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I haven't seen this problem.

Posted: Tue Sep 16, 2008 4:10 pm
by agzilla123
Ok, it has been awhile, and my mod is starting to come together, I hop to post it in the wp thread, as it will soon be 50% complete. I have to say that I think i am getting the hang of modding, as i am beginning to figure out the answers to other peoples questions lol.

Anyway, my lastest dilemma is that my unit will not show up ingame. I have checked all of the necessary things, and actually re did the unit and I am still getting the same error. Her is the PC_MungeLog:
Hidden/Spoiler:
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
Does this mean anything besides what it actually says, becasue I didn't touch any of the things it mentions.

Any help would be appreciated.

Re: I haven't seen this problem.

Posted: Tue Sep 16, 2008 5:29 pm
by obiboba3po
"the things it mentions" really isnt anything. mungelogs rarley make sense. what exactly did u edit right before this? is there a req, msh, odf, is it being called up in youre lua? more info please :yes:

Re: I haven't seen this problem.

Posted: Tue Sep 16, 2008 9:33 pm
by [RDH]Zerted
Munge logs make sense, you just have to understand them. Do a full, manual clean and munge again.

Re: I haven't seen this problem.

Posted: Tue Sep 16, 2008 9:39 pm
by agzilla123
Ok, I will try that [RDH]Zerted. If it does not work, I will give more information on this problem like obiboba3po suggested.

Re: I haven't seen this problem.

Posted: Wed Sep 17, 2008 8:46 am
by Teancum
If a manual clean doesn't work, then it's likely a syntax error in your lua (forgetting a comma, or a bracket, stuff like that).

Re: I haven't seen this problem.

Posted: Wed Sep 17, 2008 10:54 am
by [RDH]Zerted
Teancum wrote:If a manual clean doesn't work, then it's likely a syntax error in your lua...
You would get a failed to compile error with the line number and a short description of the syntax error.
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...
Tells you the problem is with VisualMunge packing up the already munged files. Meaning one of your files failed to munge correctly. Meaning remunging all your files should show the original problem.

Re: I haven't seen this problem.

Posted: Wed Sep 17, 2008 11:03 am
by Teancum
yeah, you'd get a compile error, but only the first time you munge. If you ignore it and munge again only the req error will show (if memory serves)

By Zerted: Ahh, I misread your other post and thought you where saying that that error was the lua syntax error (but true, it was most likely indirectly caused by one). Your memory is correct. I didn't think it would be worth bumping the topic to say this.

Re: I haven't seen this problem.

Posted: Thu Sep 18, 2008 4:21 pm
by agzilla123
It's terrible!!!!!!!!!!!!!!!

After doing the manual clean, I just regressed all through much of half a summer work.

My security droid still doesn't work

My battle droid has lost its Geonosis texture

My pilot droid is a black silhouette.

Well anyway, here is the PC_MungeLog
Hidden/Spoiler:
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--

2 Errors 0 Warnings

WARNING[PC_modelmunge msh\cis_1st_bdroid.msh]:cis_1st_bdroid has 1509 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_pilotdroid.msh]:cis_1st_pilotdroid has 1509 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_1st_securitydroid.msh]:cis_1st_securitydroid has 1509 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_bdroid.msh]:cis_inf_bdroid has 2633 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_pilotdroid.msh]:cis_inf_pilotdroid has 2589 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\cis_inf_securitydroid.msh]:cis_inf_securitydroid has 2589 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 6 Warnings

ERROR[PC_texturemunge msh\cis_1st_bdroid_hands.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\cis_1st_bdroid_hands.tga]:Targa type 10 not currently supported.
[continuing]
ERROR[PC_texturemunge msh\cis_1st_pilotdroid_hands.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\cis_1st_pilotdroid_hands.tga]:Targa type 10 not currently supported.
[continuing]
ERROR[PC_texturemunge msh\cis_1st_securitydroid_hands.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\cis_1st_securitydroid_hands.tga]:Targa type 10 not currently supported.
[continuing]
ERROR[PC_texturemunge msh\cis_inf_bdroid.tga]:Targa type 10 not currently supported.
ERROR[PC_texturemunge msh\cis_inf_bdroid.tga]:Targa type 10 not currently supported.
[continuing]
8 Errors 0 Warnings

ERROR[PC_modelmunge msh\geo_bldg_geoturret.msh]:AddSegment(geo_bldg_geoturret:shadowvolume): shadow mesh edge 216 / 226 is invalid (edge next == twin == 217)
WARNING[PC_modelmunge msh\geo_bldg_hangar.msh]:geo_bldg_hangar has 3981 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
1 Errors 1 Warnings
If you need anymore information just tell me.

