Page 1 of 1

New modder :cpu:

Posted: Wed Jul 20, 2011 7:29 pm
by stickfig5
Ok I was trying out Zeroedit after taking a break for a month because of frustration. So now that I have decided to give it another try I made sure I had a few guides. I followed everything on Fierfeks guide, munged it to the game and when I launched SWBFII it brought up the loading screen and then crashed to desktop :faint: I checked everything (Ok maybe not everything but I'm new remember?); I checked the script, I checked all the lables in Zeroedit and I checked the file that it put in the SWBFII addon folder. All I did was add some hills, move command posts and added a neutral one (which I did add in the scripts as well) and changed what heroes would be in the map. If you could help me figure out why it crashed I would appreciate any and all help you can give me, thank you.

Stick

Re: New modder :cpu:

Posted: Wed Jul 20, 2011 8:36 pm
by Fiodis
Two files that really help figure out what the problem is are your munge log and your error log. Please post them; it's hard for us to help you otherwise.

Your munge log is the text file that pops up immediately after you finish munging. If no text file popped up, don't worry about it.

Your error log is the text file you get after running a map in BF2_Modtools.exe, which is the debugger version of the game. It runs in a small window with a green band across the top for command inputs. For more detailed instructions on how to get your error log, check the top portion of the FAQ thread stickied to the top of this forum.

And welcome to GameToast! :D

EDIT - Since I have a few spare seconds, here's the relevant portion of the FAQ thread. Some people just skip directly to the links and don't read the questions at the top, so I thought I'd post it. It's a thread worth looking through, in any case.
FAQ Thread wrote:Question #4 - I have the CD version of SWBF2 and I get a binkw32.dll error when trying to launch the BF2_modtools.exe, what's wrong?
Answer - The BF2_modtools.exe is the debug executable, copy it from C:\BF2_ModTools and paste it in the same folder as your BattlefrontII.exe, usually:
C:\Program Files\LucasArts\Star Wars Battlefront II\GameData
you can launch BF2_modtools.exe and play your map then exit or let it crash to generate a BFront2.log located in that same folder.
If you have the DVD version of SWBF2 check THIS LINK for a compatible version of the BF2_modtools.exe

Note to Vista users:
If you can't find your BFront2.log it may be saved to this location:
C:\Users\<username>\AppData\Local\VirtualStore\Program Files\LucasArts\Star Wars Battlefront II\GameData
or click on the Compatibility Files button in the GameData folder.

Re: New modder :cpu:

Posted: Wed Jul 20, 2011 8:52 pm
by stickfig5
Ok i was about to ask why the exe. file wasnt working so thanks, i'll go try that then post the error log.

thanks for the welcome :)

EDIT
Ok i put the BF2mod tools exe. with the regular SWBF exe. and it said insert disk 1. by the way i don't know if this matters but my game is Star wars fan favorites 1

Double posting is against the RULES; please EDIT your post instead -Staff

Re: New modder :cpu:

Posted: Thu Jul 21, 2011 7:21 am
by Fiodis
Make sure you have the play disc inserted in your disc drive. I'm not sure what "fan favourites 1" is. Some special edition of the game?

Re: New modder :cpu:

Posted: Thu Jul 21, 2011 8:46 am
by Dakota
Fiodis wrote:Make sure you have the play disc inserted in your disc drive. I'm not sure what "fan favourites 1" is. Some special edition of the game?
yes lucasarts has packs that they put around 5 games on in maybe just 1 or 2 CDs. i got one of the packs with star wars battlefront 1, star wars republic commando, star wars: empire at war, star wars knights of the old republic, and star wars: jedi knight, jedi outcast. all of them came on just two disks, now my old jedi knight jedi outcast CD and the new one conflict on the computers that i installed the other ones on.

anyway i think the link to the debugger version of swbf2 that doesn't require the cd would be good here, too bad i don't have a link...

