Sides Work In Testing, but not in Actual Gameplay (Solved)
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- Havoc 526
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Sides Work In Testing, but not in Actual Gameplay (Solved)
Okay, I'm in a bit of a pickle. I'll explain everything up to now:
I made some new sides for the Republic. (And this is for a mod I would release when, or if, ARC_Commander would reply anytime soon.) So, I copied all the required msh files, weapon odfs, and whatnot that I needed, set up the req files, etc. I then made the troops, used my test map to make sure they all worked fine, went through every bug I found, and at last, they were perfect. Everything was perfect! (sarcasm ->) I WAS PERFECT!
HOWEVER...
I put them in the maps they were going in. These were the shipped maps Coruscant and Utapau. One side for Coruscant, and the other for Utapau. I play the maps, and within five seconds of the first battle, the game went kaput, and I found myself tilting my head in confusion. I tried the maps on the modtools program, and I found no problem. There should be no reason these maps should be crashing during actual gameplay. Unfortunatly, there is one, and I can't find it.
If anyone has had any experiance in this field and may know the reason, I'm all ears and ready to listen.
I made some new sides for the Republic. (And this is for a mod I would release when, or if, ARC_Commander would reply anytime soon.) So, I copied all the required msh files, weapon odfs, and whatnot that I needed, set up the req files, etc. I then made the troops, used my test map to make sure they all worked fine, went through every bug I found, and at last, they were perfect. Everything was perfect! (sarcasm ->) I WAS PERFECT!
HOWEVER...
I put them in the maps they were going in. These were the shipped maps Coruscant and Utapau. One side for Coruscant, and the other for Utapau. I play the maps, and within five seconds of the first battle, the game went kaput, and I found myself tilting my head in confusion. I tried the maps on the modtools program, and I found no problem. There should be no reason these maps should be crashing during actual gameplay. Unfortunatly, there is one, and I can't find it.
If anyone has had any experiance in this field and may know the reason, I'm all ears and ready to listen.
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AQT
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Re: Sides work during testing, but not in actual gameplay!
How did you do this? Are you replacing the shipped rep.lvl?Link504 wrote:I put them in the maps they were going in. These were the shipped maps Coruscant and Utapau. One side for Coruscant, and the other for Utapau.
- Maveritchell
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Re: Sides work during testing, but not in actual gameplay!
I've come up against issues that crashed the game but not the modtools twice, and it was different both times and unrelated to your issue both times. If you don't have any obvious errors in your error log (even though it will run fine in the modtools), then all you can do is eliminate changes one at a time until you find the error.
- Havoc 526
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Re: Sides work during testing, but not in actual gameplay!
No. I'm using a few assets from BFX, and this has been the only time a certain side has worked. I made a seperate folder within the SIDE folder, and I'm placing my custom sides in there. They are two different legions of the Republic Army. I wouldn't dare touch the shipped files without backing them up. Besides, this is for a mod I'm making, and if ARC_Commander will ever be kind enough to answer my request, the result may be a public release. (He hasn't been on since March!) But anyway...AQT wrote:How did you do this? Are you replacing the shipped rep.lvl?Link504 wrote:I put them in the maps they were going in. These were the shipped maps Coruscant and Utapau. One side for Coruscant, and the other for Utapau.
I have not had any errors posted in my PC_Mungelog at all recently, so I can't seem to find any errors at all as to why it is crashing. It's like the Kashyyyk campaign map in BFX 1.0. No visible reason...
And if I eliminate the changes one at a time, I may end up making it worse! (I have that talent.) Everthing is as it should be. The sides are basically the same in weaponary, health, sounds, and the like, especially since I copied all the required msh and odf files from all the needed sides, no reason what so ever.
Unless the side's name has to be the same as the name the map is using for it. Could that have any effect?
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AQT
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Re: Sides work during testing, but not in actual gameplay!
How does your .lua(s) look? It may be script related. Are you making a new era with these sides?
- Havoc 526
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Re: Sides work during testing, but not in actual gameplay!
Not a new era, no. It may have something to do with the memorypoolsize commands.
Here is Coruscant.
See anything wrong with it?
Here is Coruscant.
Hidden/Spoiler:
- Maveritchell
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Re: Sides work during testing, but not in actual gameplay!