Any help would really be appreciated.

Re: I haven't seen this problem.

Posted: Thu Sep 18, 2008 5:12 pm
by obiboba3po
you got the "targa type 10 not supported" error. that means you accidentally saved a skin with RLE compression.

Re: I haven't seen this problem.

Posted: Thu Sep 18, 2008 6:09 pm
by Fluffy_the_ic
There's an explanation for a pretty good majority of the errors.

Re: I haven't seen this problem.

Posted: Sat Sep 20, 2008 10:51 am
by agzilla123
Ok, so which of these responses are right:

1. My problems are only becasue of the Targa type 10 errors.

2. I should fix exactly what the PC_MungeLog says are problems. ( the things that appear in the PC_MungeLog)

3. The log is not really going to tell me what the problems are.

In any case, I will start fixing the Targa type 10 errors now.

Any help would be appreciated.

Re: I haven't seen this problem.

Posted: Sat Sep 20, 2008 10:59 am
by Maveritchell
agzilla123 wrote:1. My problems are only becasue of the Targa type 10 errors.
Maybe

2. I should fix exactly what the PC_MungeLog says are problems. ( the things that appear in the PC_MungeLog)
Right

3. The log is not really going to tell me what the problems are.
Wrong... to a degree
If your Munge log has "ERROR"s, always fix them before any further debugging. I would recommend fixing your .tgas, then cleaning and remunging, and then seeing what pops up. The "Targa type 10" errors could cause the first two errors, but the only way to tell is by cleaning and remunging.

Your munge log will tell you some major problems, but not all of them. However, it's patently unwise to try and debug any further than the munge log if you have errors there, because it is a guarantee that errors in the mungelog will cause problems ingame.

Re: I haven't seen this problem.

Posted: Sat Sep 20, 2008 11:15 am
by agzilla123
Ok, so i fixed the Targa errors and here is what happened.

1. My battle droid still doesn't have the right skin

2. My pilot droid is perfect, as good as it was before, no problems with it at all.

3. My security droid still isn't appearing.

Here is my newest PC_MungeLog:
Hidden/Spoiler:
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
Any help solving this problem would be appreciated.

Re: I haven't seen this problem.

Posted: Sat Sep 20, 2008 11:18 am
by destos
would u mind posting ure lua? i think i know whats wrong but i gotta see exactly where you need to fix the issue.

Re: I haven't seen this problem.

Posted: Sat Sep 20, 2008 12:45 pm
by agzilla123
Ok, here it is:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}

--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()

EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
ReadDataFile("ingame.lvl")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
--"rep_fly_gunship",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_jettrooper",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_engineer",
"rep_hero_macewindu",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("dc:SIDE\\cge.lvl",
"cge_inf_battledroid",
"cge_inf_pilotdroid",
"cge_inf_securitydroid)

ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 28,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",10, 25},
assault = { "rep_inf_ep2_rocketeer",1, 4},
engineer = { "rep_inf_ep2_engineer",1, 4},
sniper = { "rep_inf_ep2_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep2_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 28,
reinforcements = 150,
soldier = { "cge_inf_battledroid",10, 25},
assault = { "cge_inf_pilotdroid",1, 4},
engineer = { "cge_inf_securitydroid",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},

}
}

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")

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

-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:AGE\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
Any help would be appreciated.

Re: I haven't seen this problem.

Posted: Sat Sep 20, 2008 12:55 pm
by destos
one thing i found is this
ReadDataFile("sound\\geo.lvl;geo1cw") it there but theres also another one like it.... it might help if you take it out cause it might be hunting for that..... unless u where advised to add that in.... if so then idk the problem is unclear to me

Re: I haven't seen this problem.

Posted: Sun Sep 21, 2008 11:14 am
by agzilla123
I have a felling that this is linked to the problem:
Hidden/Spoiler:
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--
ERROR[levelpack mission\AGEc_con.req]:Expecting bracket, but none was found.
File : munged\pc\agec_con.script.req(1)...

ucft <--

2 Errors 0 Warnings
Can anyone tell me what this means?

Any help would be appreciated.