Page 2 of 2
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Fri Jul 25, 2008 9:39 am
by Teancum
You need to delete the whole entry. For example:
Object("tur_bldg_tower2", "tur_bldg_tower", 1205243399)
{
ChildRotation(1.000, 0.000, 0.000, 0.000);
ChildPosition(-238.000, 0.000, -543.000);
SeqNo(1205243399);
Team(0);
NetworkId(-1);
}
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Fri Jul 25, 2008 9:50 am
by woner11
Dang. Then what should I do now?
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Fri Jul 25, 2008 12:32 pm
by Teancum
Find the part where you deleted it and get rid of that whole entry rather than just the one line.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Fri Jul 25, 2008 12:56 pm
by RepSharpshooter
Hmm I cannot find any {} without Object(). I think you should load the wld file in ZE, make sure it doesn't crash. Save the wld file (ze will hopefully save it with correct syntax in case it is still messed up). Then manually clean everything and remunge.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Tue Jul 29, 2008 7:20 pm
by woner11
Again?

Okay...
Edit: Just tried to open the world in ZE and it keeps giving me this error:
and
I can't load ZE.
Any ideas?
Tean, should we just solve this through pms now as you suggested?
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Tue Jul 29, 2008 9:45 pm
by [RDH]Zerted
Am I going to have to start yelling at people to not try to solve the errors in the game's error log after a munged erroed? The munged failed. The map is broken. The game can't play a broken map. The game's error log is showing errors from a broken map. The borken map is not the same as the map's source that you are looking. Its broken, failed, incomplete. There is no reason to spent time getting, posting, or trying to fix ingame errors after an errored munge. Those errors only exist in the incomplete munged map. They are not reflected in your source code and you will not find them.
When modding, if you are unsure of the change you are making, backup the map/file before changing it. Or better yet, learn how to use a revision control system (also called source control or version control. Examples: Bazaar, SVN, CVS, etc...) then use it
(I'm using Bazaar for the v1.3 patch and its working out great).
Carefully read your munge error. It is talking to you: "Error in HFP.wld. I discovered that that text file has a syntax error. While parsing the file, at a certain point I expected to find a quoted string and didn't. I reached the next expected element, but the string was not between them as it should have been."
You don't even need to look at the other munge errors. First, because the first error normally causes futher errors. And second because they deal with files in munged\PC\ which are created by VistualMunge.
To fix the error, read over your HFP.wld file. Look for places where a string should be but isn't. It even tells you the string should be quoted. Notice how all the Object()s have 3 parameters: two quoted strings and a number. Notice how the third Object() only has 2 parameters: one quoted string and a number. It seems to be missing a quoted string. Just what the munge error describes!
Fix that error (add in a string or remove that Object() block), do a full manual clean, and munge again.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Thu Jul 31, 2008 5:36 pm
by woner11
Zerted I love you!!!

Seriously though thanks a bunch! I'll delete the block, manual clean, remunge, and post the results.
Edit: Just loaded up the map and got a crash again. I'll look at the BFront2.log and post if necessary.
Edit2
I looked through the log and did a ctrl+F to find all the message severity three errors, but it doesn't make sense, why it would crash. Sorry for the double post, but it was the only way to place the log. I'm not sure if its the oil refinery thing or what that's making it crash. Anyway, here's the log:
Edit3: After a manual clean I got this:
Do I manual clean again? This isn't making any sense at all. I manual cleaned after I posted the last log, but that did nothing and seems to have made it worse.
Any ideas?
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Mon Aug 18, 2008 1:42 pm
by Teancum
1-Manually Clean again, you'll need to. But don't munge yet
2-Delete hotx.tga, yavX.tga, yavinx.tga. Truthfully I don't know why you're hunting for those particular worlds, but those files aren't a power of 2, and will cause issues. They aren't used in SWBF2.
3-Resize waz_floor_patt.tga to 128x128.
4-Munge
5-Post the new mungelog (if you have any errors whatsoever, don't even test in-game).
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Mon Aug 18, 2008 2:30 pm
by woner11
Will do.
Edit: The only error I got was this:
That definitly shouldn't crash a map.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Mon Aug 18, 2008 2:32 pm
by Teancum
Yes it will actually. Turn off RLE compression when saving the TGA.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Mon Aug 18, 2008 6:06 pm
by woner11
I still get a crash. No pcmunge errors or anything. I have two severity 3 errors in my log (including the harmless sound error), but neither seem like they would crash a map, so there might be something else in there that I'm not seeing, so here's the log.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Mon Aug 18, 2008 9:06 pm
by Teancum
When exactly does it crash?
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Mon Aug 18, 2008 9:12 pm
by woner11
Right when you see the units, so I would think its a unit problem, but up until this point it has showed the units, just no cps (that was with the terrain error). I have not modified any units since the beggining of the crash, but it could just be locals that are causing problems.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Tue Aug 19, 2008 6:39 am
by Teancum
It's definitely a unit issue. Start commenting guys out of the lua till you find your problem child.
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Tue Aug 19, 2008 10:57 am
by woner11
Would turning units to zero work?
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Tue Aug 19, 2008 1:42 pm
by Teancum
It's easier just to start commenting guys out until it works:
Code: Select all
ReadDataFile("DC://myside.lvl",
--"my_1st_unit",
"my_2nd_unit",
"my_3rd_unit",
"my_4th_unit")
In this example, "my_1st_unit" is commented out with --
Re: C.R.A.S.H. spells crash, which is what this is.
Posted: Wed Aug 20, 2008 3:48 pm
by woner11
Sweet the map works except for one unit and the locals aren't showing up. I think I can fix the problems, but I'll post if I can't figure something out.