[Request] Need a quick favor

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MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

[Request] Need a quick favor

Post by MichSt-Spartan »

Can one of the more experienced mappers here (who can get their maps to run in-game) post a screenshot of the contents of their C:\Program Files\EA GAMES\Battlefield 2\mods\pr_edit folder? I'm still getting errors when I try to run my mod in-game, and it's really starting to piss me off. The people on the bf2editor forums are useless, they know nothing about PR (except for Rhino). Thanks in advance.

Here's what mine looks like:
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GeZe
Retired PR Developer
Posts: 3450
Joined: 2006-02-09 22:09

Post by GeZe »

here ya go

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Rhino
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Joined: 2005-12-13 20:00

Post by Rhino »

Image

your staticobjects folder should be in your objects folder, main thing i can see wrong by your pic. Also the other thing I can see wrong is that you dont have a common_client.zip and a common_server.zip in your main directory (look at gazes pic).

My PR_EDIT is kinda messy with all the things going round, I know how it works, just ignore the menu_ and object_ zips as they are not ment to be there, thats just the defualt location BF2 pack packs them too and i aint bothrted to delete them :p
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MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

Hmm... I have an extra folder named staticobjects, and I'm missing two seemingly custom-made files named Profile_BF2Engine_initEngine.txt and Profile_BF2Engine_initEngine.t... (something). Any chance you know what those two files are? I don't mean to be a pain, but would you mind posting the contents of your clientarchives.con and serverarchives.con too? Thanks for the help.

Here's mine:

Clientarchives.con

Code: Select all

fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive objects/Objects_client.zip Objects
fileManager.mountArchive menu/Menu_client.zip Menu
fileManager.mountArchive menu/Fonts_client.zip Fonts
fileManager.mountArchive ../bf2/Objects_client.zip Objects
fileManager.mountArchive ../bf2/Common_client.zip Common
fileManager.mountArchive ../bf2/Menu_client.zip Menu
fileManager.mountArchive ../bf2/Fonts_client.zip Fonts
fileManager.mountArchive ../bf2/shaders_client.zip Shaders
Serverarchives.con

Code: Select all

fileManager.mountArchive objects/Objects_server.zip Objects
fileManager.mountArchive menu/Menu_server.zip Menu
fileManager.mountArchive Common_server.zip Common
fileManager.mountArchive ../bf2/Objects_server.zip Objects
fileManager.mountArchive ../bf2/Menu_server.zip Menu
fileManager.mountArchive ../bf2/Common_server.zip Common
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

thous profile things are saved by the BF2 editor automaticly, dont worrie about them.
Clientarchives.con wrote:fileManager.mountArchive Common_client.zip Common
fileManager.mountArchive objects/Objects_client.zip Objects
fileManager.mountArchive menu/Menu_client.zip Menu
fileManager.mountArchive menu/Fonts_client.zip Fonts
fileManager.mountArchive ../bf2/Objects_client.zip Objects
fileManager.mountArchive ../bf2/Common_client.zip Common
fileManager.mountArchive ../bf2/Menu_client.zip Menu
fileManager.mountArchive ../bf2/Fonts_client.zip Fonts
fileManager.mountArchive ../bf2/shaders_client.zip Shaders
Serverarchives.con wrote:fileManager.mountArchive objects/Objects_server.zip Objects
fileManager.mountArchive menu/Menu_server.zip Menu
fileManager.mountArchive Common_server.zip Common
fileManager.mountArchive ../bf2/Objects_server.zip Objects
fileManager.mountArchive ../bf2/Menu_server.zip Menu
fileManager.mountArchive ../bf2/Common_server.zip Common
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MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

Ugh, everthing is the same! I'm totally at a loss for what my problem could be.
Once again, this is the error:
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Rhino
Retired PR Developer
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Post by Rhino »

take a screenshot of the inside of your pr_edit/menu/ folder.
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MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

'[R-DEV wrote:Rhino']take a screenshot of the inside of your pr_edit/menu/ folder.
Image

Am i missing something in there?
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

no looks good. Can you post your init.con file for your map here plz.
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MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

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\Banghazi\
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\Banghazi\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con

endIf

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

gameLogic.setTeamName 1 "MEC"
gameLogic.setTeamName 2 "USMC"

gameLogic.setTeamLanguage 1 "English"
gameLogic.setTeamLanguage 2 "English"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ch"
gameLogic.setTeamFlag 2 "flag_us"

gameLogic.setKit 1 0 "" ""
gameLogic.setKit 2 0 "" ""

gameLogic.setKit 1 1 "" ""
gameLogic.setKit 2 1 "" ""

gameLogic.setKit 1 2 "" ""
gameLogic.setKit 2 2 "" ""

gameLogic.setKit 1 3 "" ""
gameLogic.setKit 2 3 "" ""

gameLogic.setKit 1 4 "" ""
gameLogic.setKit 2 4 "" ""

gameLogic.setKit 1 5 "" ""
gameLogic.setKit 2 5 "" ""

gameLogic.setKit 1 6 "" ""
gameLogic.setKit 2 6 "" ""

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

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

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

GameLogic.MaximumLevelViewDistance 1000

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
It probably doesn't help that I have no kits assigned, but I don't think that's the problem.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

MichSt-Spartan wrote:It probably doesn't help that I have no kits assigned, but I don't think that's the problem.
nooo that is your problem :p

