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Request for someone who can run BF2_modtools.exe
Posted: Mon Mar 06, 2006 12:20 pm
by Darth-Derkie
I'm working on Kashyyyk: Islands, but it keeps crashing. When I spawn, it crashes some seconds later.
Someone with the CD version of the game and BF2_modtools.exe, run my map and give me the .log it creates.
Link:
http://s42.yousendit.com/d.aspx?id=1RLU ... 98FUZKZ0AK
RE: Request for someone who can run BF2_modtools.exe
Posted: Mon Mar 06, 2006 1:06 pm
by Teancum
I'm on it DD.
Posted: Mon Mar 06, 2006 1:11 pm
by Murdocr
hi i dl it. works fine for me. great map. it's a bit dark though. which game mode did you try it on?
Posted: Mon Mar 06, 2006 1:17 pm
by Teancum
Here's a list of log errors for Conquest CW (the map ran for about 45 seconds, then crashed). I omitted duplicates of the same error and any errors not related to the map. While all of these errors are important, typically only level 3 severity errors will crash a map. Take a deep breath, my friend:
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'kas_dryice' not found
Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'kas1_fireflies' not found
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_item_vehiclerecharge"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, , that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_item_vehiclerecharge"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, , that does not have an .odf file associated with it
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_aa' [824e7682]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_bb' [fde60f88]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_cc' [2b3ed3e3]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_dd' [02b6fd9c]
Message Severity: 3
.\Source\HintManager.cpp(210)
Hint references nonexistant command post "CP5"
Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "CP3"
Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "CP3"
Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "CP4"
Message Severity: 3
.\Source\VehicleSpawn.cpp(135)
Vehicle spawn missing command post "CP4"
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 66
Message Severity: 2
.\Source\LoadUtil.cpp(1329)
CreateRegion('soundspace hut' [a374bcf3], type [70c67e32]) failed
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.KS1.CP4" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.KS1.CP6" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.KS1.CP5" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.KS1.CP2" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.KS1.CP3" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.KS1.CP1" not localized
Posted: Mon Mar 06, 2006 1:29 pm
by Murdocr
sorry re-read your first post, i was actually running it in the normal bfII.exe not the Bf2_mod tools.exe. i get a no-cd error with the Bf2_mod tools.exe.
Posted: Mon Mar 06, 2006 2:47 pm
by Darth-Derkie
What do these errors mean?
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_aa' [824e7682]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_bb' [fde60f88]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_cc' [2b3ed3e3]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [0edc3546] has no hardpoint 'hp_light_dd' [02b6fd9c]
This is my mungelog.txt:
ERROR[PC_texturemunge world1\kashyyykX.tga]:TextureMunge(kashyyykx:76x75x1): Must have power of two dimensions!
ERROR[PC_texturemunge world1\kashyyykX.tga]:TextureMunge(kashyyykx:76x75x1): Must have power of two dimensions!
[continuing]
2 Errors 0 Warnings
WARNING[terrainmunge world1\kashyyyk1.TER]:ReduceTerrainTextureUsage: corner discontinuity at (128,120)
WARNING[terrainmunge world1\KS1.TER]:ReduceTerrainTextureUsage: corner discontinuity at (128,120)
WARNING[terrainmunge world1\KS1.TER]:Discarding additional water layer 3 != 1
0 Errors 3 Warnings
Posted: Mon Mar 06, 2006 3:16 pm
by Teancum
You can ignore the mungelog errors. They aren't important.
As far as what those errors mean, it's probably saying that they are trying to attach an ambient light to something, but can't find the hardpoints. Ignore it for now.