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Unit Issue
Posted: Tue Jun 12, 2007 9:25 am
by Master Fionwë
I'm having some trouble with a few of my units. The ep2 rifleman in particular. I have given the ep2 sniper and rifleman the same mesh and skin, and the sniper works fine, I tested him in Geonosis: Hunt. But the rifleman crashes the game. It's not the default rifleman, because the ep3 rifleman works fine, it's just the ep2 one, and I don't think it could be the mesh because of what I said above. I have no clue what's wrong, and so no clue how to fix this. Also, my jettrooper isn't working, again, I don't really know what's wrong.
Could someone please help me with this?
This is the only thing that's keeping me from releasing my Republic Side mod, as soon as this is fixed, I will release it.
Posted: Tue Jun 12, 2007 9:34 am
by MercuryNoodles
What do your error logs say? That'd be the easy way to figure it out. If you want help, you should post specific information about the problem, because this tells us almost nothing.
Posted: Tue Jun 12, 2007 10:15 am
by Master Fionwë
Where are the error logs?
Posted: Tue Jun 12, 2007 10:24 am
by The_Emperor
You didn't misspell anything in the odf?
Posted: Tue Jun 12, 2007 10:57 am
by Guest
Master Fionwë
post mungelog
=====
Posted: Tue Jun 12, 2007 11:05 am
by Master Fionwë
Okay, this is going to sound dumb from someone who's been modding for so long, but...
Where is the munge log? Or which log are you talking about? In data_EX2/_build/sides/rep there are a bunch of logs, but there are none that say error.
Posted: Tue Jun 12, 2007 11:12 am
by Guest
Master Fionwë
PC_mungelog is a text-document.
Posted: Tue Jun 12, 2007 12:32 pm
by Caleb1117

Yes it is and its found in C:\BF2_ModTools\data_AIA\_BUILD
but only if there was a problem that the munge found, if the munge was ok, then there might not be one.
Posted: Tue Jun 12, 2007 12:46 pm
by MercuryNoodles
Well, those were part of what I meant. Did you test using bf2_modtools.exe? That spits out a log, BFront2.log, and usually catches a lot of errors. You should find it in the Gamedata folder of the game's directory.
Posted: Tue Jun 12, 2007 2:22 pm
by Master Fionwë
It doesn't allow me to play it. It keeps on saying, Please Insert CD 1. I have version 1.0 of the game. Do I need the version 1.1 in order to use this, or could I install the patch, and then use it? Or do I need 1.1 in the first place to use the patch?
Posted: Tue Jun 12, 2007 3:23 pm
by EGG_GUTS
No. You need the cd version. I have the DVD version and I thought I was screwed but luckily my friend was selling his cd version cheap so I bought it.
There is one way though. Zetard made a tut for DVD owners. I don't know where the link is I'll look for it for you.
Or you could go out and buy the CD version.
Posted: Tue Jun 12, 2007 4:33 pm
by Master Fionwë
This is the second time that the game has been bought in my house. The first one was a cd version, but my brother busted the disk, and all we could find was this one.
Edit: I just noticed something a second before the game crashed. The jettrooper, in the unit selection screen, doesn't have the emp launcher in his weapon list. I don't know why, could it possibly be due to an error that occured during the munging, even though no error showed up?
Posted: Tue Jun 12, 2007 8:54 pm
by EGG_GUTS
I'd check the jettrooper's odf. And he only thing that comes up in the munge log is
Missing brackets (I.E. Lua)
Texture overloads (I had it happen to me once)
and Collision problems
Posted: Wed Jun 13, 2007 5:53 am
by MercuryNoodles
Version 1.0 is the game straight off the disk. 1.1 is the version you have after patching.
Posted: Wed Jun 13, 2007 4:14 pm
by Master Fionwë
Is there a download link to a dvd compatible version of the patch, one that works for the U.S. version of the game? It won't really help with getting the side to work, but it would be nice to play some of my fav maps again.
