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MY fixes arnt fixing

Posted: Thu Jul 01, 2010 10:15 pm
by swado95
Ok so i munge and what not and start the game... and it crashes so i lo at log. Then it shows
Hidden/Spoiler:
Message Severity: 3
.\Source\Weapon.cpp(2044)
Weapon "cis_weap_inf_rifle" missing geometry "cis_weap_inf_rifle"

Message Severity: 3
.\Source\Weapon.cpp(2076)
Weapon "cis_weap_inf_rifle" missing high res geometry "cis_1st_weap_inf_rifle"

Message Severity: 3
.\Source\Entity.cpp(218)
Entity base class "cis_inf_default" not found
So i put cis_inf_default in my odf and fix the other problems and munge again then it crashes again so I look at log and it say the same EXACT same thing before. is my munger messed up or what? plz help :runaway:

Re: MY fixes arnt fixing

Posted: Fri Jul 02, 2010 1:18 am
by lucasfart
Can you post the weapon and unit odf's, the lua, and your side req??

Re: MY fixes arnt fixing

Posted: Fri Jul 02, 2010 8:47 am
by swado95
lev req
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"rep_inf_ep3_rifleman"
}
}
rifleman odf
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default_rifleman"

[Properties]
GeometryName = "rep_inf_ep3trooper"
GeometryLowRes = "rep_inf_ep3trooper_low1"
FirstPerson = "REP\reptroop;rep_1st_trooper"
default rifleman
Hidden/Spoiler:
[GameObjectClass]
ClassParent = "rep_inf_default"


[Properties]
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_rifle"
WeaponAmmo = 4

VOUnitType = 121
lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")

ReadDataFile("dc:SIDE\\tst.lvl",
"rep_inf_ep3trooper")


ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3trooper",9, 25},
assault = { "rep_inf_ep3trooper",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- 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 = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:EVE\\EVE.lvl", "EVE_conquest")
ReadDataFile("dc:EVE\\EVE.lvl", "EVE_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
rifle
Hidden/Spoiler:
[WeaponClass]
ClassParent = "com_weap_inf_rifle"
GeometryName = "rep_weap_inf_rifle.msh"

[Properties]
GeometryName = "rep_weap_inf_rifle"
HighResGeometry = "rep_1st_weap_inf_rifle"
OrdnanceName = "rep_weap_inf_rifle_ord"
FirePointName = "hp_fire"

//******************************************************
//*************** SOUND ****************
//******************************************************

MuzzleFlash = "small_muzzle_flash"
FlashColor = "80 80 255 255"
FlashLength = 0.025
FlashColor = "100 100 255 255"
FlashLength = 0.025
FlashLightColor = "220 220 255 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect"


FireSound = "rep_weap_inf_rifle_fire"
ReloadSound = "com_weap_inf_reload_med"
ChangeModeSound = "com_weap_inf_equip_med"
FireEmptySound = "com_weap_inf_ammo_empty"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"
rifle ord
Hidden/Spoiler:
[OrdnanceClass]
ClassParent = "com_weap_inf_rifle_ord"

[Properties]

LaserTexture = "com_sfx_laser_blue"
LaserGlowColor = "92 136 250 100"
LightColor = "92 136 250 100"

Re: MY fixes arnt fixing

Posted: Fri Jul 02, 2010 9:26 am
by Xavious
The error is caused by the CIS unit and rifle odfs. Why did you post the Republic unit and rifle odfs?

Re: MY fixes arnt fixing

Posted: Fri Jul 02, 2010 4:45 pm
by swado95
No that not it i tryed useing a rep guy to make sure it wasn't something messed up with cis guy and it stilled showed cis under munge log which makes no sense.

Re: MY fixes arnt fixing

Posted: Fri Jul 02, 2010 9:41 pm
by lucasfart
You may need to do a manual clean and munge if your changes don't seem to be munging.

Re: MY fixes arnt fixing

Posted: Fri Jul 02, 2010 10:08 pm
by swado95
Ill try that it seems like ive been having trouble with it. I just tryed to put in my M4.msh and everything acted semi fine although it still had the old gun in game. Then the last time i went to munge again every window in my comp crashed.(im going to cheack when i can get back to my new comp to see if thats any better)


Ok now it seems like it freezes in the middle of the munge right after munging the rep gun. Even though i left if for a good 30 min and came back it hadnt moved a bit. Plz help (I did do clean and i didnt notice any difference).

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 4:57 am
by DarthD.U.C.K.
where did you get the m4.msh from? can you post a picture of the model?

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 10:12 am
by swado95
I just had to wait longer then it work. BUT now my gun is floating like 10 meters in front of my gun. My friend got it in game for me so maybe he moved the points where hes suppose to hold away. Idk but it is showing up.

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 2:14 pm
by myers73

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 2:25 pm
by swado95
*sigh* No im not talking about the icon. And i already created another post in modeling forms.

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 2:29 pm
by myers73
could you post a pic. It would be easier to keep all the info on a particular problem in the same place, so in the future dont open two topics for one problem, or even two related problems.

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 2:40 pm
by swado95
*sigh again* this wasn't a problem really with the gun(gun was example sortof) it was one with munging. Could i suggest u read what im saying before saying something.

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 10:44 pm
by AgentSmith_#27
Firstly, Not to be a junior mod, but to me at least you are coming off as rude to someone who is trying to offer their help.

Secondly, do you mean to say that your problem is solved? If so, add (Solved) to the thread title, if not: are you saying that your character is not holding your weapon, but that it's floating in front of him?

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 10:51 pm
by swado95
Sorry if ive been coming off rude today, ive been annoyed with the munger. Well idk whats wrong with but tomorrow im getting back to new comp so things should be better. Yes but i have another topic in the modeling thread any knowledge is helpful.

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 10:58 pm
by AgentSmith_#27
What Operating System are you using? and where did you get this weapon from? Do you know if there are hardpoints set up in the msh?

Re: MY fixes arnt fixing

Posted: Sat Jul 03, 2010 11:03 pm
by swado95
I made it and i think something got messed up with null im going to ask my friend to try one more thing (he got ingame for me) then ill just make a new one. Idc since i do have good experience with xsi it shouldn't take to long.