Author Topic: [FH2 2.45] Crash problem  (Read 4394 times)

Offline M.Buster

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Re: [FH2 2.45] Crash problem
« Reply #15 on: 19-07-2012, 01:07:58 »
I can see that. What I am asking is a tutorial, not just links. I do not know what to use to edit the kits/factions.

Offline Ts4EVER

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Re: [FH2 2.45] Crash problem
« Reply #16 on: 19-07-2012, 02:07:55 »
Edit them like before, just run the script in python to include the changes you made in the tmp.con

Offline M.Buster

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Re: [FH2 2.45] Crash problem
« Reply #17 on: 19-07-2012, 03:07:45 »
Well, when i pack the map, how do i go back if i want to make changes? When i pack the map, all files disappear except for staticobjects folder

Offline CptdeS35

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Re: [FH2 2.45] Crash problem
« Reply #18 on: 19-07-2012, 13:07:28 »
Cptde, i shall look at it. Will be away until friday though.

Thanks mate !
FH2 Dev (wait seriously ?)


Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #19 on: 20-07-2012, 15:07:29 »
I got some problems with loading effects, could you include specific custom map effects in that tutorial plz? =)

I get this "Too many ParticleSystemManager Templates". Never get this before 2.45

I also try to use this python map packer, but it says that "Cant find map" when i write in my map folder name, i tried placing it in several folders and run it over again... What am i doing wrong? ;P
« Last Edit: 20-07-2012, 15:07:11 by [KamiKaze] Destroyer »

Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #20 on: 20-07-2012, 15:07:08 »
Ah, okey, it seems that you need to have the map-packer files extracted into battlefield 2\mods\fh2 directory =) One things solved i guess.

Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #21 on: 20-07-2012, 16:07:11 »
Here is my pre-update list of spawnable kits, they were working fine.

run Kits\Spawnable\AAA_PickUpTester.con
run Kits\Spawnable\PU_Colt_Molotov.con
run Kits\Spawnable\PU_BAR18A2_BayonetKnife.con
run Kits\Spawnable\PU_Fist_M2nade.con
run Kits\Spawnable\PU_Knife_Stengun.con
run Kits\Spawnable\PU_Medic_Beretta34.con
run Kits\Spawnable\PU_zb26.con
run Kits\Spawnable\PU_Pitchfork_Molotov.con
run Kits\Spawnable\PU_Walter38_Molotov.con
run Kits\Spawnable\PU_Knife_TommyGun.con
run Kits\Spawnable\GA_PickUpMortar_Warsaw.con
run Kits\Spawnable\GW_PickUpCommandoStG44_Warsaw.con
run Kits\Spawnable\GW_PickUpCommandoFG_Warsaw.con
run Kits\Spawnable\SniperK98_Warsaw.con
run Kits\Spawnable\GA_PickUpSupportMG34_Warsaw.con
run Kits\Spawnable\PU_PickUpAntitankPiat.con
run Kits\Spawnable\PU_PickUpBazooka.con

Then after update i moved all above into the tmp.con file. Then i run map-packer. Then i check the tmp.con file to see what the map-packer did. Here it is:

run ../../objects/kits/gw/gw_smgassault_u.inc
run ../../objects/kits/spawnable/pu_pickupbazooka.inc
run ../../objects/kits/spawnable/ga_pickupsupportmg34_warsaw.inc
run ../../objects/kits/gw/gw_lmg_mg42_limited_u.inc
run ../../objects/kits/pu/pu_k98_colt.inc
run ../../objects/kits/spawnable/pu_pickupantitankpiat.inc
run ../../objects/kits/gw/gw_stg44assault_limited_u.inc
run ../../objects/kits/gs/gs_medic_u.inc
run ../../objects/kits/pu/pu_b38_p08.inc
run ../../objects/kits/gw/gw_rifleassault_g43_u.inc
run ../../objects/kits/gw/gw_nco.inc
run ../../objects/kits/pu/pu_mp40_colt.inc
run ../../objects/kits/pu/pu_no1_b34.inc
run ../../objects/kits/pu/pu_stengun_p38.inc
run ../../objects/kits/gw/gw_smgassault2_u.inc
run ../../objects/kits/spawnable/gw_pickupcommandostg44_warsaw.inc
run ../../objects/kits/gw/gw_nco_stg44_rifle_u.inc
run ../../objects/kits/pu/pu_medic_bhipo.inc

So, first of all, all directions are wrong (Also, there is no such file as .inc for those kits, i guess i will have to make them, not big deal), but secondly only 4 spawnable kits are here... Why?! :/

Offline pizzzaman

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Re: [FH2 2.45] Crash problem
« Reply #22 on: 20-07-2012, 16:07:28 »
I guess the devs don't want us modding anymore..  ;D
You are bathing in misery and hope, waiting for someone to come and pull the plug.

