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If you get this error, here is how to fix it...

Posted: Mon Aug 29, 2005 11:37 am
by Delta_57_Dash
Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0x00ec995f does not exist in movie 0xb86e8e36

Message Severity: 3
.\source\LuaScript.cpp(523)
OpenScript(modidc/a): script (5a1818d7) not found

Message Severity: 3
.\source\GameState.cpp(804)
Could not open MISSION\modidc/a.lvl

Message Severity: 3
.\source\GameState.cpp(823)
Could not open mission modidc/a

This is an excedingly common sptest error, with a very simple answer.

All this means is that you have more than 25 maps in your addon folder, and since sptest was designed before 1.3 came out, it can only handle 25 maps, and having more than that causes problems all over... simply take some random maps, about 10-20, depending on the number that are in your addon map, and place them in a new folder titled "overflow." After sptesting, move the maps back.

Posted: Mon Aug 29, 2005 2:36 pm
by -_-
the munge didn't munge the lvl is one!

Posted: Mon Aug 29, 2005 3:37 pm
by Delta_57_Dash
psychofred, trust me, I have had this problem countless times and have helped 3 people with it, and trust me that is the solution to the problem.

Posted: Mon Aug 29, 2005 4:31 pm
by -_-
Delta_57_Dash wrote:psychofred, trust me, I have had this problem countless times and have helped 3 people with it, and trust me that is the solution to the problem.
u shud trust fred, he was a dev!! (and he made the tools also)

Posted: Mon Aug 29, 2005 8:07 pm
by Delta_57_Dash
hmm... maybe it was the 1.11 patch... I forget... at any rate, normally bad paths in your lua, typos in the lua, and bad munges generally make bfront log tell you specifically what is wrong, if not the munging process itself...

Posted: Mon Aug 29, 2005 9:32 pm
by -_-
o and i just had this problem today, and i only have 16 custom maps.

Posted: Mon Aug 29, 2005 10:55 pm
by SteveK14
psych0fred wrote:Delta your answer is only one possible solution. A bad munge can generate the same error, as can typos in the lua, a lua calling the wrong world, bad paths in your lua, bad paths in your munge.bat, and many many more.

The 1.2 patch removed the map count limit, in which case your answer will never be the solution to the problem.
Fred it removed it from the regular game but the 25 limit still exists in SPTest. That error will pop up everytime you have more than 24. We discussed this a while back in these forums.

Steve

psych0fred
Post subject: RE: patch and sptest Posted: May 13, 2005 - 06:30 PM

Official Developer


Joined: Oct 31, 2004
Posts: 652

Status: Offline
The sptest mentioned above is a 1.2 version of the exe.

There has not been an update of sptest.ese for the 1.3 patch. The 1.3 changes affect multiplayer only, and the sptest.exe is not enabled for multiplayer so there is no real point in creating a new one except to display more than 27 maps on the mission list (if I remember correctly the limit was 27 and is still in the 1.2 version). That was the problem Steve had, he added too many mods to his add on folder.






SteveK14
Post subject: Posted: May 14, 2005 - 01:52 AM

Corporal


Joined: Mar 05, 2005
Posts: 159
Location: Maryland, USA
Status: Online!
Yes. That turned out to be my problem. 26 is the max number of maps in the addon folder for SPTest to run the maps. 1 - 26 will run in SPTest but 27 and above will crash. And that is in order of when they were put in the addon folder. Not alphabetical or creation date. For instance if you take map 3 out of 27 and delete it, then add it back, that map becomes 27 and the rest move up in order. So that map will not run now and the other one that wouldn't, will.

Steve

Posted: Tue Aug 30, 2005 12:19 am
by Ace_Azzameen_5
Yeah. . .I wish pandemic would release a patch to do just that, ooh and free camera.