Re: New modder :cpu:

Posted: Thu Jul 21, 2011 10:35 am
by CressAlbane

Re: New modder :cpu:

Posted: Thu Jul 21, 2011 8:25 pm
by stickfig5
Ok well thanks for the link. heres the log:

Opened logfile BFront2.log 2011-07-21 1820
ingame stream movies\crawl.mvs

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaScript.cpp(435)
Script file addme not found

Re: New modder :cpu:

Posted: Thu Jul 21, 2011 9:55 pm
by CressAlbane

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaScript.cpp(435)
Script file addme not found

This is baaaaaaaaaad. Have you an addme.script in the map's addon folder? Please post addme.lua from the unmunged version. (data_abc/addme I think)

Hidden/Spoiler:
If you ever get an error log that short you have a big problem

Re: New modder :cpu:

Posted: Fri Jul 22, 2011 2:31 am
by stickfig5
Ok i'll go find and post that. Oh by the way, after I munged it I looked at the file it put in the addon file and after the lvl. file there was nothing sooo not sure about that.

EDIT
The map does have an addme script in it and i looked for the unmunged addme script. i found it but i couldnt post it

Re: New modder :cpu:

Posted: Fri Jul 22, 2011 3:42 am
by THEWULFMAN
stickfig5 wrote:I found it but I couldnt post it.


Why not?

Image

Re: New modder :cpu:

Posted: Fri Jul 22, 2011 4:54 am
by stickfig5
well i tried posting the file but said it couldnt *shrug* and i could've opened it with notepad and posting it all on here but, well, i didnt

Re: New modder :cpu:

Posted: Fri Jul 22, 2011 5:22 am
by THEWULFMAN
stickfig5 wrote:well i tried posting the file but said it couldnt
Thats because you are not supposed to upload the file, what you need to do is,
stickfig5 wrote:open it with notepad and post it all on here
:wink:

Re: New modder :cpu:

Posted: Sun Jul 24, 2011 9:28 am
by naru1305
post it all here. so that we can help you, use the hide tags when you post it. so easy it is :D

Re: New modder :cpu:

Posted: Mon Jul 25, 2011 4:18 pm
by Fiodis
As long as the addme.lua is there I don't think it's the issue. There's no reason he would've modified it.

I should have asked this earlier: how fast does your map munge, and what OS are you using?

Re: New modder :cpu:

Posted: Mon Jul 25, 2011 9:03 pm
by stickfig5
It munges in like a second, I meant to mention that earlier because I know that's not normal, and im running Windows XP. And here is the lua file just in case.
Hidden/Spoiler:
--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 = "MAP%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("MAP","MAPg_con",4)
AddDownloadableContent("MAP","MAPc_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\MAP\\data\\_LVL_PC\\core.lvl")

Re: New modder :cpu:

Posted: Mon Jul 25, 2011 10:14 pm
by Fiodis
Yep, the quick munge is the problem. Not sure why it's happening on XP, though - usually it's a Vista/Win7 issue. Do you have some sort of really strict safety program that's blocking VM from running properly?

Re: New modder :cpu:

Posted: Tue Jul 26, 2011 10:38 am
by CressAlbane
Can you post the little output log that VM generates? For example, it contains "copying files... 1 file(s) moved" and the such.

Re: New modder :cpu:

Posted: Thu Jul 28, 2011 12:08 am
by stickfig5
Ok here is the Munge Output

done.
Copying files to battlefront II directory:
"C:\Program Files\lucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Mad dir "MAP"exists, continuing...
Copying addme. script to mad dir...done
Copying "mission. lvl" to modDir\data\_LVL_PC\...done
Copying "core. lvl" to modDir\data\_LVL_PC\...done
Copying "MAP" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Mung process finished

And after it says "All done- go run Battlefront II!" it adds "Files\LucasArts\Star was unexpected at this time" to the Munge output
Hidden/Spoiler:
So do u have any suggestions on how to fix this?
Hidden/Spoiler:
I just thought I would bring this back into to the conversation, when I go to the file thats in my addon file there's nothing after the lvl. file, basicly it looks like this: Star Wars Battlefront II\GameData\addon\MAP\data\_LVL_PC\ and thats where it ends.