[Map] Brecourt Assault (2km) [WIP] (PR:N)

Maps created by PR community members.
Post Reply
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

HOLY SHIT THAT MINIMAP LOOKS GOOD :shock:
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
UncleSmek
Posts: 1027
Joined: 2008-09-02 05:07

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by UncleSmek »

Looking really nice mate :)
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[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 cant find any GPO folder :/
HOLY SHIT THAT MINIMAP LOOKS GOOD
i know right :razz: :razz: :razz:

thanks
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

GPO-folder = gamemodes/
Image
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:GPO-folder = gamemodes/
well then i look in the cq 64 folder and there is gameplayobjects.con with a bunch of text about spawnpoints, object spawners etc... :confused:
might this problem be cause by layers? i have a layer where i put the control points and such, how do i access it?
aTapKid
Posts: 2
Joined: 2012-06-26 05:17

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by aTapKid »

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!!! :mrgreen: :-o
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Post it online perhaps?
Image
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

aTapKid 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!!! :mrgreen: :-o
well first welcome too PR :-o
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.
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

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 ;) .
Image
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

map file here:
http://wtrns.fr/zT2WH0Ci27zDYLJ
would be extremely grateful if someone tried it out and see what i missed
AFsoccer
Retired PR Developer
Posts: 4289
Joined: 2007-09-04 07:32

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AFsoccer »

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:

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>
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.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

'[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:

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>
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.
ok thank you for the help
it fixed the problem of crashing and saying no gamemode desc :lol:
but it now crashes without message when it reaches 13% like in La drang on PR:vietnam :-(
what would the problem be now?
Pvt.LHeureux
Posts: 4796
Joined: 2009-04-03 15:45

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by Pvt.LHeureux »

rodrigoma wrote:ok thank you for the help
it fixed the problem of crashing and saying no gamemode desc :lol:
but it now crashes without message when it reaches 13% like in La drang on PR:vietnam :-(
what would the problem be now?
Run in windowed mode to see if you get any errors, set textures to low too.
Image

Chuva_RD : You want to remove bugged thing but dont tell how to fill formed void.
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

Pvt.LHeureux wrote:Run in windowed mode to see if you get any errors, set textures to low too.
i had already i got no error, and same problem with low textures :-?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Your map is actually called "my_level"?
Image
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:Your map is actually called "my_level"?
yes i know stupid move there :lol:
did i just screw everything up?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

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.
Image
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[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.
did that and it still crashes at 14% :confused: :confused:
why would this happen?
wasnt this the same problem in la drang?
AfterDune
Retired PR Developer
Posts: 17094
Joined: 2007-02-08 07:19

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by AfterDune »

Btw, I have no idea why this line is in staticobjects.con:

run /levels/my_level/StaticObjects.con

Run itself? :o


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).
Image
rodrigoma
Posts: 1537
Joined: 2012-03-22 21:21

Re: [Map] Brecourt Assault (2km) [WIP] (PR:N)

Post by rodrigoma »

[R-DEV]AfterDune wrote:Btw, I have no idea why this line is in staticobjects.con:

run /levels/my_level/StaticObjects.con

Run itself? :o


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).
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 :confused:

edit: did not work same problem
Last edited by rodrigoma on 2012-06-27 11:21, edited 1 time in total.
Post Reply

Return to “Community Maps”