As I meant to say above and will say plainly now - if you have a crash that shows up not in the modtools but during actual gameplay, it will not be overt. If you look at your .lua or anything else, it will not look wrong (and on some level it isn't wrong, because it works in one version of the game).
To fix that kind of error you will need to work backwards slowly and methodically. If you changed a whole lot at once, tough noogies - you're going to have to do a lot of work. There isn't an easy solution, just start taking things out (I would start with eliminating single units at a time) and see how far down you can narrow the problem.
To fix that kind of error you will need to work backwards slowly and methodically. If you changed a whole lot at once, tough noogies - you're going to have to do a lot of work. There isn't an easy solution, just start taking things out (I would start with eliminating single units at a time) and see how far down you can narrow the problem.
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obiboba3po
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Re: Sides work during testing, but not in actual gameplay!
if im not mistaken (ive never loaded sides through an existing map) aren't custom sides in a lua set up like this?
i dont see why there would be 2 things after SIDE (RGH\\501.lvl)
although like i said i've never loaded a custom made side into a stock map, please correct me if i am wrong.
(wait never mind i think i see what the RGH is for. but you still need a dc: do you not?)
Code: Select all
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")Code: Select all
ReadDataFile("SIDE\\RGH\\501.lvl",
"rep_inf_501_rifleman",
"rep_inf_501_rocketeer",
"rep_inf_501_engineer",
"rep_inf_501_sniper",
"rep_inf_501_officer",
"rep_inf_501_jettrooper",
"rep_inf_501_commander")(wait never mind i think i see what the RGH is for. but you still need a dc: do you not?)
- Frisbeetarian
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Re: Sides work during testing, but not in actual gameplay!
He knows what he's doing. He set it up correctly. The "dc:" just tells the game that it's looking for something in a different directory. If you know how it works, you can manipulate the directory structure and never have to use the "dc:".
Just to confirm: You ran the sides in a test map; it worked. You set up the Lua scripts as displayed for both Coruscant and Utapau, ran the maps through the BF2_modtools.exe; they both worked. You then ran both maps though the regular game; they both failed. Is this all true?
Just to confirm: You ran the sides in a test map; it worked. You set up the Lua scripts as displayed for both Coruscant and Utapau, ran the maps through the BF2_modtools.exe; they both worked. You then ran both maps though the regular game; they both failed. Is this all true?
- Tourny
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Re: Sides work during testing, but not in actual gameplay!
The Mod Tools program is built with a much higher leaniancy (I don't think I spelled that right) level than the real game. once I had a problem with the combo animation memory pool and the real game would crash everytime I swung my saber for a particular unit.
But I have another question:
You said it crashes after 5 seconds. Could you tell us what happens before it crashes? Sometimes that can tell you something. (like how if something about scriptpostload is wrong the bots will adamantly refuse to spawn until you fix it)
But I have another question:
You said it crashes after 5 seconds. Could you tell us what happens before it crashes? Sometimes that can tell you something. (like how if something about scriptpostload is wrong the bots will adamantly refuse to spawn until you fix it)
- Havoc 526
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Re: Sides work during testing, but not in actual gameplay!
To Frisbeetarian: Every last word of it.
Well, I just solved it, and to answer your question, it had absolutly NOTHING to do with my sides, the problem was the droids. Apparently, you're not supposed to remove the explosion effect from a droid's random explosion of death. All of that trouble for that one problem! So, as a result, when I killed a droid, the game crashed.
Everything else was fine.
Well, I think this can be locked now. Don't you?
Well, I just solved it, and to answer your question, it had absolutly NOTHING to do with my sides, the problem was the droids. Apparently, you're not supposed to remove the explosion effect from a droid's random explosion of death. All of that trouble for that one problem! So, as a result, when I killed a droid, the game crashed.
Well, I think this can be locked now. Don't you?
- Tourny
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Re: Sides work during testing, but not in actual gameplay!
lol. A pattern was sought and a pattern was found...
Although I HAVE removed that random explosion of death before and not experienced a problem.
Although I HAVE removed that random explosion of death before and not experienced a problem.
- [RDH]Zerted
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Re: Sides work during testing, but not in actual gameplay!
It is solved, so the topic title should be changed to let people know they don't have to read this. However, I don't think all the solved topics need to be locked.
