Map crashes with zero errors [Solved]

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Marth8880
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Posts: 5042
Joined: Tue Feb 09, 2010 8:43 pm
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Map crashes with zero errors [Solved]

Post by Marth8880 »

I am working on a (very amazing) space map and it has just started crashing as soon as I click "Launch" with no errors whatsoever in the error log.

BFront2.log
Hidden/Spoiler:
Opened logfile BFront2.log 2011-05-04 2252
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\lead.lvl. Adding ETR's extra Dark Times missions
Cannot find ..\..\addon\BF1\data\_LVL_PC\SIDE\sen.lvl. Skipping ETR's extra Dark Times + Conversion Pack missions
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 05E69170
The key, value is: era_g 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: mode_assault_g 1
The key, value is: era_c 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: ISS<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 05A96BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: ISSg_Diet Dr. Pepper idx: 1
this.CurButton = Launch
cur_button = nil

ISSg_cmn.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

REPTeam = 3

function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "all_inf_pilot",26},
marine = { "all_inf_marine",6},
},

imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",26},
marine = { "imp_inf_marine",6},
}

}

SetTeamName(3, "REP")
SetTeamIcon(3, "rep_icon")
AddUnitClass(3, "rep_inf_pilot", 26)
AddUnitClass(3, "rep_inf_marine", 6)
SetUnitCount(3, 32)
AddAIGoal(3, "Deathmatch", 100)

SetTeamAsFriend(ATT,DEF)
SetTeamAsFriend(DEF,ATT)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(DEF,3)

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageALL:Init()

function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)

BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "AOSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)

BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "AOSMP_obj_23", ALL )
end

--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()

function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)

BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "AOSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)

BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "AOSMP_obj_22", ALL )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()

-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa1gcw")
ReadDataFile("sound\\spa.lvl;spa1cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:ISS\\spa_sky.lvl", "yav")

ReadDataFile("dc:ISS\\ISS.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)

-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(ALL, REP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, REP, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, ALL, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(REP, IMP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, REP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, REP, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, ALL, "imp_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, IMP, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(ALL, "allleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")
SetOutOfBoundsVoiceOver(REP, "repleaving")

SetAmbientMusic(ALL, 1.0, "all_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "all_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"all_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)
SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)

SetVictoryMusic(ALL, "all_spa_amb_victory")
SetDefeatMusic (ALL, "all_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_amb_defeat")
SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")

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

-- Camera Stats
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);

AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("imp-CP1Con")
AddLandingRegion("rep-CP1Con")

end

ISSg_Diet Dr. Pepper.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Galactic Civil War Template Assault File
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ISSg_cmn")

ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")

myGameMode = "ISS_GCW-Assault"

function ScriptPostLoad()
SetupObjectives()

SetupShields()
SetupDestroyables()
SetupTurrets()

AddAIGoal(ALL, "Deathmatch", 100)
AddAIGoal(IMP, "Deathmatch", 100)
AddAIGoal(REP, "Deathmatch", 100)

DisableSmallMapMiniMap()
end

function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = IMP, teamDEF = ALL,
multiplayerRules = true
}

local impTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = { "rep_frigate_1", "rep_frigate_2", "rep_frigate_3" },
internalSys = { "rep-life-int", "rep-engines" },
}

local allTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = { "rep_frigate_1", "rep_frigate_2", "rep_frigate_3" },
internalSys = { "rep-life-int", "rep-engines" },
}

local repTargets = {
engines = { "all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6", "imp_drive_1", "imp_drive_2", "imp_drive_3" },
lifesupport = { "all-life-ext", "imp-life-ext" },
bridge = { "all-bridge", "imp-bridge" },
comm = { "all-comms", "imp-comms" },
sensors = { "all-sensors", "imp-sensors" },
frigates = { "all_frigate_1", "all_frigate_2", "imp_frigate_1", "imp_frigate_2" },
internalSys = { "all-life-int", "all-life-int", "imp-engines", "imp-life-int" },
}

assault:SetupAllCriticalSystems( "imp", impTargets, true )
assault:SetupAllCriticalSystems( "all", allTargets, false )

assault:Start()
end

function SetupShields()
-- ALL Shielded objects
local linkedShieldObjectsALL = { "all_ship_1", "all_ship_2",
"all-bridge", "all-comms", "all-life-ext", "all-sensors",
"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}
shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "all-shield"}
shieldStuffALL:Init()

function shieldStuffALL:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", IMP)
ShowMessageText("level.spa.hangar.shields.def.down", ALL)

