[HELP] Crash at join, texture not found

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jakino
Posts: 13
Joined: 2008-07-21 16:54

[HELP] Crash at spawning, no debug message.

Post by jakino »

Hi all, i'm making a custom map for pr.
When clickking on join button I receive the error from
file TextureManager.cpp
with
text: Texture not found: menu/hud/texture/ingame/weapons/icons/hud/specialkiticons/hgr_smoke

infact i can't find this texture for the hud menù in menu_client/server.zip, do i have to put it? or maybe there's a problem of version.

I have done all the tutorials, my editor is modded for PR.
Please help!! thank u very much..

edit**

CRASH AT SPAWNING - CRASH AT SPAWNING - CRASH AT SPAWNING - CRASH AT SPAWNING - CRASH AT SPAWNING -

TEXTURE PROBLEM RESOLVED..

Now it crashes at spawning.. maybe problems on GamePlayObject.con
Last edited by jakino on 2008-07-22 12:30, edited 2 times in total.
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [HELP] Crash at join, texture not found

Post by J.F.Leusch69 »

there is a file in your server.zip inti. or something simular. you should change the spawn kits to "pr" once.. read the tut in modding tuts "map audit"

there is everything you missed :)

good luck an maybe post some srceens of your map :)
jakino
Posts: 13
Joined: 2008-07-21 16:54

Re: [HELP] Crash at join, texture not found

Post by jakino »

thank u I copy and paste in init.com section regarding kits... and now work.. but when i spawn, game crashes again without debug info..
J.F.Leusch69
Retired PR Developer
Posts: 2988
Joined: 2008-04-23 16:37

Re: [HELP] Crash at join, texture not found

Post by J.F.Leusch69 »

...more details and im sure somebody could help you :)
jakino
Posts: 13
Joined: 2008-07-21 16:54

Re: [HELP] Crash at join, texture not found

Post by jakino »

it crash exactly when I spawn in a spawn point. Half second of first person view and crash. No debug.

edit**
think it's combat zone not finished yet..

edit**
no it isn't
Last edited by jakino on 2008-07-21 19:15, edited 2 times in total.
jayceon515
Posts: 436
Joined: 2007-07-24 14:19

Re: [HELP] Crash at join, texture not found

Post by jayceon515 »

Try editing init.con manually. To test a map you don't really need all kits.
Remove all lines of kits and soldier models except one (for both sides of course). I suggest you only keep an engie :wink: It worked for me many times.
jakino
Posts: 13
Joined: 2008-07-21 16:54

Re: [HELP] Crash at join, texture not found

Post by jakino »

I tried.. but is impossible..

this is my init...

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\prova1\
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\prova1\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_ch.con
run ../../objects/common/spawners/spawners_gb.con


endIf

rem GB VERSUS PLA
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_rifleman" "ch_heavy_soldier"
gameLogic.setKit 2 0 "gb_rifleman" "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 300

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

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: [HELP] Crash at join, texture not found

Post by Hans Martin Slayer »

it should look like this:

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\prova1\
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\prova1\
run Overgrowth/Overgrowth.con
run Overgrowth/OvergrowthCollision.con
run AmbientObjects.con
run Water.con
run TriggerableTemplates.con
run ../../objects/common/spawners/spawners_common.con
run ../../objects/common/spawners/spawners_gb.con
run ../../objects/common/spawners/spawners_ch.con

endIf

rem GB VERSUS PLA
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_officer" "ch_heavy_soldier"
gameLogic.setKit 2 0 "gb_officer" "gb_heavy_soldier"

gameLogic.setKit 1 1 "ch_riflemanab" "ch_heavy_soldier"
gameLogic.setKit 2 1 "gb_riflemanab" "gb_heavy_soldier"

gameLogic.setKit 1 2 "ch_rifleman" "ch_heavy_soldier"
gameLogic.setKit 2 2 "gb_rifleman" "gb_heavy_soldier"

gameLogic.setKit 1 3 "ch_medic" "ch_lightarmor_soldier"
gameLogic.setKit 2 3 "gb_medic" "gb_lightarmor_soldier"

gameLogic.setKit 1 4 "ch_engineer" "ch_heavy_soldier"
gameLogic.setKit 2 4 "gb_engineer" "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 300

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

gameLogic.setTeamDropVehicle 1 "mark_team1"
gameLogic.setTeamDropVehicle 2 "mark_team2"
also more tickets would be a good idea, though it's not important for testing...

hope this helps.
jakino
Posts: 13
Joined: 2008-07-21 16:54

Re: [HELP] Crash at join, texture not found

Post by jakino »

maybe something wrong here..

this is my GamePlayObject.con

Code: Select all

rem ********** Object Spawner **********
if v_arg1 == host

endIf

rem ********** Spawn Points **********
rem [SpawnPointTemplate: Mec_MainBase_1]
ObjectTemplate.create SpawnPoint Mec_MainBase_1
ObjectTemplate.activeSafe SpawnPoint Mec_MainBase_1
ObjectTemplate.modifiedByUser "Jk"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 1

rem [SpawnPoint: Mec_MainBase_1]
Object.create Mec_MainBase_1
Object.absolutePosition -130.278/25.000/0.831
Object.rotation -10.695/0.000/0.000
Object.layer 1

rem [SpawnPointTemplate: GB_MainBase_1]
ObjectTemplate.create SpawnPoint GB_MainBase_1
ObjectTemplate.activeSafe SpawnPoint GB_MainBase_1
ObjectTemplate.modifiedByUser "Jk"
ObjectTemplate.isNotSaveable 1
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 2

rem [SpawnPoint: GB_MainBase_1]
Object.create GB_MainBase_1
Object.absolutePosition 167.195/25.000/-1.870
Object.rotation -25.749/0.000/0.000
Object.layer 1

