[Map] Brecourt Assault (2km) [WIP] (PR:N)
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Pvt.LHeureux
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
HOLY SHIT THAT MINIMAP LOOKS GOOD 

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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UncleSmek
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
Looking really nice mate 
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
i cant find any GPO folder :/[R-CON]sylent/shooter wrote:Go into your GPO folder and tell me what you see. If you want to quick test then you need to have just an AAS layer, 64. If you have nothing my guess is that the editor isn't saving it correctly.
i know rightHOLY SHIT THAT MINIMAP LOOKS GOOD
thanks
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AfterDune
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
well then i look in the cq 64 folder and there is gameplayobjects.con with a bunch of text about spawnpoints, object spawners etc...[R-DEV]AfterDune wrote:GPO-folder = gamemodes/
might this problem be cause by layers? i have a layer where i put the control points and such, how do i access it?
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aTapKid
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
please for the love of god do not give up on this, theres a load of new players on PR now (including myself) that would love to play this.
It looks amazing good job!!!

It looks amazing good job!!!
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AfterDune
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
well first welcome too PRaTapKid wrote:please for the love of god do not give up on this, theres a load of new players on PR now (including myself) that would love to play this.
It looks amazing good job!!!![]()
![]()
and thank you for your support, dont worry im working on this hard everyday
also check the first page for updates, ive been posting them regurlarly
Post it online perhaps?
you mean uploading the map files? you think that could help?
i can do that but the map files a 500 mb ill try to find a way
Last edited by rodrigoma on 2012-06-26 14:29, edited 1 time in total.
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AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
No man, package the mod using that .bat file, then zip/rar the client.zip, server.zip and info folder. Much, much smaller that way
.

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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
map file here:
http://wtrns.fr/zT2WH0Ci27zDYLJ
would be extremely grateful if someone tried it out and see what i missed
http://wtrns.fr/zT2WH0Ci27zDYLJ
would be extremely grateful if someone tried it out and see what i missed
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AFsoccer
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
It seems you have two issues that might be causing your problem:
1) In the "Info" folder there is a file called "My_Level.desc". That needs to be re-named to whatever your map's name is, such as brecourt_assault.desc. Then the contents need to be updated to something like this:
Basically, use the .desc file from other maps that use the same game modes you use and copy those lines into your file.
2) In your folder called "GameModes", the sub-folders have a "&" in front of their names. This is usually caused by the folders being write-protected. Thus when the editor is saving your gameplayobjects, it adds the "&" in front of the folder name. When that happens, it can't find "64" because all that exists is "&64". So delete the "&" and un-write-protect those folders.
Try fixing both of those, re-pack your map, and give it a shot.
1) In the "Info" folder there is a file called "My_Level.desc". That needs to be re-named to whatever your map's name is, such as brecourt_assault.desc. Then the contents need to be updated to something like this:
Code: Select all
<map>
<name>Brecourt Assault</name>
<briefing locid="MAPDESCRIPTION_brecourt_assault">map description for modders maps not localized (english only)</briefing>
<music> common/sound/menu/music/map6.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="64" type="headon" locid="GAMEMODE_DESCRIPTION_aasfullassets">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>
</modes>
</map>2) In your folder called "GameModes", the sub-folders have a "&" in front of their names. This is usually caused by the folders being write-protected. Thus when the editor is saving your gameplayobjects, it adds the "&" in front of the folder name. When that happens, it can't find "64" because all that exists is "&64". So delete the "&" and un-write-protect those folders.
Try fixing both of those, re-pack your map, and give it a shot.
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
ok thank you for the help'[R-DEV wrote:AFsoccer;1787780']It seems you have two issues that might be causing your problem:
1) In the "Info" folder there is a file called "My_Level.desc". That needs to be re-named to whatever your map's name is, such as brecourt_assault.desc. Then the contents need to be updated to something like this:
Basically, use the .desc file from other maps that use the same game modes you use and copy those lines into your file.Code: Select all
<map> <name>Brecourt Assault</name> <briefing locid="MAPDESCRIPTION_brecourt_assault">map description for modders maps not localized (english only)</briefing> <music> common/sound/menu/music/map6.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="64" type="headon" locid="GAMEMODE_DESCRIPTION_aasfullassets">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> </modes> </map>
2) In your folder called "GameModes", the sub-folders have a "&" in front of their names. This is usually caused by the folders being write-protected. Thus when the editor is saving your gameplayobjects, it adds the "&" in front of the folder name. When that happens, it can't find "64" because all that exists is "&64". So delete the "&" and un-write-protect those folders.
Try fixing both of those, re-pack your map, and give it a shot.
it fixed the problem of crashing and saying no gamemode desc
but it now crashes without message when it reaches 13% like in La drang on PR:vietnam
what would the problem be now?
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Pvt.LHeureux
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
Run in windowed mode to see if you get any errors, set textures to low too.rodrigoma wrote:ok thank you for the help
it fixed the problem of crashing and saying no gamemode desc
but it now crashes without message when it reaches 13% like in La drang on PR:vietnam
what would the problem be now?