BroadcastVoiceOver( "IOSMP_obj_16", IMP )
BroadcastVoiceOver( "AOSMP_obj_17", ALL )
end
function shieldStuffALL:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", IMP)
ShowMessageText("level.spa.hangar.shields.def.up", ALL)

BroadcastVoiceOver( "IOSMP_obj_18", IMP )
BroadcastVoiceOver( "AOSMP_obj_19", ALL )
end


-- IMP Shielded objects
local linkedShieldObjectsIMP = { "imp_ship_1", "imp_ship_2", "imp_ship_3", "imp_ship_4", "imp_ship_5", "imp_ship_6",
"imp-bridge", "imp-comms", "imp-life-ext", "imp-sensors",
"imp_drive_1", "imp_drive_2", "imp_drive_3"}
shieldStuffIMP = LinkedShields:New{objs = linkedShieldObjectsIMP, controllerObject = "imp-shield"}
shieldStuffIMP:Init()

function shieldStuffIMP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", ALL)
ShowMessageText("level.spa.hangar.shields.def.down", IMP)

BroadcastVoiceOver( "IOSMP_obj_17", IMP )
BroadcastVoiceOver( "AOSMP_obj_16", ALL )
end
function shieldStuffIMP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", ALL)
ShowMessageText("level.spa.hangar.shields.def.up", IMP)

BroadcastVoiceOver( "IOSMP_obj_19", IMP )
BroadcastVoiceOver( "AOSMP_obj_18", ALL )
end

-- REP Shielded objects
local linkedShieldObjectsREP = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1"}
shieldStuffREP = LinkedShields:New{objs = linkedShieldObjectsREP, controllerObject = "rep-shield"}
shieldStuffREP:Init()

function shieldStuffREP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", CIS)
ShowMessageText("level.spa.hangar.shields.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_17", REP )
BroadcastVoiceOver( "COSMP_obj_16", CIS )
end
function shieldStuffREP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", CIS)
ShowMessageText("level.spa.hangar.shields.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_19", REP )
BroadcastVoiceOver( "COSMP_obj_18", CIS )
end
end


function SetupDestroyables()
--ALL destroyables
lifeSupportLinkageALL = LinkedDestroyables:New{ objectSets = {{"all-life-int"}, {"all-life-ext"}} }
lifeSupportLinkageALL:Init()

engineLinkageALL = LinkedDestroyables:New{ objectSets = {{"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6"}, {"all-engines"}} }
engineLinkageALL:Init()

--IMP destroyables
lifeSupportLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp-life-int"}, {"imp-life-ext"}} }
lifeSupportLinkageIMP:Init()

engineLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp_drive_1", "imp_drive_2", "imp_drive_3"}, {"imp-engines"}} }
engineLinkageIMP:Init()

--REP destroyables
lifeSupportLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageREP:Init()

engineLinkageREP = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageREP:Init()
end


Off-topic: If anybody can guess what the map's 3-letter code - ISS - stands for gets a cookie.
Last edited by Marth8880 on Fri May 06, 2011 12:52 am, edited 1 time in total.
CalvaryCptMike
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Re: Map crashes with zero errors

Post by CalvaryCptMike »

The error seems like a shell error not a actual map error.

Check the req's for the map and make sure that the common lvl is being updated. And does it crash or is it a CTD?
Marth8880
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Re: Map crashes with zero errors

Post by Marth8880 »

CalvaryCptMike wrote:The error seems like a shell error not a actual map error.
What brought you to this conclusion?
CalvaryCptMike wrote:Check the req's for the map and make sure that the common lvl is being updated. And does it crash or is it a CTD?
Check for what in which REQs, and aren't crashes and CTDs the same thing? A crash is when an application attempts to perform an illegal operation - something it is not supposed to or cannot do - and thus does the only thing it can do to resolve the problem: kill its own process or lock up.

