Mod Tools "Broken" [Solved]

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Teancum
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Re: Mod Tools "Broken"

Post by Teancum »

Just throwing a ball into right field here, but are you on XP or Vista?
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Re: Mod Tools "Broken"

Post by theultimat »

I'm on XP.
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Frisbeetarian
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Re: Mod Tools "Broken"

Post by Frisbeetarian »

theultimat wrote:
Frisbeetarian wrote:When you make a new map and munge for the first time, that new map works, correct?
Nope. It doesn't work at all.
If that's the case, I'd suggest reinstalling the modtools. It seems that something in the data folder is probably messed up.
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Re: Mod Tools "Broken"

Post by theultimat »

@Frisbeetarian: Unfortunately, that didn't work. I already tried... Thanks anyway though.
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Re: Mod Tools "Broken"

Post by Frisbeetarian »

When you munge a brand new map (just common checked), how big are each of the files that appear in your _LVL_PC directory?
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Re: Mod Tools "Broken"

Post by theultimat »

Okay... I'll give all of them to size on disk...

addme.script: 4.0 KB
core.lvl: 2.56 MB
mission.lvl: 88.0 KB
ABC.lvl: 2.74 MB
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Re: Mod Tools "Broken"

Post by Teancum »

Here's another question -- if you try to play a map that other people know works (like for instance the BF0 maps) do they work? -- that is a known working map should be the only map in your /addon folder. That'll help determine if it's an issue with addons or the munge.
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Re: Mod Tools "Broken"

Post by theultimat »

@Teancum: Yes, all the other maps work. If I remove all the mods except one (lets say Corellia by bobfinkl) and test it ingame, it works. If, however, I remove all maps except ABC (a map that I munged) it would not work, but get a FATAL error.
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Re: Mod Tools "Broken"

Post by Frisbeetarian »

Usually things will end up too small, but your addme.script seems to be too big by about 5 times. Could you post the contents of your addme.lua?
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Re: Mod Tools "Broken"

Post by theultimat »

@Frisbeetarian: Okay, here it is:

Code: Select all

--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
	for i, mission in missionList do
		if mission.mapluafile == mapName then
			for flag, value in pairs(newFlags) do
				mission[flag] = value
			end
		end
	end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FRN%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c  = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier.  the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("FRN","FRNg_con",4)
AddDownloadableContent("FRN","FRNc_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\FRN\\data\\_LVL_PC\\core.lvl")
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Re: Mod Tools "Broken"

Post by Frisbeetarian »

When I munge that, I get a file that's 816 bytes. How big is your mungeAddme.bat and ToolsFL\bin\ScriptMunge.exe?
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Re: Mod Tools "Broken"

Post by theultimat »

Again, I will answer to size on disk...

mungeAddme.bat: 4.00 KB
ScriptMunge.exe: 120 KB
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Re: Mod Tools "Broken"

Post by Frisbeetarian »

Could you package up your data_FRN folder so that I can take a look at it? It would make this much easier, plus I can check to see if it has to do with your computer, or with the modtools.
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Re: Mod Tools "Broken"

Post by theultimat »

Okay, I've uploaded it to MediaFire. Here's the link. And thanks tonnes Frisbeetarian!

URL: Click Here

EDIT:
I have just made an unfortunate discovery. Now, when I place a new map in my addon folder, I get a FATAL error... Seems like it is an addon problem after all, or maybe both. The strange thing is that I only get a FATAL on a new map in the addon folder - maps that were previously in there are fine.
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Re: Mod Tools "Broken"

Post by Teancum »

And just to be clear, this FATAL comes while Battlefront is still loading, right?
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Re: Mod Tools "Broken"

Post by theultimat »

@Teancum:
Not exactly. Battlefront loads fine, but when I select a newly added/ munged mod map to play I get the FATAL after I click launch, as seen below:
Hidden/Spoiler:
Image
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Re: Mod Tools "Broken"

Post by Yodakid »

Have you tried to re-install BF2?
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Re: Mod Tools "Broken"

Post by theultimat »

@YodaKid: Nope...I'll try that when I get home tommorow.
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Re: Mod Tools "Broken"

Post by Frisbeetarian »

I have an idea of what's wrong, but I'd like to be sure, so I just need you to answer a couple of questions.

How long does a munge take?

Does the following message come up whenever you munge?

Code: Select all

\Common was unexpected at this time.
Also, I told you to only select Common when you munged, instead you munged everything. Just to let you know, unless you are changing the other things, only common needs to be checked.
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Re: Mod Tools "Broken"

Post by theultimat »

@ Frisbeetarian: I cleaned and only munged common, but the files were still there in _LVL_PC. Sorry about that. A munge takes about... 45 seconds. And no, that

Code: Select all

\Common was unexpected at this time.
I couldn't find, although I might have missed it. Where exactly would it be on in the munge output?

EDIT: I also tried to reinstall SWBF2, but it didn't fix the problem.
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