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Re: [Map] Black Coast

Posted: 2009-10-14 19:01
by Zeno
is there a way to fix this by deleting or remanking the splines?

Re: [Map] Black Coast

Posted: 2009-10-16 01:46
by Wilkinson
Zeno wrote:got a CTD when loading

message:

file: C:/dice/projects/bf2branches/patch_1_50/code/bf2/rendDX9/textureAtlas/textureatlas.cpp
line:62

text: could not open TAI file
"levels/cold_response/lightmaps/objects/lightmapatlas.tai

anyone?
I'd honestly suggest re-lightmapping the whole shabang. Safest Route IMO

Re: [Map] Black Coast

Posted: 2009-10-16 01:51
by HangMan_
Zeno wrote:i fixed it by doing objectlightmap and then generate atlas...

but now i got this... :(

Image
Is this the same problem that i fixed here?

Re: [Map] Black Coast

Posted: 2009-10-16 02:51
by Wilkinson
XxX_HangMan_XxX wrote:Is this the same problem that i fixed here?
No. He had the terrain bug. Basically the terrain lods were messed up. His has to do with his lightmaps being bugged cause editor fails.

Re: [Map] Black Coast

Posted: 2009-10-16 04:12
by HangMan_
Wilkinson wrote:No. He had the terrain bug. Basically the terrain lods were messed up. His has to do with his lightmaps being bugged cause editor fails.
Ah ok thats a pain.

Zeno i think that snow (or is it still the beach without change :confused: , I'm not sure haha) well anyway it looks great. Did that Tut i showed you help at all?

Re: [Map] Black Coast

Posted: 2009-10-16 18:13
by Zeno
from one bug to another...

i get ctd when about 15-16% and no errormessage in windowed mode.... :sad:

Re: [Map] Black Coast

Posted: 2009-10-16 19:38
by HangMan_
Zeno wrote:from one bug to another...

i get ctd when about 15-16% and no errormessage in windowed mode.... :sad:
thats either an object or sounds error i believe..

Re: [Map] Black Coast

Posted: 2009-10-16 19:44
by Wilkinson
Zeno wrote:from one bug to another...

i get ctd when about 15-16% and no errormessage in windowed mode.... :sad:
Yeah I think. Or It could be Overgrowth Error.
Try running Debug mode?

Re: [Map] Black Coast

Posted: 2009-10-16 19:44
by Zeno
XxX_HangMan_XxX wrote:thats either an object or sounds error i believe..
thats like telling a blind man that there is a needle in the haystack infront of him...

Re: [Map] Black Coast

Posted: 2009-10-16 19:51
by HangMan_
Zeno wrote:thats like telling a blind man that there is a needle in the haystack infront of him...
Yes i just realised that :? Does your map have its own custom statics in its own objects_client.zip? I had a crash at 15% a while back because i hadn't packed that .zip correctly.

If you are using the content from that tutorial, are there ambient sounds? It could be that you haven't packed them into the correct .zips? That is an easy error to make when you just extract some tut files to your pr_edit and forget about them.

Re: [Map] Black Coast

Posted: 2009-10-16 20:28
by Amok@ndy
just remember which objects you placed the last days tell us the names maybe one of the buildings is not ready to play ;)

or make a backup of you staticobjects.con and then delete the last lets say 20 placed buildings and try to load the map if it keeps crashing go on till it works then you need to try 20 buildings if they work ingame

Re: [Map] Black Coast

Posted: 2009-10-16 21:07
by Zeno
these are the statics im currious about:

run /objects/staticobjects/pr/militia/rus_ind_2/rus_ind_2.con
run /objects/staticobjects/pr/militia/rus_ind_aud_v1/rus_ind_aud_v1.con
run /objects/staticobjects/pr/rock_armour/rock_armour_pile1/rock_armour_pile1.con

Re: [Map] Black Coast

Posted: 2009-10-16 21:23
by Amok@ndy
hmm the rock_armour_pile1.con is fine if im right are this the rocks along the seawalls on muttrah

but i havent tried the others
maybe delete them and try to load the map
(backup your staticobjects.con)

Re: [Map] Black Coast

Posted: 2009-10-16 23:21
by HangMan_
Zeno wrote:these are the statics im currious about:

run /objects/staticobjects/pr/militia/rus_ind_2/rus_ind_2.con

run /objects/staticobjects/pr/militia/rus_ind_aud_v1/rus_ind_aud_v1.con
run /objects/staticobjects/pr/rock_armour/rock_armour_pile1/rock_armour_pile1.con
if there is an issue then its with the one in red. I have both the other two on my map and they run fine

Re: [Map] Black Coast

Posted: 2009-10-17 00:08
by Zeno
didnt work :(

Re: [Map] Black Coast

Posted: 2009-10-17 00:27
by HangMan_
Zeno wrote:didnt work :(
What didn't work? "thats like telling a blind man that there is a needle in the haystack infront of him..."

Did u remove that static? If you did then its not the static that is causing the problem. I'm still sticking with the theory of it being an ambient snow sound or something.

Re: [Map] Black Coast

Posted: 2009-10-17 08:49
by Zeno
could it be overgrowth?

or gameplayobjects?

list of gameplayobjects:

gb_apc_warrior
gb_apc_warrior
gb_tnk_challenger_green
BOAT_RIB
THE_MI17
THE_MI17
ahe_havoc
zpu4
gb_jeep_landrover
ru_apc_bmp3
ru_apc_bmp3
fixed_supply_crate_ru
vehicle_deport
gb_trk_support
ru_apc_btr90
ru_apc_btr90

gbair_lynx_woodland

are the ones in bold safe?

edit:

run /objects/staticobjects/pr/militia/rus_house_2/rus_house_2.con?

Re: [Map] Black Coast

Posted: 2009-10-17 10:33
by Amok@ndy
pls send the your staticobjects.con will put it on an empty map and will try to load it

Re: [Map] Black Coast

Posted: 2009-10-17 11:26
by ballard_44
Aren't the mec and russian BTR90's screwed up in some fashion?

Remove all the BTR90's and see if it helps?

Also, at that % of CTD, it will most likely give you an error report.

If the game is being an arse and not telling you anything, run in debug mode and then check the LOG file.

\Battlefield 2\mods\pr\Logs folder

Lots of info in there, but the last lines should tell you the error.

Re: [Map] Black Coast

Posted: 2009-10-17 11:55
by Outlawz7
Remove the BTR90, it's no longer used in PR and it will CTD your map if you put it on.