And I found out that it's the emp launcher, so I'm removing it from the side temporarily until I get it working again. But as for the troublesome rifleman, I still have no idea. It's not the mesh, because I changed it to use a different mesh, one that I know for sure works, and it's not the default rifleman, because the ep3 one works fine. I have the +123 mod, and so I tested the rifleman on Jabba's Palace: CW Assault, since he's the only clone there, and it crashed. So I have no idea what's wrong with him. But I'm not one to quit, and I will continue to work on the problem until I get it fixed, or come up with an alternative unit. In the meantime however, unless I state differently when I release it, the ep2 rifleman will not be playable.
I just cleaned the file, and will remunge it sometime in the next few days. I'll post the pc_mungelog here, and hopefully you guys can tell me what's wrong.
In the meantime, I created a gun, I call it the medicgun. I wanted it to be something like the fusion cutter, except insted of repairing buildings and vehicles, it does the person and animal class instead. All I did was take the fusion cutter, and change some of the values, but it doesn't work.
Here is what the odf says:
[WeaponClass]
ClassLabel = "cannon"
GeometryName = "rep_weap_inf_medkit.msh"
[Properties]
GeometryName = "rep_weap_inf_medkit"
HighResGeometry = "rep_weap_inf_medkit"
HUDTag = "rep_weap_inf_medkit"
ScoreForMedalsType = 3
MuzzleFlashEffect = "com_sfx_fireflies"
Discharge = "small_smoke_effect"
RoundsPerClip = "-1"
ReloadTime = "0.0"
HeatRecoverRate = "0.16"
HeatThreshold = "0.7"
AnimationBank = "rifle"
FirePointName = "hp_fire"
ShotDelay = 0.5
TriggerSingle = "0"
HeatPerShot = "0.060"
TargetEnemy = "0"
TargetNeutral = "0"
TargetFriendly = "1"
TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "0"
TargetVehicle = "0"
TargetBuilding = "0"
TargetMine = "0"
LockOnRange = 4.0
LockOnAngle = 90.0
VehicleHealth = 0
BuildingHealth = 0
BuildingBuild = 0
BuildingRebuild = 0
PersonHealth = 25
AnimalHealth = 15
DroidHealth = 0
MineHealth = 0
//*****************************************************
//******************** SOUND ************************
//*****************************************************
FireEmptySound = "com_weap_inf_weapon_empty"
FireLoopSound = "com_weap_inf_fusioncutter_fire"
ReloadSound = ""
ChargeSound = ""
OverheatSound = "com_weap_energy_depleted"
OverheatSoundPitch = "0.5"
OverheatStopSound = ""
ChangeModeSound = ""
WeaponChangeSound = ""
JumpSound = "com_weap_inf_pistol_mvt_jump"
LandSound = "com_weap_inf_pistol_mvt_land"
RollSound = "com_weap_inf_pistol_mvt_roll"
//ProneSound = "com_weap_inf_pistol_mvt_lie"
SquatSound = "com_weap_inf_pistol_mvt_squat"
//StandSound = "com_weap_inf_pistol_mvt_getup"
I'm not sure what I would need to do for this, since among all the weapons and things that I've tampered with, the fusion cutter is the only one that I haven't even looked in before.
And anothere question that I have: what would make a units first person view disappear? I don't have any first person view on the engineer, none of his weapons or his arms show up, except in third person. I know it's a glitch, because other units have some of the same primary weapons as he does, and those appear fine. But how could I fix this glitch?
There's no end to the questions a modder can have...
Posted: Wed Jun 13, 2007 4:20 pm
by [RDH]Zerted
The tut for DVD owners is linked to by the first page of the sticky Everything you need. It is possible to get the log in other ways, but the tut tries to walk you through it.
Posted: Fri Jun 15, 2007 12:07 am
by Master Fionwë
Thank you guys for the help. I finally found out the problem, it was a munge erro due to a clean that I had done. This is awesome, a few more minor issues and I can release the Republic. Thank you so much for the help!! :!:
