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Some Quick BFront.txt Errors...
Posted: Sat Jan 08, 2005 11:02 pm
by PR-0927
Yeah, tell me what you can:
Code: Select all
Message Severity: 2
.\source\EntityHover.cpp(561)
Hover fell thru' terrain, x = -122.644188, z = 688.788696
Message Severity: 2
.\source\EntityHover.cpp(561)
Hover fell thru' terrain, x = 27.358257, z = 694.797180
Message Severity: 2
.\source\EntityHover.cpp(561)
Hover fell thru' terrain, x = -126.477203, z = 667.958984
Message Severity: 3
.\source\LuaScript.cpp(1951)
error: table index is nil
stack traceback:
1: function <191:(none)>
Message Severity: 3
.\source\LuaScript.cpp(1951)
error: table index is nil
stack traceback:
1: function <191:(none)>
Message Severity: 3
.\source\LuaScript.cpp(1951)
error: table index is nil
stack traceback:
1: function <191:(none)>
Thanx!!
- Majin Revan
Posted: Mon Jan 10, 2005 5:21 am
by Lord_Bandu
some more
Opened logfile BFront.log 2005-01-10 0859
Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0xc88c0f37 does not exist in movie 0xb86e8e36
Message Severity: 2
.\source\LuaCallbacks_Mission.cpp(726)
Memory pool "EntityTauntaun" not found
Message Severity: 3
.\application\RedPath.cpp(103)
This path has zero points.
Message Severity: 2
.\source\FLEffect.cpp(180)
FLEffect::Read: duplicate effect class name (ff8ea27f)!
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 0860e98c
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: bbd03a72
Message Severity: 2
.\source\CollisionMesh.cpp(500)
Duplicate collision mesh name exists in another level file: bbd03a72
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: eacbb5e6
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: ebcbb779
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: e8cbb2c0
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: e9cbb453
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: eecbbc32
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: efcbbdc5
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 7fe8aabc
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: e7447a64
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 82e8af75
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: 594be99f
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 81e8ade2
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: 5349a196
Message Severity: 2
.\source\GameModel.cpp(254)
Duplicate model name exists in another level file: 7ce8a603
Message Severity: 2
.\source\CollisionBody.cpp(199)
Duplicate collisionbodyprimitive exists in another level file: d53da249
Message Severity: 2
.\source\EntityFlyer.cpp(3015)
Could not build EntityFlyer
Message Severity: 2
.\source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP4" control region
Message Severity: 2
.\source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP4" control region
Message Severity: 2
.\source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP4" control region
Message Severity: 2
.\source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP4" control region
Message Severity: 3
.\source\CommandPost.cpp(414)
Command Post missing control region "CP3Control"
this missing control regions is not true....in zeroedit i have this control region.
now when i run sptest i crash when i click on spawn
Posted: Mon Jan 10, 2005 5:23 am
by Lord_Bandu
im very close to packing in this map and starting again ! i have no in game music , i have tried everything to get a fambaa shield and my ground texture is blurry . aaargh
Posted: Mon Jan 10, 2005 9:31 am
by Lord_Bandu
my map is 256x 256 ....so your sayin i cant paint the whole terrain?
Posted: Mon Jan 10, 2005 9:36 am
by Lord_Bandu
Message Severity: 3
.\graphics\pc\shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!
whats L8 format?
Posted: Mon Jan 10, 2005 10:38 am
by Lord_Bandu
well i just did a test map and all i did was copy the textures i needed into my world1 folder .....i put all the different textures in my map . small squares of each right next to each other and only around the 2 cp's (which were close together). munged and tested . Still comes up with the same error ( see above post) which coincides with blurry ground . iv tried putting nab1_detail.tga in the detail box and iv tried without. with i get the error , without i dont BUT its the same if not a tiny bit more blurry.
im beginning to think the texture update doesnt agree with some computers or something
Posted: Tue Jan 11, 2005 1:55 pm
by Lord_Bandu
the detail texture is nab1_detail.tga and i put nab1_detail.tga in the detail box i see the texture change in zeroedit. i dont see an option file for the nab1_detail.tga file.
Posted: Tue Jan 11, 2005 2:00 pm
by Lord_Bandu
oh and iv started another naboo map and now when i go to load my map it wont let me . it says it has to be in the subdirectory of the editor but i havent changed anything since i last loaded it up ....
the last time i saved it i just munged and tested but it crashed before it loaded up in sptest .....now it wont let me load it . i repeat i have not changed anything .
i dont know what iv done to this editor but it has suddenly decided to hate me in the last couple of days!

