How do I fix these errors?

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Spacerocker

How do I fix these errors?

Post by Spacerocker »

I've got some strange errors. I dont know how I got them, and I dont know how to fix them. They are making me unable to spawn into my level, ie - just the sides show up with a black screen.

MungeLog:

Code: Select all

WARNING[PC_modelmunge msh\hoth_bldg_ioncannon.msh]:hoth_bldg_ioncannon has 1089 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\kas2_bldg_tree_leaves.msh]:kas2_bldg_tree_leaves has 5264 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\kas2_prop_canopy.msh]:kas2_prop_canopy has 3948 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
   0 Errors    3 Warnings


This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.
ERROR[levelpack BAT.req]:Expecting bracket, but none was found.
File : munged\pc\bat.terrain.req(1)...

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

ucft <--
 [continuing]
   2 Errors    0 Warnings

ERROR[levelpack BAT_1flag.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack BAT_1flag.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
 [continuing]
ERROR[levelpack BAT_conquest.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack BAT_conquest.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
 [continuing]
ERROR[levelpack BAT_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack BAT_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
 [continuing]
ERROR[levelpack BAT_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack BAT_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
 [continuing]
   8 Errors    0 Warnings

ERROR[levelpack BAT.req]:Expecting bracket, but none was found.
File : munged\pc\bat.terrain.req(1)...

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

ucft <--
 [continuing]
   2 Errors    0 Warnings


BFront2 Runlog(at least I think that's what it's called):

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(1010)
Data in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BAT\Data\_lvl_pc\BAT\BAT.lvl is not a binary UCF file.

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk BAT_conquest in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\BAT\Data\_lvl_pc\BAT\BAT.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in dc:BAT\BAT.lvl

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
	(none): in function `AddCommandPost'
	(none): in function `ScriptPostLoad'
[/code]

I think the 8 error one is the one causing the problem, but I dont know what to do about it.
Koolaid7g
Rebel Sergeant
Rebel Sergeant
Posts: 218
Joined: Wed Mar 01, 2006 4:14 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Contact:

RE: How do I fix these errors?

Post by Koolaid7g »

It means that you're missing a line or file linking your map to the different game options. Check how you export your world in zeroedit, and then go searching in the lua.
Spacerocker

RE: How do I fix these errors?

Post by Spacerocker »

How do I do that, and what do I search in the Lua for?
User avatar
Maveritchell
Jedi Admin
Jedi Admin
Posts: 7366
Joined: Mon Aug 21, 2006 11:03 pm

Post by Maveritchell »

Without knowing more about what you've done to cause the error, this is only a guess, but a lot of times when your spawn options are showing up on a black screen it means you've either mislabeled CP's or called them incorrectly in the .lua - which is supported by that last level 3 message. Make sure that the CP's you call in the .lua have the same names as the ones in ZE, and make sure that they're placed correctly in ZE.
Spacerocker

Post by Spacerocker »

Well here is my LUA. After scanning it line by line more than once everything appareds as it should be, although I have missed a incorrect line in the past on another project. I dont think I've even changed anything as far as what defines the cp's.

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams") 
	
	--  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


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"}
    
    
    
    --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: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(400)
    SetMaxPlayerFlyHeight (400)
    
    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\\kas.lvl;kas2cw")
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_fightertank",
                             "rep_hero_yoda",
                             "rep_hover_barcspeeder")
    ReadDataFile("SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_grievous",
                             "cis_hover_aat")
                             
                             
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower")          
                             
	SetupTeams{
		rep = {
			team = REP,
			units = 50,
			reinforcements = 100,
			soldier  = { "rep_inf_ep3_rifleman",9, 25},
			assault  = { "rep_inf_ep3_rocketeer",1, 4},
			engineer = { "rep_inf_ep3_engineer",1, 4},
			sniper   = { "rep_inf_ep3_sniper",1, 4},
			officer = {"rep_inf_ep3_officer",1, 4},
			special = { "rep_inf_ep3_jettrooper",1, 4},
	        
		},
		cis = {
			team = CIS,
			units = 50,
			reinforcements = 100,
			soldier  = { "cis_inf_rifleman",9, 25},
			assault  = { "cis_inf_rocketeer",1, 4},
			engineer = { "cis_inf_engineer",1, 4},
			sniper   = { "cis_inf_sniper",1, 4},
			officer = {"cis_inf_officer",1, 4},
			special = { "cis_inf_droideka",1, 4},
		}
	}
     
    SetHeroClass(CIS, "cis_hero_grievous")
    SetHeroClass(REP, "rep_hero_yoda")
   

    --  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)
    
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:BAT\\BAT.lvl", "BAT_conquest")
    ReadDataFile("dc:BAT\\BAT.lvl", "BAT_conquest")
    SetDenseEnvironment("true")




    --  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\\kas.lvl",  "kas2")
    OpenAudioStream("sound\\kas.lvl",  "kas2")
    OpenAudioStream("sound\\kas.lvl",  "kas2_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_kas_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_kas_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_kas_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_kas_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_kas_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_kas_amb_victory")
    SetDefeatMusic (REP, "rep_kas_amb_defeat")
    SetVictoryMusic(CIS, "cis_kas_amb_victory")
    SetDefeatMusic (CIS, "cis_kas_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(-191.027, 298.391, -125.886, 90, 12, 32, 465);

    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
In ZE I've deleted and readded each comand post, region, and path in the conquest layer while remembering not to captialize any letters. I've noticed that the first error in the munge log says it has something to do with the terrain req. so I tried completely flattening my terain in ZE. I think remember creating new terrain and shaping it to better fit my map. Still got the same errors. I dont think I did anything with the terrain or world files themselves. I know that's a gigantic no no.
*sigh* Looks like Im gonna have to ditch this project which sucks because it required a lot of time when I started it allmost a year ago. :( I haven't been working on it for a year, I'm only trying to save the project it after it hasen't been working for so long.
Post Reply