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Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 1:45 pm
by Teancum
Just throwing a ball into right field here, but are you on XP or Vista?
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 1:52 pm
by theultimat
I'm on XP.
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 1:58 pm
by Frisbeetarian
theultimat wrote:Frisbeetarian wrote:When you make a new map and munge for the first time, that new map works, correct?
Nope. It doesn't work at all.
If that's the case, I'd suggest reinstalling the modtools. It seems that something in the data folder is probably messed up.
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 2:11 pm
by theultimat
@Frisbeetarian: Unfortunately, that didn't work. I already tried... Thanks anyway though.
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 2:13 pm
by Frisbeetarian
When you munge a brand new map (just common checked), how big are each of the files that appear in your _LVL_PC directory?
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 2:24 pm
by theultimat
Okay... I'll give all of them to size on disk...
addme.script: 4.0 KB
core.lvl: 2.56 MB
mission.lvl: 88.0 KB
ABC.lvl: 2.74 MB
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 2:25 pm
by Teancum
Here's another question -- if you try to play a map that other people know works (like for instance the BF0 maps) do they work? -- that is a known working map should be the only map in your /addon folder. That'll help determine if it's an issue with addons or the munge.
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 2:31 pm
by theultimat
@Teancum: Yes, all the other maps work. If I remove all the mods except one (lets say Corellia by bobfinkl) and test it ingame, it works. If, however, I remove all maps except ABC (a map that I munged) it would not work, but get a FATAL error.
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 2:36 pm
by Frisbeetarian
Usually things will end up too small, but your addme.script seems to be too big by about 5 times. Could you post the contents of your addme.lua?
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 3:01 pm
by theultimat
@Frisbeetarian: Okay, here it is:
Code: Select all
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end
--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "FRN%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)
AddDownloadableContent("FRN","FRNg_con",4)
AddDownloadableContent("FRN","FRNc_con",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\FRN\\data\\_LVL_PC\\core.lvl")
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 3:11 pm
by Frisbeetarian
When I munge that, I get a file that's 816 bytes. How big is your mungeAddme.bat and ToolsFL\bin\ScriptMunge.exe?
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 3:14 pm
by theultimat
Again, I will answer to size on disk...
mungeAddme.bat: 4.00 KB
ScriptMunge.exe: 120 KB
Re: Mod Tools "Broken"
Posted: Mon Mar 30, 2009 4:54 pm
by Frisbeetarian
Could you package up your data_FRN folder so that I can take a look at it? It would make this much easier, plus I can check to see if it has to do with your computer, or with the modtools.
Re: Mod Tools "Broken"
Posted: Tue Mar 31, 2009 12:58 pm
by theultimat
Okay, I've uploaded it to MediaFire. Here's the link. And thanks tonnes Frisbeetarian!
URL:
Click Here
EDIT:
I have just made an unfortunate discovery. Now, when I place a new map in my addon folder, I get a FATAL error... Seems like it is an addon problem after all, or maybe both. The strange thing is that I only get a FATAL on a new map in the addon folder - maps that were previously in there are fine.
Re: Mod Tools "Broken"
Posted: Tue Mar 31, 2009 2:23 pm
by Teancum
And just to be clear, this FATAL comes while Battlefront is still loading, right?
Re: Mod Tools "Broken"
Posted: Tue Mar 31, 2009 2:29 pm
by theultimat
@Teancum:
Not exactly. Battlefront loads fine, but when I select a newly added/ munged mod map to play I get the FATAL after I click launch, as seen below:
Re: Mod Tools "Broken"
Posted: Tue Mar 31, 2009 2:56 pm
by Yodakid
Have you tried to re-install BF2?
Re: Mod Tools "Broken"
Posted: Tue Mar 31, 2009 3:07 pm
by theultimat
@YodaKid: Nope...I'll try that when I get home tommorow.
Re: Mod Tools "Broken"
Posted: Tue Mar 31, 2009 8:25 pm
by Frisbeetarian
I have an idea of what's wrong, but I'd like to be sure, so I just need you to answer a couple of questions.
How long does a munge take?
Does the following message come up whenever you munge?
Code: Select all
\Common was unexpected at this time.
Also, I told you to only select Common when you munged, instead you munged everything. Just to let you know, unless you are changing the other things, only common needs to be checked.
Re: Mod Tools "Broken"
Posted: Wed Apr 01, 2009 12:52 pm
by theultimat
@ Frisbeetarian: I cleaned and only munged common, but the files were still there in _LVL_PC. Sorry about that. A munge takes about... 45 seconds. And no, that
Code: Select all
\Common was unexpected at this time.
I couldn't find, although I might have missed it. Where exactly would it be on in the munge output?
EDIT: I also tried to reinstall SWBF2, but it didn't fix the problem.