Deir Ez Zor [4km]

Maps created by PR community members.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deir Ez Zor [4km]

Post by Rhino »

Rabbit wrote:Rhino is a grump old man.
:P

Just kinda frustrating that all this info is out there but people don't look for it or read it :p
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Image
in client.zip
Image
in map's folder
Image

how to fix ?
Last edited by CaptMiller on 2017-06-30 22:43, edited 2 times in total.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

I fixed it, loading have been completed, I clicked on join and PR just closed without Error message
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Deir Ez Zor [4km]

Post by Rabbit »

Post your init and info
Image

AfSoccer "I just don't see the natural talent."
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Code: Select all

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\Panorama\
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\Panorama\
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 1 "mec"
run ../../Factions/faction_init.con 2 "fr"

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

gameLogic.setBeforeSpawnCamera 0/150/0 0/0/0

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

GameLogic.MaximumLevelViewDistance 8000

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

gameLogic.setDefaultNumberOfTicketsEx 16 1 50
gameLogic.setDefaultNumberOfTicketsEx 16 2 50
gameLogic.setDefaultNumberOfTicketsEx 32 1 50
gameLogic.setDefaultNumberOfTicketsEx 32 2 50
gameLogic.setDefaultNumberOfTicketsEx 64 1 50
gameLogic.setDefaultNumberOfTicketsEx 64 2 50
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

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

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

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Deir Ez Zor [4km]

Post by Rabbit »

CaptMiller wrote:

Code: Select all

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\Panorama\
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\Panorama\
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 1 "mec"
run ../../Factions/faction_init.con 2 "fr"

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

gameLogic.setBeforeSpawnCamera 0/150/0 0/0/0

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

GameLogic.MaximumLevelViewDistance 8000

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

gameLogic.setDefaultNumberOfTicketsEx 16 1 50
gameLogic.setDefaultNumberOfTicketsEx 16 2 50
gameLogic.setDefaultNumberOfTicketsEx 32 1 50
gameLogic.setDefaultNumberOfTicketsEx 32 2 50
gameLogic.setDefaultNumberOfTicketsEx 64 1 50
gameLogic.setDefaultNumberOfTicketsEx 64 2 50
gameLogic.setDefaultNumberOfTicketsEx 128 1 50
gameLogic.setDefaultNumberOfTicketsEx 128 2 50
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 10
gameLogic.setTicketLossPerMin 2 10

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

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

renderer.globalStaticMeshLodDistanceScale 1
renderer.globalBundleMeshLodDistanceScale 1
renderer.globalSkinnedMeshLodDistanceScale 1
Have you generated lowdetailmaps?
Image

AfSoccer "I just don't see the natural talent."
Image
X1 Spriggan
Retired PR Developer
Posts: 427
Joined: 2007-08-31 04:24

Re: Deir Ez Zor [4km]

Post by X1 Spriggan »

A crash after 100% loading could be an invalid object such as ingame player models or weapons that were spawned in the editor.

[17:21] Falkun: im making spaghetti
[17:21] Falkun: lal
[17:22] Falkun: i'll put some in an envelope for you
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Re: Deir Ez Zor [4km]

Post by Rhino »

Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Map has started work, but only in debugger.

On 66% appears error message, but I just skip it and loading complete fine and all works.
Image

But now I have new problem, map completes in 3 second after spawn and I dont know why. I tried to change Sid and names of flags Appropriatly to tutorial, but this doesnot help
https://www.realitymod.com/forum/f189-m ... -mode.html
Outlawz7
Retired PR Developer
Posts: 17261
Joined: 2007-02-17 14:59

Re: Deir Ez Zor [4km]

Post by Outlawz7 »

Are SGIDs correct, is there one flag for each team, do you have any tickets when you load in.
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

1.SGIDs:

Total 6 flags

team2's mainbase SGID -1 team2's flag SGID 40

team1's mainbase SGID 1 team1's flag SGID 20

team0's flag1 SGID 32 team0's flag2 SGID 32

Yes, I have 500 tickets for each team
User avatar
Ason
PR:BF2 Developer
Posts: 1755
Joined: 2012-10-22 10:29

Re: Deir Ez Zor [4km]

Post by Ason »

Only thing I can think of is either your init.con is not set up in PR way or you don't have a combat area.
Image
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

1.How to switch off fog on the map ?

2.How to highlight all the static that was rejected in Debugger Log ??
Last edited by CaptMiller on 2017-07-04 11:24, edited 2 times in total.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

How to switch on brush display in Editor ? (to see it on the ground)

First walk in game Engine
Last edited by CaptMiller on 2017-07-06 18:31, edited 1 time in total.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

Hi, everyone. I have not forgot about PR. At this moment I have not a computer, but I will continue my project as soon as possible. I believe PR community will get Syrian mod.
CaptMiller
Posts: 405
Joined: 2016-04-14 16:15

Re: Deir Ez Zor [4km]

Post by CaptMiller »

All assets which I have planned to make at this moment:

1. New civilian car which would looks more pretty. Also may be is it possible to use some free model? I am pretty sure that current civilian car is the worst ever.
2. New pickup (Hilux) shown screens earlier.
3. New small truck(hyundai) shown screens earlier.
4. VBIED based on civilian car and protected by steel sheets.
5. VBIED based on current vbied truck and protected by steel sheets as well.
6. VBIED based on M113 apc or may be bmp 1.
7. ATGM 9K111 Konkurs.(including new 3p animations for this)
8. New kit's meshes.
9. 4km Map.
10.Probably t-55 tank.
11.Retexture of soldier mesh.

Some of this almost finished.
YousefAlrajab
Posts: 4
Joined: 2017-09-29 15:12

Re: Deir Ez Zor [4km]

Post by YousefAlrajab »

CaptMiller wrote:Started creation of new map for Syrian conflict. Some progress for 2 weeks.

If you have any ideas, give me your suggestions.

Artellery batalion(Sink tube - new static object)
Image
Image
Image
Image
Image
Image
Image
Part of village
Image
Image
Image
Image

Airbase
+ new static obj airfield (1.17 km) with default texture
Image

Syrian jet bunker
Image
Hi i'm Yousef from Syria Deir Ez Zor City how i can help you to make map for Deir Ez Zor ? :-o
YousefAlrajab
Posts: 4
Joined: 2017-09-29 15:12

Re: Deir Ez Zor [4km]

Post by YousefAlrajab »

I was a media person with free army i'm now in turkey if you want i send you some pic for deir ez zor
YousefAlrajab
Posts: 4
Joined: 2017-09-29 15:12

Re: Deir Ez Zor [4km]

Post by YousefAlrajab »

Image
its me in deir ez zor :D
Rabbit
Posts: 7818
Joined: 2006-12-17 15:14

Re: Deir Ez Zor [4km]

Post by Rabbit »

Did you ever finish those houses? If so could I get them from you?
Image

AfSoccer "I just don't see the natural talent."
Image
Post Reply

Return to “Community Maps”