EDIT:

I looked at the only REQ file there is, which is the one in "world1", and everything checks up fine. I'll try merging the Alliance and Imperials as IMP and change the Republic into ALL so I don't need to have "locals".
Last edited by Marth8880 on Thu May 05, 2011 6:34 pm, edited 1 time in total.
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Re: Map crashes with zero errors

Post by sim-al2 »

Marth8880 wrote:Off-topic: If anybody can guess what the map's 3-letter code - ISS - stands for gets a cookie.
Just a guess but the International Space Station?
Marth8880
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Re: Map crashes with zero errors

Post by Marth8880 »

sim-al2 wrote:
Marth8880 wrote:Off-topic: If anybody can guess what the map's 3-letter code - ISS - stands for gets a cookie.
Just a guess but the International Space Station?
That is correct! Here's your cookie!
Hidden/Spoiler:
Image
EDIT:

Nevermind, I fixed it. I pretty much "migrated" the Republic side into the ALL team and "merged" the Alliance with the Empire and changed things as needed in Zero Editor. I do, of course, still need to fix the Republic's sounds and stuff.

ISSg_cmn.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPA9 - Naboo
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

-- Republic Attacking (attacker is always #1)
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

function SetupUnits()
ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")

ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_anakinstarfighter_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_fly_vwing")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
all = {
team = ALL,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",26},
marine = { "rep_inf_ep3_marine",6},
},

imp = {
team = IMP,
units = 32,
reinforcements = -1,
pilot = { "imp_inf_pilot",13},
marine = { "imp_inf_marine",3},
pilot2 = { "all_inf_pilot",13},
marine2 = { "all_inf_marine",3},
}

}

AddUnitClass(IMP, "imp_inf_pilot")
AddUnitClass(IMP, "imp_inf_marine")
AddUnitClass(ALL, "all_inf_pilot")
AddUnitClass(ALL, "all_inf_marine")

ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--ALL turrets
turretLinkageALL = LinkedTurrets:New{ team = ALL, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageALL:Init()

function turretLinkageALL:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.down", ALL)

BroadcastVoiceOver( "IOSMP_obj_20", IMP )
BroadcastVoiceOver( "ROSMP_obj_21", ALL )
end
function turretLinkageALL:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", IMP)
ShowMessageText("level.spa.hangar.mainframe.def.up", ALL)

BroadcastVoiceOver( "IOSMP_obj_22", IMP )
BroadcastVoiceOver( "ROSMP_obj_23", ALL )
end

--IMP turrets
turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "imp-defense",
turrets = {"imp_turr_1", "imp_turr_2", "imp_turr_3", "imp_turr_4", "imp_turr_5", "imp_turr_6"} }
turretLinkageIMP:Init()

turretLinkageIMP = LinkedTurrets:New{ team = IMP, mainframe = "all-defense",
turrets = {"all_turr_1", "all_turr_2", "all_turr_3", "all_turr_4", "all_turr_5", "all_turr_6"} }
turretLinkageIMP:Init()

function turretLinkageIMP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.down", IMP)

BroadcastVoiceOver( "IOSMP_obj_21", IMP )
BroadcastVoiceOver( "ROSMP_obj_20", ALL )
end
function turretLinkageIMP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", ALL)
ShowMessageText("level.spa.hangar.mainframe.def.up", IMP)

BroadcastVoiceOver( "IOSMP_obj_23", IMP )
BroadcastVoiceOver( "ROSMP_obj_22", ALL )
end
end

-- adjust extents to fit cap ship
function ScriptPreInit()
SetWorldExtents(2650)
ScriptPreInit = nil
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()

-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa1gcw")
ReadDataFile("sound\\spa.lvl;spa1cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityLight", 115)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 93)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("RedOmniLight", 165)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:ISS\\spa_sky.lvl", "yav")

ReadDataFile("dc:ISS\\ISS.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local voiceQuick = OpenAudioStream("sound\\global.lvl", "imp_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "all_unit_vo_quick", voiceQuick)

