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Tordarian - Beta Version 1.0
Posted: Fri May 26, 2006 9:33 am
by Tohron
This map involves a massive Republic assault on a CIS supply base.
Link:
http://www.savefile.com/files.php?fid=5154366
Now some screenshots
Note: Due to the massive amount of units on this map (I think) the only person I know who downloaded it encountered crashing soon after they spawned. Please tell me how it goes

RE: Tordarian - Beta Version 1.0
Posted: Fri May 26, 2006 9:45 am
by Teancum
Looks great Tohron! I'll download when I get home from work!
*just for future reference, betas are typically considered to be before version 1.0 (like 0.75, 0.95) -- It's not required, but that's what usually happens.
RE: Tordarian - Beta Version 1.0
Posted: Fri May 26, 2006 9:53 am
by Guest
Tohron
Congarts with first map!
Dling now!
RE: Tordarian - Beta Version 1.0
Posted: Fri May 26, 2006 10:07 am
by Blackdutchie
lets see if it crashes attempting d/load now:D
Posted: Fri May 26, 2006 10:07 am
by vikke-viking
jupp it crashed on me.. right after i spawnd... i look relly cool thoug, hope you can make a new one that dosent crash...
Posted: Fri May 26, 2006 10:09 am
by ^Destroyer^
Same, 5 sec after i spawned bam back on desktop.
~EDIT~: Odd, GCW seems to work fine for me.
^Destroyer^
Posted: Fri May 26, 2006 11:02 am
by Aksel3
Any updates on the crashing issue?
Posted: Fri May 26, 2006 11:15 am
by Tohron
^Destroyer^ wrote:Same, 5 sec after i spawned bam back on desktop.
~EDIT~: Odd, GCW seems to work fine for me.
^Destroyer^
Thats because this was designed for CW and I just don't know how to remove GCW. It's CW that has Uber Mode, 2 ATTEs, 2 LAATs, 2 Strike Bombers, 3 Fightertanks, 2 Spider droids, 4 hailfire droids and 2 Staps.
I can see why someone who dosn't have a fairly powerful computer could encounter crashing. Now to check out that portal guide... (and I think I could shrink the Memory Pools too - perhaps it might be unnecessary memory pool size that's the problem?)
Posted: Fri May 26, 2006 12:07 pm
by jangoisbaddest
It crashes for me, too. Here's something to help you out: I checked my error log as I ran your map, and here were all the serious errors:
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hover_fightertank in data\_lvl_pc\SIDE\rep.lvl
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl
Message Severity: 3
.\Source\CommandPost.cpp(498)
Command Post missing control region "cp5_control"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_inf_defenseturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, com_weap_inf_defenseturret, that does not have an .odf file associated with it
The rest of them are memory pool errors, but those are always there:) Although I would reccomend turning up the Aimer and SoldierAnimation pools up to, say 400. Hope that helps.
Posted: Fri May 26, 2006 2:15 pm
by yankeefan05
Finally. Im downloading this now.

Posted: Fri May 26, 2006 3:46 pm
by machoman
Wow--this is takin forever to download...

But i cant wait to play it looks grrrreat!

CMON DL CMONN

Posted: Fri May 26, 2006 4:28 pm
by machoman
I just finished dl and i played it! I love the map--the terrain is awesome and i like it all. BUT it would be better if u got both eras workin and added some vehicles. :atat: (By the way my computer crashed too about 5 sec into playin CW also) PLZZ add a few vehicles--maybe a speederbike or 2 or somethin...Anythin! Other than that-GREAT MAP!!!