rem [SpawnPointTemplate: NeutralBase_1]
ObjectTemplate.create SpawnPoint NeutralBase_1
ObjectTemplate.activeSafe SpawnPoint NeutralBase_1
ObjectTemplate.modifiedByUser "Jk"
ObjectTemplate.isNotSaveable 0
ObjectTemplate.setSpawnPositionOffset 0/1.25/0
ObjectTemplate.setControlPointId 3

rem [SpawnPoint: NeutralBase_1]
Object.create NeutralBase_1
Object.absolutePosition 23.561/25.000/5.591
Object.rotation -23.483/0.000/0.000
Object.layer 1

rem ********** Control Points **********
rem [ControlPointTemplate: Mec_MainBase]
ObjectTemplate.create ControlPoint Mec_MainBase
ObjectTemplate.activeSafe ControlPoint Mec_MainBase
ObjectTemplate.modifiedByUser "Jk"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName Mec_MainBase
ObjectTemplate.team 1
ObjectTemplate.controlPointId 1
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: GB_MainBase]
ObjectTemplate.create ControlPoint GB_MainBase
ObjectTemplate.activeSafe ControlPoint GB_MainBase
ObjectTemplate.modifiedByUser "Jk"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 1
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName GB_MainBase
ObjectTemplate.team 2
ObjectTemplate.controlPointId 2
ObjectTemplate.hoistMinMax 0.2/0.9

rem [ControlPointTemplate: NeutralBase]
ObjectTemplate.create ControlPoint NeutralBase
ObjectTemplate.activeSafe ControlPoint NeutralBase
ObjectTemplate.modifiedByUser "Jk"
ObjectTemplate.setNetworkableInfo ControlPointInfo
ObjectTemplate.isNotSaveable 0
ObjectTemplate.hasMobilePhysics 0
ObjectTemplate.hasCollisionPhysics 1
ObjectTemplate.physicsType Mesh
rem -------------------------------------
ObjectTemplate.addTemplate flagpole
rem -------------------------------------
ObjectTemplate.setControlPointName NeutralBase
ObjectTemplate.controlPointId 3
ObjectTemplate.hoistMinMax 0.2/0.9

if v_arg1 == host

   rem [ControlPoint: Mec_MainBase]
   Object.create Mec_MainBase
   Object.absolutePosition -131.888/25.000/9.356
   Object.layer 1

   rem [ControlPoint: GB_MainBase]
   Object.create GB_MainBase
   Object.absolutePosition 161.647/25.000/9.632
   Object.layer 1

   rem [ControlPoint: NeutralBase]
   Object.create NeutralBase
   Object.absolutePosition 19.661/25.000/14.566
   Object.layer 1

endIf

CombatAreaManager.use 0
CombatAreaManager.timeAllowedOutside 10.000000
Last edited by jakino on 2008-07-22 11:16, edited 1 time in total.
Hans Martin Slayer
Retired PR Developer
Posts: 4090
Joined: 2007-01-21 02:20

Re: [HELP] Crash at join, texture not found

Post by Hans Martin Slayer »

hmm. all i can see there is that you don't have spawn points, but that shouldn't create a texture related error at all.

to me it looks like it's down to your pr core files, i cant see how the smoke nade should be related to the map files. :? ??:

you're trying to run your map in the normal pr folder?
pr works fine?

though i'm uite sure i've seen this before, did you search before? also a quick search over at Official BF Editor Forums (Powered by Invision Power Board) is always a good idea, it really helped me out a lot so far with problems like this.
jakino
Posts: 13
Joined: 2008-07-21 16:54

Re: [HELP] Crash at join, texture not found

Post by jakino »

no, TEXTURE PROBLEM RESOLVED..

Now it crashes at spawning... maybe it is because there aren't spawn points?? But i see them in the file i posted..
marcoelnk
Retired PR Developer
Posts: 1581
Joined: 2007-03-03 11:30

Re: [HELP] Crash at join, texture not found

Post by marcoelnk »

crash on join can have many reasons.
You need at least one flag per team and one spawnpoint per flag.
Anyway...open your map in windowed mode and tell us the errormessage if there is any
Image
jakino
Posts: 13
Joined: 2008-07-21 16:54

Re: [HELP] Crash at join, texture not found

Post by jakino »

[R-CON]marcoelnk wrote:crash on join can have many reasons.
You need at least one flag per team and one spawnpoint per flag.
Anyway...open your map in windowed mode and tell us the errormessage if there is any

IT ISN'T A CRASH AT JOIN, IT'S ON SPAWNING..

ya, the problem is this.. i'm in window debugging mode... and when it crashes there isn't any message, any pop-up. I've posted my gameplayobjet.con, i believe the problem is there...

edit**

I noticed that crash happens when the text "AAS v2 game mode" appears.. help...
Last edited by jakino on 2008-07-22 14:22, edited 1 time in total.
turnpipe
Posts: 274
Joined: 2008-01-27 19:25

Re: [HELP] Crash at join, texture not found

Post by turnpipe »

Ok no one in the world knows.
Start a new map and salvage what you can from the old one.
I think your files are corrupt (damaged) though.
jakino
Posts: 13
Joined: 2008-07-21 16:54

Re: [HELP] Crash at join, texture not found

Post by jakino »

turnpipe wrote:Ok no one in the world knows.
Start a new map and salvage what you can from the old one.
I think your files are corrupt (damaged) though.
I think it is because I didn't compile any lightmap in the editor... i need to download the 700 mb file and then compile lights.. because I hadn't got any LightmapAtlas.tai in my Lightmap/objects folder and so I created it as a blank file ... ihhihi :mrgreen:
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