Offline Kev4000

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Re: [FH2 2.45] Crash problem
« Reply #23 on: 20-07-2012, 16:07:11 »
This reduces 200MB of texture load. Random CTDs were intensified severely in the developer build and extended beta, its a necessity for the more fronts we implement. Copying it from an existing map which has same kit setup will work until we get those scripts up.

We will provide scripts that automate the making of the list very soon (few days max). It automatically scans gameplayobjects.con for _pickup kits and init.con for kits, and appends the info to the tmp.con.
Python 2.7 will be required, get it here:
http://python.org/ftp/python/2.7.3/python-2.7.3.msi


EDIT: The scripts were already released! Added to top of mapping files post.
http://fhpubforum.warumdarum.de/index.php?topic=1804.0

EDIT:
For custom archives, you may keep them as .con files and remove them manually from the tmp.con. Con files are automatically loaded by all maps. If packed as .con in custom map archives the paths will be wrong as only the name is scanned, _pickup will automatically go to spawnable folder.
Keeping them as in 2.4, as .con files, they make no difference in memory usage for map-specific custom archives. Simply keep as .con, and remove references to them from the TMP.con.
Run the script each time vanilla FH2 kits are changed and re-apply removal of custom kits.
These are a bit complex, and we've yet to deal with custom map problems and solutions.
Catch me on IRC for help with it, http://forgottenhope.warumdarum.de/irc.html
Once we get solutions to the most common problems, can list them on forums.
« Last Edit: 20-07-2012, 17:07:06 by Kev4000 »

Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #24 on: 20-07-2012, 17:07:17 »
Thanks =) But, as you can see above, it doesint seem to take everything :/ (I checked GameModes file and there was SniperK98_Warsaw).

Also, where do i load custom effects and custom weapons? =)

EDIT:

ATM, i removed custom effects for now and try with only kits. What i get is an Error that goes like this:
(Stops at 15%)
GW_NCO_STG44_rifle_U addBundleChilds() template not found:StG44_abilityG43

Allright, thanks Kev, i will check this out and get back in few minutes =)

PapaPapaPapa
^
military lingo....should look it up.
?
« Last Edit: 20-07-2012, 17:07:23 by [KamiKaze] Destroyer »

Offline M.Buster

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Re: [FH2 2.45] Crash problem
« Reply #25 on: 20-07-2012, 17:07:35 »
PapaPapaPapa


^
military lingo....should look it up.

Offline Kev4000

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Re: [FH2 2.45] Crash problem
« Reply #26 on: 20-07-2012, 17:07:30 »
Squadleader weapon code was simplified. We must trick the BF2 engine into displaying the secondary weapon. Example stg44 nco code:

Code: [Select]
ObjectTemplate.addTemplate StG44
ObjectTemplate.addTemplate alt_GW_NCO_StG44

ObjectTemplate.create ItemContainer alt_GW_NCO_StG44
ObjectTemplate.addTemplate G43
ObjectTemplate.replaceItem StG44
ObjectTemplate.unlockLevel 1

Easier to recreate your custom kit from 2.45's objects_server.zip/kits/gw/gw_nco_stg44.inc
Place it in .con in custom archive.  No need to then link it from tmp.con.

Offline M.Buster

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Re: [FH2 2.45] Crash problem
« Reply #27 on: 20-07-2012, 17:07:51 »
???? ??? ??? ??? ???

One more time for us who are used to barney style modding please.

Offline Ts4EVER

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Re: [FH2 2.45] Crash problem
« Reply #28 on: 20-07-2012, 17:07:30 »
???? ??? ??? ??? ???

One more time for us who are used to barney style modding please.

One more time: GET USED TO UNBARNEY-STYLE MODDING.

Offline M.Buster

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Re: [FH2 2.45] Crash problem
« Reply #29 on: 20-07-2012, 17:07:07 »
^
from what he just said, we dont have to use the tmp.con file. That is barney style modding/scripting.
still standing by on an official tutorial.