XL problem
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- Jedi Admin
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XL problem
Hello, i'm trying to create a XL mode >.<
so far i think i have everything i need done, but when i got to play XL, the game stops and this error comes up
-snip-
How do i stop this?
((Also, could some one make a tutorial or tell me what files need to be made/edited))
so far i think i have everything i need done, but when i got to play XL, the game stops and this error comes up
-snip-
How do i stop this?
((Also, could some one make a tutorial or tell me what files need to be made/edited))
Last edited by Penguin on Thu Aug 15, 2019 4:23 am, edited 1 time in total.
Reason: Purging old personally identifiable information.
Reason: Purging old personally identifiable information.
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- Master Bounty Hunter
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RE: XL problem
Hmmm... doesnt have to be TAV1_xl.lvl?
Thats what it is in Campiagn Mode
Thats what it is in Campiagn Mode
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RE: XL problem
???
No, TAV is my map, didn't come with SWBF II, your thinking of TAT1, TAT2, TAT3, or TAN1
TAV is for Tatooine Valley.
I've looked in some LVL files, it seems like theres no XL part in my mission.lvl file, i've also looked at other people's maps that have XL and there is an XL part. but i don't know how to get the XL part in. >.<
No, TAV is my map, didn't come with SWBF II, your thinking of TAT1, TAT2, TAT3, or TAN1
TAV is for Tatooine Valley.
I've looked in some LVL files, it seems like theres no XL part in my mission.lvl file, i've also looked at other people's maps that have XL and there is an XL part. but i don't know how to get the XL part in. >.<
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RE: XL problem
Ok then, if it is your map I dont know how to get XL in there.. Sorry
- Teancum
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RE: XL problem
You have to do a few things, add it to it to addme.lua (both in the addDownloadableContent section and mode_xl_c =1 in it's section) add it to mission.req, then add a new req in common/mission
- [RDH]Zerted
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RE: XL problem
When you first created your level, did you choose XL?
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RE: XL problem
i've done all that unless the "mission.req" isnt the ModID.req in the world folder.
EDIT:
Okay, heres my log for the map.
seems like it can't find my script or something?
what files tell it what my script is?
EDIT:
Okay, heres my log for the map.
Opened logfile BFront2.log 2006-04-09 1104
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit
Message Severity: 2
.\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
num, Selection = 1 table: 03CA11AC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
play movie BOC 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment BOC0.000000ly
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 2
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 3
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 4
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 6
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 8
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 10
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 12
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 14
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 16
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 17
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 18
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 20
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 21
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 22
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 23
EraSelection.subst = c era_c
EraSelection.subst = c era_c
num, Selection = 1 table: 03CA11AC
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 36
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie BOC 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment BOC0.000000ly
this.CurButton = check_era2
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
this.CurButton = check_era2
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: TAVc_xl idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in MISSION.lvl
Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(TAVc_xl): script (e99d3026) not found
Message Severity: 5
.\Source\GameState.cpp(1283)
Could not open MISSION\TAVc_xl.lvl
Message Severity: 3
.\Source\LuaHelper.cpp(112)
OpenScript(TAVc_xl): script (e99d3026) not found
seems like it can't find my script or something?
what files tell it what my script is?
- Teancum
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RE: XL problem
exactly, you have to create the reqs or else it will not do the script. Did you create a TAVc_xl.req in data_[mapname]/common/mission?
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Ok.