-- OpenAudioStream("sound\\spa.lvl", "spa1_objective_vo_slow")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")

SetBleedingVoiceOver(ALL, ALL, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(ALL, "repleaving")
SetOutOfBoundsVoiceOver(IMP, "impleaving")

SetAmbientMusic(ALL, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(ALL, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_spa_amb_start", 0,1)
SetAmbientMusic(IMP, 0.99, "imp_spa_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.1,"imp_spa_amb_end", 2,1)

SetVictoryMusic(ALL, "rep_spa_amb_victory")
SetDefeatMusic (ALL, "rep_spa_amb_defeat")
SetVictoryMusic(IMP, "imp_spa_amb_victory")
SetDefeatMusic (IMP, "imp_spa_amb_defeat")

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

-- Camera Stats
SetAttackingTeam(IMP)
-- Internal Alliance hangar
-- this shot is bad, needs to be fixed
AddCameraShot(-0.049495, 0.003922, -0.995646, -0.078892, 24.992880, -22.995819, -1025.940186);
--Flag shot
AddCameraShot(0.546201, 0.047743, 0.833116, -0.072822, 402.610260, -105.474068, -55.044727);
--Internal Imperial hangar
AddCameraShot(0.988295, -0.091070, 0.121873, 0.011230, 33.932011, 10.868500, 1567.624146);
-- Imperial ship overall
AddCameraShot(-0.380690, 0.021761, -0.922940, -0.052756, 1351.167236, 188.651230, -10.971837);
-- Alliance ship overall
AddCameraShot(0.941014, -0.051715, 0.333887, 0.018349, 1053.546143, 188.651230, -51.276745);

AddDeathRegion("deathregion1")
AddDeathRegion("deathregion2")
AddLandingRegion("all-CP1Con")
AddLandingRegion("imp-CP1Con")
AddLandingRegion("rep-CP1Con")

end
ISSg_Diet Dr. Pepper.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Galactic Civil War Template Assault File
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ISSg_cmn")

ScriptCB_DoFile("ObjectiveSpaceAssault")
ScriptCB_DoFile("LinkedShields")
ScriptCB_DoFile("LinkedDestroyables")

myGameMode = "ISS_GCW-Assault"

function ScriptPostLoad()
SetupObjectives()

SetupShields()
SetupDestroyables()
SetupTurrets()

AddAIGoal(ALL, "Deathmatch", 100)
AddAIGoal(IMP, "Deathmatch", 100)
AddAIGoal(REP, "Deathmatch", 100)

DisableSmallMapMiniMap()
end

function SetupObjectives()
assault = ObjectiveSpaceAssault:New{
teamATT = IMP, teamDEF = ALL,
multiplayerRules = true
}

local impTargets = {
engines = { "all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6", "imp_drive_1", "imp_drive_2", "imp_drive_3" },
lifesupport = { "all-life-ext", "imp-life-ext" },
bridge = { "all-bridge", "imp-bridge" },
comm = { "all-comms", "imp-comms" },
sensors = { "all-sensors", "imp-sensors" },
frigates = { "all_frigate_1", "all_frigate_2", "imp_frigate_1", "imp_frigate_2" },
internalSys = { "all-life-int", "all-life-int", "imp-engines", "imp-life-int" },
}

local allTargets = {
engines = "rep_drive_1",
lifesupport = "rep-life-ext",
bridge = "rep-bridge",
comm = "rep-comms",
sensors = "rep-sensors",
frigates = { "rep_frigate_1", "rep_frigate_2", "rep_frigate_3" },
internalSys = { "rep-life-int", "rep-engines" },
}

assault:SetupAllCriticalSystems( "imp", impTargets, true )
assault:SetupAllCriticalSystems( "all", allTargets, false )

assault:Start()
end

function SetupShields()
-- ALL Shielded objects
local linkedShieldObjectsALL = { "rep_ship_1", "rep_ship_2", "rep_ship_3", "rep_ship_4",
"rep-bridge", "rep-comms", "rep-life-ext", "rep-sensors",
"rep_drive_1"}
shieldStuffALL = LinkedShields:New{objs = linkedShieldObjectsALL, controllerObject = "rep-shield"}
shieldStuffALL:Init()

function shieldStuffALL:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", IMP)
ShowMessageText("level.spa.hangar.shields.def.down", ALL)

