CroCop wrote:- There seems to be alot of Z-Fights in that big village just south of the MEC main (overlapping static textures). I think you might wanna ask around on what can be done
CroCop wrote:You might wanna add up more assets (by assets I dont mean spam Apache's or Tank's). You seem to have alot of choppers but not enough ground transport.
Point. Stick with ground-based assets, at least for the Norwegians.
More guns and bullets make bad guys go away faster, which in turn makes everyone in the area safer. -Paul Howe
I don't know if you read Rhino's post in that thread, but those buildings are not map-usable. They're still in the build because certain maps rely on them, but they can't be used on new ones
[R-MOD]KP wrote:Point. Stick with ground-based assets, at least for the Norwegians.
m0ar IVECOs!!!!
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
check the lines that is listed in the message and check for errors
[R-DEV]Ninja2dan: Not having a spotter is like masturbating with a cheese grater...mildly amusing at first, but generally painful and bloody in the end.
Thornehaw: If all this have been evidently true, Battlefield is a much scarier and dirtier than ever imagined. Not a conspiracy, but a possibility. If it is true, then trusting another is quite worrisome.
Wicca it would have been worth mentioning you are running the debugger when getting that error. I know the "Call stack: Only available in DEBUG builds" at the bottom of the error message is a dead give away but most people miss that
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\the_karez_offensive\
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 SoundDistances.con
run tmp.con v_arg1
Undergrowth.load Levels\the_karez_offensive\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
endIf
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------
run ../../Factions/faction_init.con 2 "us"
run ../../Factions/faction_init.con 1 "mec"
rem -----------------------------------------------------------------------------