Heres my addme.lua
Heres my TAVc_xl.lua ((NOTE: its a conquest type XL. basicly its conquest with alot of people. Also its ment to load the conquest layer))
Heres my TAVc_xl.req
Heres my addme.lua
--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 = "TAV%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_eli_g = 1, mode_xl_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("TAV","TAVg_con",4)
AddDownloadableContent("TAV","TAVc_con",4)
AddDownloadableContent("TAV","TAVg_eli",4)
AddDownloadableContent("TAV","TAVc_xl",4)
-- all done
newEntry = nil
n = nil
-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\TAV\\data\\_LVL_PC\\core.lvl")
Heres my TAVc_xl.lua ((NOTE: its a conquest type XL. basicly its conquest with alot of people. Also its ment to load the conquest layer))
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
DES = 3;
-- These variables do not change
ATT = REP;
DEF = CIS;
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:Start()
AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
AddAIGoal(3, "Deathmatch", 100)
AddAIGoal(4, "Deathmatch", 100)
SetUberMode(1);
EnableSPHeroRules()
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()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(450)
SetMaxPlayerFlyHeight (450)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)
ReadDataFile("sound\\myg.lvl;myg1cw")
ReadDataFile("dc:SIDE\\plo.lvl",
"plo_xar",
"cis_hover_mtt",
"plo_droid",
"plo_sbdroid",
"plo_commando",
"plo_nina")
ReadDataFile("SIDE\\rep.lvl",
"rep_fly_arc170fighter_dome",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep2_jettrooper",
"rep_hover_fightertank",
"rep_fly_arc170fighter_sc",
"rep_fly_assault_DOME",
"rep_hover_barcspeeder",
"rep_walk_oneman_atst",
"rep_fly_arc170fighter_dome",
"rep_walk_atte")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_fly_droidfighter_sc",
"cis_fly_fedlander_DOME",
"cis_walk_spider",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_fly_droidfighter_dome",
"cis_hover_aat")
ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_jawa",
"tat_inf_tuskenraider")
ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_chaingun_tripod",
"tur_bldg_recoilless_lg")
SetupTeams{
rep = {
team = REP,
units = 150,
reinforcements = 600,
soldier = { "rep_inf_ep2_rifleman",35, 65},
assault = { "rep_inf_ep2_rocketeer",7, 20},
engineer = { "rep_inf_ep2_engineer",7, 15},
sniper = { "rep_inf_ep2_sniper",7, 20},
officer = { "plo_commando",4, 15},
special = { "rep_inf_ep2_jettrooper",7, 15},
},
cis = {
team = CIS,
units = 150,
reinforcements = 600,
soldier = { "plo_droid",35, 65},
assault = { "plo_sbdroid",7, 20},
engineer = { "cis_inf_engineer",7, 15},
sniper = { "cis_inf_sniper",7, 20},
officer = { "cis_inf_officer",4, 15},
special = { "cis_inf_droideka",7, 15},
}
}
-- Tuskens --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_tuskenhunter", 15)
AddUnitClass (3, "tat_inf_tuskenraider", 30)
SetUnitCount (3, 45)
AddAIGoal(3, "Deathmatch", 100)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------
-- Jawas --------------------------
SetTeamName (4, "local")
AddUnitClass (4, "tat_inf_jawa", 15)
SetUnitCount (4, 15)
AddAIGoal(4, "Deathmatch", 100)
SetTeamAsFriend(4,ATT)
SetTeamAsFriend(4,DEF)
SetTeamAsFriend(ATT,4)
SetTeamAsFriend(DEF,4)
-----------------------------------
AddUnitClass(CIS, "plo_droid",16,32)
AddUnitClass(REP, "rep_inf_ep2_rifleman",16,32)
SetHeroClass(CIS, "plo_xar")
SetHeroClass(REP, "plo_nina")
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 2) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("commandhover", 2)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TAV\\TAV.lvl", "TAV_conquest")
ReadDataFile("dc:TAV\\TAV.lvl", "TAV_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")
SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)
SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
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")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Heres my TAVc_xl.req
ucft
{
REQN
{
"script"
"TAVc_xl"
}
}
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- Jedi Admin
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Teancum wrote:Okay, and you added "TAVc_xl" to the bottom of mission.req?
hmmm, what does it go under? "lvl" ?
or somethign else in the ModID.req?
EDIT:
nevermind, when you said mission.req, i thought you ment my ModID.req
just did a search for mission in my TAV_data fodler and found mission.req
thanks!