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
i had already i got no error, and same problem with low texturesPvt.LHeureux wrote:Run in windowed mode to see if you get any errors, set textures to low too.
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AfterDune
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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
yes i know stupid move there[R-DEV]AfterDune wrote:Your map is actually called "my_level"?
did i just screw everything up?
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AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
No, of course not. We can easily rename that, no probs.
I crash too, around 14%. Was running in debug mode, last thing in the logs is: Growth can't find geometryTemplate: 2_lod
Don't know if that's a real error here. Perhaps something is messed up. You could try to "resave" your map/terrain (it's an option in the editor under the "file" menu I believe). Tick the boxes and click "OK".
Unsure if you should tick all the boxes. Just tick terrain, colormap, detailsmaps, that sort of things.
I crash too, around 14%. Was running in debug mode, last thing in the logs is: Growth can't find geometryTemplate: 2_lod
Don't know if that's a real error here. Perhaps something is messed up. You could try to "resave" your map/terrain (it's an option in the editor under the "file" menu I believe). Tick the boxes and click "OK".
Unsure if you should tick all the boxes. Just tick terrain, colormap, detailsmaps, that sort of things.

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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
did that and it still crashes at 14%[R-DEV]AfterDune wrote:No, of course not. We can easily rename that, no probs.
I crash too, around 14%. Was running in debug mode, last thing in the logs is: Growth can't find geometryTemplate: 2_lod
Don't know if that's a real error here. Perhaps something is messed up. You could try to "resave" your map/terrain (it's an option in the editor under the "file" menu I believe). Tick the boxes and click "OK".
Unsure if you should tick all the boxes. Just tick terrain, colormap, detailsmaps, that sort of things.
why would this happen?
wasnt this the same problem in la drang?
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AfterDune
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
Btw, I have no idea why this line is in staticobjects.con:
run /levels/my_level/StaticObjects.con
Run itself?
And you're trying to place the bagpipe kit as a staticobject. That also results in a crash.
No vehicles or weapons or kits can be put in as staticobject if they're not defined like that. You should place them as objectspawners, connected to controlpoints (=flags).
run /levels/my_level/StaticObjects.con
Run itself?
And you're trying to place the bagpipe kit as a staticobject. That also results in a crash.
No vehicles or weapons or kits can be put in as staticobject if they're not defined like that. You should place them as objectspawners, connected to controlpoints (=flags).

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rodrigoma
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Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)
ok i dont usnderstand whats about the static objectcon, but i removed the bagpipe kit and im trying again, about object spawners though, i try to place objectsopanwers and sometimes they appear just the blue box without the object and others it appears , even when i try in one control point it works and whn i try in another it doesnt[R-DEV]AfterDune wrote:Btw, I have no idea why this line is in staticobjects.con:
run /levels/my_level/StaticObjects.con
Run itself?
And you're trying to place the bagpipe kit as a staticobject. That also results in a crash.
No vehicles or weapons or kits can be put in as staticobject if they're not defined like that. You should place them as objectspawners, connected to controlpoints (=flags).
edit: did not work same problem
Last edited by rodrigoma on 2012-06-27 11:21, edited 1 time in total.