Posted: Tue Jan 11, 2005 2:02 pm
by Lord_Bandu
Posted: Tue Jan 11, 2005 2:42 pm
by Lord_Bandu
ps. me and saturnv are trying our hardest to get the fambaa shield working (like in the historical naboo map) but weve had no luck ......weve put 1 fambaa shield and 1 famba generator on the map , weve copied the lua and weve added them to our req file under '' class'' or ''texture'' (i cant remember at the moment) but still no shield appears .
can you shed any light on the matter please.
Posted: Tue Jan 11, 2005 3:35 pm
by Lord_Bandu
ok thanks . i have seen the shield but it only lasted for a second or 2 ......it kinda shuts itself down straight away ......this was about a week ago tho
Posted: Tue Jan 11, 2005 3:36 pm
by Saturn_V
Unfortunately, we have already done everything you suggest plus copied the nab_walk_fambaa.zaabin and zafbin to the munged folder.
The latest is that the shield appears right at the start of the game, but the fambaa shuts it off straight away.
A quick and dirty fix is to edit the shield fx file to make the switch-off time very long.
Posted: Tue Jan 11, 2005 6:40 pm
by Lord_Bandu
i guess if when the fambaa is destroyed the shield goes down aswell then it doesnt really matter unless the switch-off time isnt very long.
Posted: Tue Jan 11, 2005 7:12 pm
by TAW_pinx
Hi guys, I don't want to cut in on the conversation, but I'm just not sure about vehicles. I haven't seen any tutorials anywhere and wondering if someone could just kind of guide me and help me understand why it wouldn't work, here's my Bfront.txt output:
Message Severity: 3
.\source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "Region3"
Message Severity: 2
.\source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_combatspeeder.odf"
Message Severity: 3
.\source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "Region3"
Message Severity: 2
.\source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_combatspeeder.odf"
Message Severity: 3
.\source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "Region0"
Message Severity: 2
.\source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_combatspeeder.odf"
Message Severity: 3
.\source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "Region0"
Message Severity: 2
.\source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_combatspeeder.odf"
I'm assuming that I DEFINTELY need a CP in the Spawn Region? This being said, it would be easier to place my vehicle spawn close to CP and then name my ie)CP3Control for the Control Region?
Why am I missing the class when it's right in my World1\ODF folder?
Basically I tried to place 2 vehicle spawns in each region here...I made 2 new regions for them away from the CP...tried to emulate the way it was used on Yavin, but didn't quite work. I'll play around, just getting frustrating. I AM getting a hang of planning...but it still seems like the AI stand around...
Posted: Tue Jan 11, 2005 8:38 pm
by TAW_pinx
Ok...so I've figured out the CP thing...
Why am I still missing those vehicle classes?
I thought I solved it when I copied the ALL and IMP folder over to the Sides directory for my mod, but that's not the case here.
What else do I have to copy over?
My latest errors:
Message Severity: 2
.\source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_combatspeeder"
Message Severity: 2
.\source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "imp_hover_fightertank"
ETC. for all my vehicles.
I edited my mod4a.lua to include the vehicles to load up...no more error 171 as above, now I get this:
Message Severity: 2
.\source\EntityHover.cpp(3051)
Unable to build EntityHover
I'm assuming another feature I need to edit in the .lua
I'll play around a bit more and hopefully get it working or someone can make it easy on me if they want and tell me what else I have to do....lol
Posted: Wed Jan 12, 2005 1:21 am
by Saturn_V
Posted: Wed Jan 12, 2005 7:57 am
by konicon
hi everyone. ive made a pretty large map with a size of 1000 x 1000 and when i travel out a fair way towards the edges i die and get the following error:
Message Severity: 2
.\source\EntitySoldier.cpp(2663)
Unit flew out of world, x = 149.805450, z = -1406.004883
I can get in a flyer and travel a hell of a long way with no trouble, but when i land and try to get out i get that error again. The same goes for a speeder: i travelled a fair way and as soon as i got off the speeder i died and that error came up again. Can someone tell me what's happening and how to fix it? If this problem has already come up and been sovled can someone direct me to the forum post please? thanks

Posted: Wed Jan 12, 2005 11:27 am
by Lord_Bandu
1000x1000!!!! lol
i think the largest you can have 256x256
Posted: Wed Jan 12, 2005 3:56 pm
by Lord_Bandu
iv got the shield for the fambaa working by extending the shutt-off time (to 1000). The problem is when the fambaa is destroyed the shield doesnt shut down like it should do.
is it possible for me to only allow infantry lasers to penetrate the shield ? i dont want any vehicle to be able to enter and i dont want the vehicles lasers to be able to penetrate it . also i dont want any rockets or powerfull amoo to get thro it . only lasers from a blaster gun.
Posted: Wed Jan 12, 2005 4:03 pm
by TAW_pinx
Thanks Saturn_V:
That's a great link that I'll share with others at TAW.
One question though, is there another place that I need to change something for Snowspeeders and the tow cable?