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Big Issue

Posted: Mon Feb 18, 2013 3:13 pm
by DarthAphotic
Today I decided to add a deathregion into an area on my map. I followed the FAQ thread exactly, double-checked everything, and munged my map. These errors appeared:
Hidden/Spoiler:
ERROR[worldmunge world1\MAL.wld]:Text file syntax error. (No open bracket)ERROR[worldmunge world1\MAL.wld]:Text file syntax error. (No open bracket) [continuing]
2 Errors 0 Warnings

ERROR[levelpack MAL.req]:Expecting bracket, but none was found.
File : munged\pc\mal.world.req(1)...

ucft <--
ERROR[levelpack MAL.req]:Expecting bracket, but none was found.
File : munged\pc\mal.world.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack MAL_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack MAL_eli.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings

ERROR[levelpack MAL.req]:Expecting bracket, but none was found.
File : munged\pc\mal.world.req(1)...

ucft <--
ERROR[levelpack MAL.req]:Expecting bracket, but none was found.
File : munged\pc\mal.world.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
I then went back into ZeroEditor to take it out, and my ZeroEditor crashed immediately when I tried to open my world..

I then went into my LUA and took out what I had added and it was back to normal, I then munged again and still the same problem.

I then went into game and I couldn't spawn and the map was fully black and just completely screwed up. The error log produced this error:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl
Also, here is my LUA-
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------

function ScriptInit()

ReadDataFile("dc:Load\\common.lvl")


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(9999)
SetMaxPlayerFlyHeight(9999)

ReadDataFile("sound\\tat.lvl;tat2gcw")

ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett",
"imp_fly_tieinterceptor",
"imp_fly_tiefighter_sc",
"imp_fly_trooptrans")

ReadDataFile("dc:SIDE\\dse.lvl",
"dse_inquisitor",
"dse_sith_inquisitor",
"dse_sith_lady",
"dse_sith_emperor",
"imp_inf_DarthVader")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hover_barcspeeder")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "dse_sith_emperor",1,2},
assault = { "dse_sith_inquisitor", 1,2},
engineer= { "dse_inquisitor", 1,2},
sniper = { "dse_sith_lady", 1,2},
officer = { "imp_inf_DarthVader", 1,2},
special = { "imp_hero_darthmaul", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MAL\\MAL.lvl", "MAL_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Does anyone know how to fix this? I've spent weeks on this and I don't want to have to start over. :(

Re: Big Issue

Posted: Mon Feb 18, 2013 3:45 pm
by LEO
Try a complete clean of everything (deleting all youre munged assets)
Then re-munge

Re: Big Issue

Posted: Mon Feb 18, 2013 3:50 pm
by DarthAphotic
Yes I did a Clean, re-munged, didn't work, then did a Manual Clean, re-munged, didn't work.

Re: Big Issue

Posted: Mon Feb 18, 2013 3:54 pm
by Loopy53
Hm....all you did was try adding a death region, correct?

Re: Big Issue

Posted: Mon Feb 18, 2013 4:15 pm
by Marth8880
Open up MAL.rgn, MAL_eli.rgn and MAL_eli.mrq in a text editor and post their contents here.

Re: Big Issue

Posted: Mon Feb 18, 2013 4:56 pm
by DarthAphotic
Yes, just added a death region.

MAL.rgn-
Hidden/Spoiler:
Version(1);
RegionCount(1);

Region("deathregion("ace")", 0)
{
Position(347.113800, -1.769056, -34.375591);
Rotation(1.000000, 0.000000, 0.000000, 0.000000);
Size(45.000000, 2.000000, 78.000000);
Name("Region1");
}
MAL_eli.rgn-
Hidden/Spoiler:
Version(1);
RegionCount(1);

Region("", 0)
{
Layer(4);
Position(-44.135803, 17.696003, -344.043274);
Rotation(1.000000, 0.000000, 0.000000, 0.000000);
Size(10.000000, 10.000000, 10.000000);
Name("Region0");
}
MAL_eli.mrq-
Hidden/Spoiler:
ucft
{
REQN
{
"congraph"
"MAL_eli"
}
REQN
{
"world"
"MAL_eli"
}
}

Re: Big Issue

Posted: Mon Feb 18, 2013 6:01 pm
by Marth8880
Delete the region in the editor and create another. This time set its type to deathregion like you did last time but name the region "deathregion". Then, add this to the ScriptPostLoad() section of your LUA:

Code: Select all

AddDeathRegion("deathregion");

Re: Big Issue

Posted: Mon Feb 18, 2013 6:08 pm
by DarthAphotic
By Editor do you mean ZeroEditor or MAL.rgn?
Because if it's ZeroEditor remember that's my problem, it's crashing it.

Re: Big Issue

Posted: Tue Feb 19, 2013 1:49 pm
by AceMastermind
You didn't follow the instructions exactly or else it would be working. I don't see where you have the death region loaded in the LUA you posted. Also, ingame error logs are useless when you have munge errors, the map was broken before you even played. You MUST get by the munging stage without errors first.

Adding a deathregion is a simple 3 step process:
  • Create a region
    Give it a name in Class Properties
    Load it in the LUA with the name you gave it

Re: Big Issue

Posted: Tue Feb 19, 2013 2:18 pm
by DarthAphotic
I did follow the instructions, I put it out of my LUA to try to fix the problem of it crashing my ZeroEditor. I took the information out of the .RGN file and I was finally able to get back into ZeroEditor to take it out. And I was referring to the project doing for weeks, not the problem. Thank everyone, especially Marth for directing me to the .RGN file.

Re: Big Issue

Posted: Tue Feb 19, 2013 2:30 pm
by AceMastermind
The LUA never has anything to do with ZE crashing. If the map was working before adding the death region then it looks like you didn't follow instructions when adding it, it shouldn't take more than a couple of minutes to set up correctly. I think more often than not, these user errors are a result of folks getting in a rush and clicking on things they shouldn't or interrupting file saves.