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Spawn-paths not changing (EDIT: Now FIXED!)

Posted: Sat May 27, 2006 1:27 pm
by Guest
I have not experienced this problem in a looong time.

About 50+ saves ago, I last moved a spawnpath on my map without any problems. Now, when I move any of them, save, munge and run - I still spawn at the old locations that I set very, very long ago. I have even deleted the old spawnpath and made a new one with the same name, checked the names in my capture-regions and my CP's. Everything looks allright. And all CP's are inside a hub which is connected to the rest of the planning routes.

It does not matter if I clean all the premunged data before I munge - the munge-program or game just seems to ignore my XXX.pth file.
I checked if I had any extra non-used path-files lying around in my folders that could have been mixed up with my current ones - but there were none to mix them up with so everything should be ok.
My .lua-file has not been changed for a hell of a long time and it is still designed for the amounts of CP's that I have at the moment.

I still spawn at the old places where the paths used to lie. But no path lies there anymore. The paths are still in the same layer as they always were and I had no problems moving them before. Nothing has changed layer.

Anyone who has had similar experiences?

It feels so pointless messing around with what should be simple spawnpaths for many hours when I could spend all this time creating new objects or textures.. I will post back in this thread if I get things going again.

RE: Spawn-paths not changing

Posted: Sat May 27, 2006 1:37 pm
by Big_rich
stupid question: Have you tried cleaning everything, then remunging?

Maybe delete the folder lvl_PC then remunge everything. Also have you deleted the map folder from addon and remunged?

RE: Spawn-paths not changing

Posted: Sat May 27, 2006 1:40 pm
by Astute
I just had that problem, but found a remedy. Move everything into your base layer(regions, spawnpaths included), then go to the world1 folder and open (modname)_conquest.lyr. You should see a lot of info in there, skim down until you see something like this...

Min(0.000000, 0.000000, 0.000000);Max(0.000000, 0.000000, 0.000000);}NextSequence(-27477810);Object("cp3", "com_bldg_controlzone", -7860...

delete everything after Max(0.000000, 0.000000, 0.000000);. I'm pretty sure this should fix it. I believe you can move all your spawn points back into whatever layer you were using before as well.

Posted: Sat May 27, 2006 2:02 pm
by Guest
Thanks for the tip, Astute, I will give that a try!

Yep, I did clean everything and removed the Addon folder before munge. Going to test the layer-manouvre now..

Posted: Sat May 27, 2006 2:59 pm
by Guest
Hmm, I tried merging the conquest-layer into the base-layer.
It did not work as planned though - I still spawn at my old locations and I have no clue why this is. Those old paths are exterminated and buried..

I might go to extreme length later and create a new map and add my old files and see if things are fixed by that. Though, at the moment I do not feel like spending a lot of time on that.

The game clearly do not use the data from my current spawnpaths, so I wonder how it is possible for it to remember the old deleted ones, after all these cleanings and new mungings. Hmm..

The map I have is a large one, 1024*1024 and perhaps the game does not like the spawns to be too far away from each other? Sounds bizarre, but I have to ponder all possibilities at the moment. :roll:

4+ hours have gone into this and no signs of progress yet..


EDIT: Now I see that I lack my XXX.req files in my world1-folder. This looks suspicious. I will try to update my REQs from ZE and see what happens. Luckily, I have all my old data left on another hard-drive so I will be able to compare all files with the old ones.

Hmm, I found that I had renamed my XXX.req to XXX.backupreq and now it is restored. But the spawnpath problem is still there - I just went back to my double layer system because the game had lost all of its spawnpaths when I munged it last. This is heading towards a completely new and fresh map if things do not get solved. Trying with my old files now..

Posted: Sat May 27, 2006 4:14 pm
by Guest
Haha, it's even worse at this moment.
My level is now completely black and all units fall down the endless space..

Trying to fix this now..

EDIT: My map is back again now after copying my older backup-files into the world1-folder.
Though, the path-problems does not seem to improve.


Here is a screenie from earlier today when I made a new bridge in XSI.
Alas, I have not been able to work further on the map since these problems have emerged..

Image

Posted: Sat May 27, 2006 7:30 pm
by Big_rich
have you tried to delete all spawn paths. and completely remake them with new names, etc..etc..etc.? Making sure to use a diff name in with you cp spawnpaths?
But that is a cool lookin sky!

Posted: Sun May 28, 2006 2:33 pm
by [RDH]Zerted
First off for everyone, as soon as you find a problem, backup your map. You never want to accidentally destroy an entire map because a small problem.

Check your files and make sure they aren't Read Only. You can open up the path files using notepad and see if your changes are being saved in there.

Posted: Mon May 29, 2006 11:38 am
by Guest
Thanks for all the replies - now the issue is fixed and the solution was much simpler than I thought. :roll:

Big Rich - you were completely right - I just needed to delete the spawnpaths and make new ones with new names which I linked to from my command posts.

For some reason unknown, I could no longer change my old paths even if they were correctly linked to from the commandposts. Well, now I can just copy the old spawn-coordinates in the .PTH-file into my new paths and get back the correct paths which I can yet again move now. 8)