BroadcastVoiceOver( "IOSMP_obj_16", IMP )
BroadcastVoiceOver( "ROSMP_obj_17", ALL )
end
function shieldStuffALL:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", IMP)
ShowMessageText("level.spa.hangar.shields.def.up", ALL)

BroadcastVoiceOver( "IOSMP_obj_18", IMP )
BroadcastVoiceOver( "ROSMP_obj_19", ALL )
end


-- IMP Shielded objects
local linkedShieldObjectsIMP = { "all_ship_1", "all_ship_2",
"all-bridge", "all-comms", "all-life-ext", "all-sensors",
"all_drive_1", "all_drive_2", "all_drive_3", "all_drive_4", "all_drive_5", "all_drive_6",
"imp_ship_1", "imp_ship_2", "imp_ship_3", "imp_ship_4", "imp_ship_5", "imp_ship_6",
"imp-bridge", "imp-comms", "imp-life-ext", "imp-sensors",
"imp_drive_1", "imp_drive_2", "imp_drive_3"}
shieldStuffIMP = LinkedShields:New{objs = linkedShieldObjectsIMP, controllerObject = "imp-shield"}
shieldStuffIMP:Init()

function shieldStuffIMP:OnAllShieldsDown()
ShowMessageText("level.spa.hangar.shields.atk.down", ALL)
ShowMessageText("level.spa.hangar.shields.def.down", IMP)

BroadcastVoiceOver( "IOSMP_obj_17", IMP )
BroadcastVoiceOver( "ROSMP_obj_16", ALL )
end
function shieldStuffIMP:OnAllShieldsUp()
ShowMessageText("level.spa.hangar.shields.atk.up", ALL)
ShowMessageText("level.spa.hangar.shields.def.up", IMP)

BroadcastVoiceOver( "IOSMP_obj_19", IMP )
BroadcastVoiceOver( "ROSMP_obj_18", ALL )
end
end


function SetupDestroyables()
--ALL destroyables
lifeSupportLinkageALL = LinkedDestroyables:New{ objectSets = {{"rep-life-int"}, {"rep-life-ext"}} }
lifeSupportLinkageALL:Init()

engineLinkageALL = LinkedDestroyables:New{ objectSets = {{"rep_drive_1"}, {"rep-engines"}} }
engineLinkageALL:Init()

--IMP destroyables
lifeSupportLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp-life-int"}, {"imp-life-ext"}} }
lifeSupportLinkageIMP:Init()

engineLinkageIMP = LinkedDestroyables:New{ objectSets = {{"imp_drive_1", "imp_drive_2", "imp_drive_3"}, {"imp-engines"}} }
engineLinkageIMP:Init()
end
CalvaryCptMike
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Posts: 476
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Re: Map crashes with zero errors

Post by CalvaryCptMike »

Hidden/Spoiler:
[quote="Marth8880"][quote="CalvaryCptMike"]The error seems like a shell error not a actual map error.
[/quote]
What brought you to this conclusion?
[quote="CalvaryCptMike"]Check the req's for the map and make sure that the common lvl is being updated. And does it crash or is it a CTD?[/quote]
Check for what in which REQs, and aren't crashes and CTDs the same thing? A crash is when an application attempts to perform an illegal operation - something it is not supposed to or cannot do - and thus does the only thing it can do to resolve the problem: kill its own process or lock up.

EDIT:

I looked at the only REQ file there is, which is the one in "world1", and everything checks up fine. I'll try merging the Alliance and Imperials as IMP and change the Republic into ALL so I don't need to have "locals".[/quote]
What I meant was it an error that froze the computer or caused the application to terminated immediately. There are a couple of ingame errors that sounded a bit like the one you had that don't cause a CTD just a freeze. Anyways I'm glad you fixed it. :mrgreen:
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