Page 12 of 13
Posted: 2007-02-26 19:52
by Rhino
intresting ss you have there, thou u need to work on your lighting more and looks like you have far too many CPs

Posted: 2007-02-26 20:58
by Griffon2-6
Thanks for the comments Rhino. I suck at lighting and lighting always looks different after lightmapping, so I thought I had it pretty well before I did the lightmaps.
Posted: 2007-02-27 00:06
by V3N0N_br
Griffon, why don't you copy the light settings from another map then edit it? It's generally easier. And probably will save much work
These road signs are a good step to a realistic feel though
Posted: 2007-02-27 01:18
by Griffon2-6
Yep, I'll do that. I'll have to reposition the sun though. I think I'll steal sunset city's and then keep my fog settings. I'll just steal its colors.
Posted: 2007-03-25 16:40
by Griffon2-6
I know I haven't updated in a long time, but now I'm back with some problems. I get these errors when my map finishes loading before I click "join game". See attached thumbnails. As you can see, the last error isn't even a map error, yet only happens on my map.
Posted: 2007-03-25 19:50
by Griffon2-6
Any ideas? I had my map working once in .5 .....
Posted: 2007-03-26 22:04
by Griffon2-6
Um, some help? I can't find anything about a zipline in my map folder.
Posted: 2007-03-26 22:09
by Rhino
to me it looks something to do with the grapling hook, but apart from that it means nothing to me, it is not a map prob.
Posted: 2007-03-26 22:13
by Griffon2-6
This is wierd...
If it helps any bit, it crashes at the Join Game screen, but it crashes after it says the application generated an exception, not after I click "Continue".
Posted: 2007-03-26 22:33
by Rhino
'[R-MOD wrote:Griffon2-6']This is wierd...
If it helps any bit, it crashes at the Join Game screen, but it crashes after it says the application generated an exception, not after I click "Continue".
do you have the kit req code in the init.con file?
Posted: 2007-03-26 22:36
by Griffon2-6
rem *** Generated by BF2Editor ***
if v_arg1 == BF2Editor
run ServerArchives.con
run customobjects.con
run clientarchives.con
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\Taipei\
run Overgrowth/Overgrowth.con
Overgrowth.editorEnable 1
run AmbientObjects.con BF2Editor
run Water.con
run TriggerableTemplates.con BF2Editor
else
run ServerArchives.con
run customobjects.con
run ClientArchives.con
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\Taipei\
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
Does that look right?
Posted: 2007-03-26 22:43
by Rhino
looks ok at a glance.
Posted: 2007-03-31 09:08
by BlakeJr
It's not case sensitive, right?
As in if you use lowercase letters in the init file but the actual file name has a capital first letter... ?

Posted: 2007-03-31 18:52
by Griffon2-6
Not from what I've seen.
Posted: 2007-04-01 16:15
by Griffon2-6
Ok, so after some extensive testing, I've narrowed the problem down to something in the static objects. It has nothing to do with the custom content. Rhino, are all the objects included with PR safe to use? I think some object is referencing a nonexistent part.
Posted: 2007-04-01 20:54
by Griffon2-6
Any idea?
Posted: 2007-04-01 22:10
by Rhino
not off the top of my head no. why dont u run the debugger im sure it will tell you what the prob is....
EDIT: what version of PR are you trying to test this in? v0.5 or v0.601?
Posted: 2007-04-01 22:43
by Griffon2-6
0.5
The error is the same as the error in the second image. So do you mean that there are objects that are unsafe to use or there aren't?
Posted: 2007-04-01 23:41
by Griffon2-6
Rhino you goon! (no offense meant) What about that stinger missile? You know, the supposedly destroyable one?
Or is it that 4m crate?
Or the destroyable antenna?
One of those, took those out, and my map worked fine.
Posted: 2007-04-02 00:04
by k30dxedle
You said statics, and destroyable things aren't statics, so I'm guessing it's the "4m crate"?