Posted: Fri May 26, 2006 6:06 pm
by PvtParts
Posted: Fri May 26, 2006 6:09 pm
by PvtParts
--Double Posted to keep technical advice separate from pictures, and to make sure its read.
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hover_fightertank in data\_lvl_pc\SIDE\rep.lvl
Thats definatly part of, if not all, the reason your map crashes. Make sure its called in the sides\rep\rep.req, and make sure its in the lua. It also needs to be set up properly, so make sure no mshs or odfs are missing.
The other stuff is pretty self explanatory and you should be able to fix on your own.
Posted: Fri May 26, 2006 8:34 pm
by Tohron
PvtParts wrote:Great map. Better than I expected. I also must contradict the person above me, I think the GCW is perfect with no vehicles...but I never got to play CW cause it crashed.
Its fun. For the GCW (I have nothing to say on the CWs, because I could never play) I would add about 15 to 20 more units on field. It seemed a little empty. Also, the planning is a bit off, and the rebel units rarely leave their base, likewise the stormies almost never enter the rebels base.
That's mostly because this map was never intended for GCW, I just don't know how to get rid of that mode. However, for the purposes of map exploration I think I'll leave it there until I get out a final version where CW hopefully works for you (do you see any reason why it would work fine for me but cause everyone else to have crashes?)
Just to reassure you, CW has lots more units, and I listed the vehicles in an earlier post.
I'm not sure about what could have happened to the fightertank chunks (and for that matter, is a chunk a mesh section, because I don't know what it is?) As for the defenseturrent objects, they're unnecessary and I'll just get rid of them. I'll also check the memorypools.
EDIT: I checked my c_con LUA file, can't even
find the SoldierAnimation memory pool. Where should I look, and if it's not there, what do I add?
Posted: Fri May 26, 2006 9:30 pm
by PvtParts
Memory pools for the most part (such as soldieranimation) are not necessary, as they are automatically done. But it helps to remove them simply to clear the clutter of the log.
So you would add an entry below the other memory pools that is similar
SetMemoryPoolSize("SoldierAnimation", 1029) or whatever. Dont copy that, thats off memory. Look in the lua and copy other memory pools.
About the chunks, its not saying it cant find chunks from explosions, its saying it cant find a chunk as in a peice of data I think. So your missing something. Its not being loaded i believe, and it needs to be.
As for why its not working, maybe you have data leftover from an older munge that completes it. Perhaps cut the mod folder from your addon directory and paste it on your desktop (so you have a working map to go back to) and then clean and munge. See if it works then.
To remove a mode, go into the addme folder, open the addme.lua and remove mod_g, era_g and AddDownloadableContent(XXX_g, 4) or whatever the alike lines are. You get the picture.
I must reiterate that this map was great, and well worth the wait. Fix up the ai pathing, the bugs i mentioned, and probably just scratch the CW version since you dont really want it, and maybe toss some more units in GCW. Then I think this map will basically be good for a next-level release.
Posted: Fri May 26, 2006 10:02 pm
by Tohron
PvtParts wrote:Memory pools for the most part (such as soldieranimation) are not necessary, as they are automatically done. But it helps to remove them simply to clear the clutter of the log.
So you would add an entry below the other memory pools that is similar
SetMemoryPoolSize("SoldierAnimation", 1029) or whatever. Dont copy that, thats off memory. Look in the lua and copy other memory pools.
About the chunks, its not saying it cant find chunks from explosions, its saying it cant find a chunk as in a peice of data I think. So your missing something. Its not being loaded i believe, and it needs to be.
As for why its not working, maybe you have data leftover from an older munge that completes it. Perhaps cut the mod folder from your addon directory and paste it on your desktop (so you have a working map to go back to) and then clean and munge. See if it works then.
To remove a mode, go into the addme folder, open the addme.lua and remove mod_g, era_g and AddDownloadableContent(XXX_g, 4) or whatever the alike lines are. You get the picture.
I must reiterate that this map was great, and well worth the wait. Fix up the ai pathing, the bugs i mentioned, and probably just scratch the CW version since you dont really want it, and maybe toss some more units in GCW. Then I think this map will basically be good for a next-level release.
I'll try that. And it's CW that I want to keep, not GCW

Posted: Fri May 26, 2006 10:24 pm
by PvtParts
Well, my mistake. But I must say that I enjoyed GCW. It didnt need vehicles. Just better pathing (to make better use of the units already) a maybe a few more units. I enjoy GCW maps because most of them out are CW maps.
Regardless, goodluck
Posted: Sat May 27, 2006 6:33 am
by Aksel3
I'm very courious about this map, how is it coming along?
Oh and, have you considered adding CTF mode? I have no doubt that it would fit in really nice. Besides, Conquest-only maps usually gets boring after a while

Tohron
Posted: Sat May 27, 2006 10:33 am
by Tohron
PvtParts wrote:Memory pools for the most part (such as soldieranimation) are not necessary, as they are automatically done. But it helps to remove them simply to clear the clutter of the log.
So you would add an entry below the other memory pools that is similar
SetMemoryPoolSize("SoldierAnimation", 1029) or whatever. Dont copy that, thats off memory. Look in the lua and copy other memory pools.
About the chunks, its not saying it cant find chunks from explosions, its saying it cant find a chunk as in a peice of data I think. So your missing something. Its not being loaded i believe, and it needs to be.
As for why its not working, maybe you have data leftover from an older munge that completes it. Perhaps cut the mod folder from your addon directory and paste it on your desktop (so you have a working map to go back to) and then clean and munge. See if it works then.
Well, seems following those instruction did indeed create a problem for me too. The thing is, though, why do I need data about the republic side in my map: I'm not customizing anything. And how would I go about adding the missing data?