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\Banghazi\
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\Banghazi\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/Kits/kit_spawner_defs.con

endIf

rem GB VERSUS PLA NON URBAN
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "CH"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "Chinese"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ch"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "ch_Specops" "ch_light_soldier"
gameLogic.setKit 2 0 "gb_Specops" "gb_light_soldier"

gameLogic.setKit 1 1 "ch_Rifleman" "ch_heavy_soldier"
gameLogic.setKit 2 1 "gb_Rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "ch_Assault" "ch_heavy_soldier"
gameLogic.setKit 2 2 "gb_Assault" "gb_heavy_soldier"

gameLogic.setKit 1 3 "ch_RiflemanAP" "ch_heavy_soldier"
gameLogic.setKit 2 3 "gb_RiflemanAP" "gb_heavy_soldier"

gameLogic.setKit 1 4 "ch_Engineer" "ch_light_soldier"
gameLogic.setKit 2 4 "gb_Engineer" "gb_light_soldier"

gameLogic.setKit 1 5 "ch_Medic" "ch_light_soldier"
gameLogic.setKit 2 5 "gb_Medic" "gb_light_soldier"

gameLogic.setKit 1 6 "ch_RiflemanAT" "ch_heavy_soldier"
gameLogic.setKit 2 6 "gb_RiflemanAT" "gb_heavy_soldier"

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

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

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

GameLogic.MaximumLevelViewDistance 1000

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
That should work better.
Image
MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

'[R-DEV wrote:Rhino']nooo that is your problem :p

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\Banghazi\
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\Banghazi\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/Kits/kit_spawner_defs.con

endIf

rem GB VERSUS PLA NON URBAN
rem ------------------------------- LevelSettings -------------------------------
rem -----------------------------------------------------------------------------

gameLogic.setTeamName 1 "CH"
gameLogic.setTeamName 2 "GB"

gameLogic.setTeamLanguage 1 "Chinese"
gameLogic.setTeamLanguage 2 "GBEnglish"

gameLogic.setTeamFlag 0 "flag_neutral"
gameLogic.setTeamFlag 1 "flag_ch"
gameLogic.setTeamFlag 2 "flag_gb"

gameLogic.setKit 1 0 "ch_Specops" "ch_light_soldier"
gameLogic.setKit 2 0 "gb_Specops" "gb_light_soldier"

gameLogic.setKit 1 1 "ch_Rifleman" "ch_heavy_soldier"
gameLogic.setKit 2 1 "gb_Rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 2 "ch_Assault" "ch_heavy_soldier"
gameLogic.setKit 2 2 "gb_Assault" "gb_heavy_soldier"

gameLogic.setKit 1 3 "ch_RiflemanAP" "ch_heavy_soldier"
gameLogic.setKit 2 3 "gb_RiflemanAP" "gb_heavy_soldier"

gameLogic.setKit 1 4 "ch_Engineer" "ch_light_soldier"
gameLogic.setKit 2 4 "gb_Engineer" "gb_light_soldier"

gameLogic.setKit 1 5 "ch_Medic" "ch_light_soldier"
gameLogic.setKit 2 5 "gb_Medic" "gb_light_soldier"

gameLogic.setKit 1 6 "ch_RiflemanAT" "ch_heavy_soldier"
gameLogic.setKit 2 6 "gb_RiflemanAT" "gb_heavy_soldier"

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

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

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

GameLogic.MaximumLevelViewDistance 1000

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
That should work better.
LMAO thanks a ton man, I'll let you know how it works out.
MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

Same problem, same map, but this time my kits ARE defined in my init.con.
S.A.S jackwebsterdunstan
Posts: 294
Joined: 2007-02-18 23:30

Post by S.A.S jackwebsterdunstan »

what maps this for?
have you placed spawn points in the level editor?
only other thing i an think of at the moment is unpacking the zip folders in pr_edit/menu/folder to that location.
QOTY - "Oh sh*t, Plane! Left o'clock!" - [R-DEV]Rhino
Quote ~Long Bow~ 'if you would like to "touch me up" please e-mail your personal pics and we will talk'
some guy off totalbf2-
"OMFG

The Devs have been working on this mod for over a year and they STILL havent added crosshairs! Wtf!!!!!!!!"
Desertfox
Posts: 5886
Joined: 2006-08-15 06:41

Post by Desertfox »

MichSt-Spartan wrote:Same problem, same map, but this time my kits ARE defined in my init.con.
Have you created your minimap?
Image
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

MichSt-Spartan wrote:Same problem, same map, but this time my kits ARE defined in my init.con.
you only just got round to trying this fix? did you copy and paste the ENTIER init.con file which i posted above and also which version are you working with of PR?
Image
MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

'[R-DEV wrote:Rhino']you only just got round to trying this fix? did you copy and paste the ENTIER init.con file which i posted above and also which version are you working with of PR?
No, it's been fixed before, but the error is back again but stronger (like cancer). See, I added the kits in, it worked, I celebrated, threw a party, and did some more work on the map. I had some problems with it not updating when opened in game, and then I realized that I had left an old client.zip and server.zip in the map folder. I tried running it again with those removed, and I get smacked with the exact same error, but this time my init.con DOES have the kits.
Rhino
Retired PR Developer
Posts: 47909
Joined: 2005-12-13 20:00

Post by Rhino »

send me your map over PM and ill take a look when I have time (may be after .6)

thou im guessing its a good chance to be a problem with your mod that you are working on.
Image
MichSt-Spartan
Posts: 180
Joined: 2007-05-13 16:02

Post by MichSt-Spartan »

'[R-DEV wrote:Rhino']send me your map over PM and ill take a look when I have time (may be after .6)

thou im guessing its a good chance to be a problem with your mod that you are working on.
How long will that be? And what upload site should I use? It's 333 MB.
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