[HELP] Editor crashes when packaging level.

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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

[HELP] Editor crashes when packaging level.

Post by ChiefRyza »

Hi, I'm just trying to package my currently WIP map to see how it looks and performs in game. I've setup a 32 player layer, set my flags, but I can't select teams for the map in the traditional Editor way (Ie, there are no teams to select from in the BF2 Editor, no gamemodes either when trying to make the layers). I assumed this could be done through the Init.con file in the map folder but after hours and hours of searching and trial and error, the editor still crashes when trying to package the level itself. The client.zip and server.zip are created, but the Info folder is never made.

Is there a certain set of steps to take to get a WIP map in-game just to try out? I don't want the whole flag setup or anything, just a simple performance and graphical test. Sorry if the answer is blatantly obvious but I have spent a lot of time searching, there doesn't seem to be anything easy to follow on getting a PR level in game for testing. I've restarting my PC and everything, it just seems very complicated to just get the map in game for a small test.


Current project: Operation Tempest
Amok@ndy
Retired PR Developer
Posts: 5144
Joined: 2008-11-27 22:13

Re: [HELP] Editor crashes when packaging level.

Post by Amok@ndy »

To select teams:
https://www.realitymod.com/forum/f388-p ... oblem.html

To select gamemodes on the layers:
https://www.realitymod.com/forum/f189-m ... dding.html

To test your map just place 2 flags (1 per team), 2 spawnpoints (1 per team) and some objectspawners to move around on the map
and always run your pr in windowed mode when loading maps
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Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [HELP] Editor crashes when packaging level.

Post by Rudd »

don't package the map using the editor, its really unreliable

use Rhino's build script

https://www.realitymod.com/forum/f189-m ... cript.html
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [HELP] Editor crashes when packaging level.

Post by ChiefRyza »

Cheers guys, looking forward to making the thread on it soon :-)


Current project: Operation Tempest
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: [HELP] Editor crashes when packaging level.

Post by Rhino »

'[R-CON wrote:Rudd;1366623']don't package the map using the editor, its really unreliable

use Rhino's build script

https://www.realitymod.com/forum/f189-m ... cript.html
Indeed, the BF2 editor packing system is rubbish :p
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [HELP] Editor crashes when packaging level.

Post by ChiefRyza »

Hmmmm, even after using Rhino's batch file, I'm only getting the client.zip and server.zip - still no info folder being created. Edit. Realized from looking at backups of my map that the Info Folder must have been accidentally deleted. How can I get it back?


Current project: Operation Tempest
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [HELP] Editor crashes when packaging level.

Post by Rudd »

just copy an info folder from another map

rename teh .desc file to your map folder, then change the name inside the .desc folder with notepad, you also get to pick the music and what gamemodes are there here.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [HELP] Editor crashes when packaging level.

Post by ChiefRyza »

Sorry for being a nub guys :-( I have run the map build script, done everything I can think of, and the map isn't showing up in game (in the menu, Create Local). I've set a test layer up, it has the game mode set to AAS, 64 players, spawn points for both teams set as well as some object spawners for vehicles.

Combat area has been set etc, I've edited the init.con to appear like this:
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor

run Heightdata.con
LevelSettings.InitWorld
run Terrain.con BF2Editor
run StaticObjects.con BF2Editor
run Sounds.con
run Sky.con BF2Editor
run Editor/GamePlayObjects.con host
UndergrowthEditable.create
Undergrowth.load Levels\OperationTempestSecondMain\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor

else

run Heightdata.con
run Terrain.con v_arg2
run Sky.con v_arg2
run CompiledRoads.con
run Sounds.con
run tmp.con v_arg1
Undergrowth.load Levels\OperationTempestSecondMain\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_ch.con

endIf

rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

run ../../factions_us/us.con
run ../../factions_ch/ch.con

rem -----------------------------------------------------------------------------

gameLogic.setBeforeSpawnCamera -636/22/-376 -14/0/0

if v_arg1 == BF2Editor
LevelSettings.CustomTextureSuffix "woodland"
else
texturemanager.customTextureSuffix "woodland"
endIf
rem -----------------------------------------------------------------------------

