

The only thing I don't understand is why THAT worked instead of the way I did it. That's how I've always done it and it worked out just fine.

Oh well, the important thing is that it works.

Thank you guys for helping out.
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