GameLogic.MaximumLevelViewDistance 1000

rem -----------------------------------------------------------------------------

gameLogic.setDefaultNumberOfTicketsEx 16 1 300
gameLogic.setDefaultNumberOfTicketsEx 16 2 300
gameLogic.setDefaultNumberOfTicketsEx 32 1 300
gameLogic.setDefaultNumberOfTicketsEx 32 2 300
gameLogic.setDefaultNumberOfTicketsEx 64 1 300
gameLogic.setDefaultNumberOfTicketsEx 64 2 300
gameLogic.setDefaultNumberOfTicketsEx 128 1 300
gameLogic.setDefaultNumberOfTicketsEx 128 2 300
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10


Still nothing working unfortunately. Will the map not show in game without the proper naming convention etc?


Current project: Operation Tempest
Rudd
Retired PR Developer
Posts: 21225
Joined: 2007-08-15 14:32

Re: [HELP] Editor crashes when packaging level.

Post by Rudd »

its the info folder mate, thats what teh game uses to understand what the map is about.

open the .desc file so it looks something like this

REMEMBER TO RENAME THE DESC FILE TO YOUR MAPS FOLDER NAME
<map>
<name> Operation Tempest </name>
<briefing locid="MAPDESCRIPTION_OperationTempestSecondMain">map description for modders maps not localized (english only)</briefing>
<music> common/Sound\Menu/music/the_battle_for_qinling.ogg </music>
<modes>
<mode type="gpm_cq">
<maptype players="16" type="headon" locid="GAMEMODE_DESCRIPTION_aasinfantry">Unlocalized test for this mode on this map</maptype>
<maptype players="32" type="headon" locid="GAMEMODE_DESCRIPTION_aasalternative">Unlocalized test for this mode on this map</maptype>
<maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_aasfullassets">Unlocalized test for this mode on this map</maptype>
</mode>
<mode type="gpm_vehicles">
<maptype players="64" type="headon" locid="GAMEMODE_DESCRIPTION_vehiclewarfare">Unlocalized test for this mode on this map</maptype>
</mode>
<mode type="gpm_skirmish">
<maptype players="16" type="skirmish" locid="GAMEMODE_DESCRIPTION_skirmish">Unlocalized test for this mode on this map</maptype>
</mode>
<mode type="gpm_cnc">
<maptype players="16" type="cnc" locid="GAMEMODE_DESCRIPTION_cnc">Unlocalized test for this mode on this map</maptype>
<maptype players="64" type="cnc" locid="GAMEMODE_DESCRIPTION_cnc">Unlocalized test for this mode on this map</maptype>
</mode>
<mode type="gpm_coop">
<maptype ai="1" players="16" type="headon" locid="GAMEMODE_DESCRIPTION_coopinfantry">Unlocalized test for this mode on this map</maptype>
</mode>
</modes>
</map>
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_us.con
run ../../objects/common/spawners/spawners_ch.con
afaik you don't need this, refer to the init.cons of other maps



edit, my xfire is trekkyaaron, I'm happy to help.
Last edited by Rudd on 2010-06-15 12:01, edited 1 time in total.
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ChiefRyza
Posts: 620
Joined: 2008-06-29 07:37

Re: [HELP] Editor crashes when packaging level.

Post by ChiefRyza »

That worked well, had to rechange the map name and everything in all the .con files because I had it named wrongly (OperationTempestSecondMain, because I started with other versions of the map and created improved ones) and changed everything to operation_tempest. Now the map crashes on load, roughly at 14% on objects - tried running in windowed mode, no error message or anything.

I think it may be my custom .ogg file I use in my map for the jungle areas for ambience. If it doesn't exist in the actual PR folder, will that basically mean it won't start? I see its getting to the point where I might have more problems than the average mapper :-( Edit: Deleted all sound effects, still occurring.

Edit2: Good old Rudd helped me fix the Objects crash :-P .
Last edited by ChiefRyza on 2010-06-16 04:28, edited 2 times in total.


Current project: Operation Tempest
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