Author Topic: [FH2 2.45] Crash problem  (Read 4393 times)

Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #30 on: 20-07-2012, 17:07:02 »
What is barney style? ;P

Eitherway, i remade the NCO kit using an existing one as template and it worked perfectly =) The map loaded finally. You saved me few hours hehe  ;D

Now i will try to bring in effects. I will go on irc in a min =)

Offline M.Buster

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Re: [FH2 2.45] Crash problem
« Reply #31 on: 20-07-2012, 17:07:38 »
Barney Style = Just change a line of script here and there and you are done.
Whiskey Tango Style = Use a totally diff file and change a line of script then use a script program to pack the map files. Once packed though, you lose all the files and NO WAY of unpacking it to make changes.

Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #32 on: 20-07-2012, 19:07:45 »
I see  ;D

Eitherway, this is what i managed to learn:

Custom spawnable kits and starting kits must be renamed to .inc and loaded via tmp.con

Custom weapons and other stuff is to be loaded like before with Init.con

Also, NCO kits have to be remade =) To sum this up a little.

Offline Stubbfan

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Re: [FH2 2.45] Crash problem
« Reply #33 on: 20-07-2012, 20:07:54 »
Cptde, i shall look at it. Will be away until friday though.

Thanks mate !

The map is loading pine_21m, which is apart of the eastern_front folder and was mistakingly included in fh2.4, however it's not included in 2.45 since those things are WIP.

Replace it with pine_22m and you should be fine, atleast it loaded fine for me.

Offline pizzzaman

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Re: [FH2 2.45] Crash problem
« Reply #34 on: 20-07-2012, 21:07:12 »
Eastern_front folder?  ;D
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Offline Ts4EVER

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Re: [FH2 2.45] Crash problem
« Reply #35 on: 20-07-2012, 21:07:25 »
AFAIK it's called Russia, not Eastern_front.

Offline Stubbfan

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Re: [FH2 2.45] Crash problem
« Reply #36 on: 20-07-2012, 21:07:25 »
it's called east_europe and it was just a vegetation folder with some trees and some bush.

Offline pizzzaman

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Re: [FH2 2.45] Crash problem
« Reply #37 on: 20-07-2012, 21:07:37 »
Interesting...
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Offline M.Buster

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Re: [FH2 2.45] Crash problem
« Reply #38 on: 20-07-2012, 21:07:46 »
hmmmm....

Question: Can I import the models and soldiers from 2.45 to 2.4?

Seeing as how this is purely for singleplayer purposes it shouldnt be that hard.

Offline CptdeS35

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Re: [FH2 2.45] Crash problem
« Reply #39 on: 21-07-2012, 00:07:19 »
when FH2 mapping is trolling you XD thanks mate, now i'll be able to work well !

that works !!!
« Last Edit: 21-07-2012, 01:07:09 by CptdeS35 »
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Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #40 on: 23-07-2012, 18:07:57 »
If ANYONE know how to implement custom effects please tell ;P

Offline Stubbfan

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Re: [FH2 2.45] Crash problem
« Reply #41 on: 23-07-2012, 21:07:41 »
What effects are we talking about? And did they work in 2.4? And do you get any crash message? Are you running windowed mode?

Offline CptdeS35

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Re: [FH2 2.45] Crash problem
« Reply #42 on: 23-07-2012, 22:07:34 »
for example, in la varde, musska put a bunker exhaust. it worked on 2.4, not on 2.45. It says too many particles in windowed mode
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Offline [KamiKaze] Destroyer

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Re: [FH2 2.45] Crash problem
« Reply #43 on: 24-07-2012, 01:07:15 »
Woohoo, Solved it! =)

So, for all intrested, here it is:

I will use my own effect as example. A bit of intro: I used ambStat_Damn_waterFall as template for my effect and called it Destro_Smoke_waterfall, instead of water i wanted the smoke to float just over the ground and such. It worked perfectly on 2.4 then the patch came and i couldint load my map (crash at 15%, too many effects).

Now, instead of loading my own effect i have to go back to the ambStat_Damn_waterFall, replace all entries of Destro_smoke_waterfall in StaticObjects.con with ambStat_Damn_waterFall.

Now, we must put the properties of Destro_smoke_waterfall to be used instead of ambStat_Damn_waterFall ones. That is done in tmp.con file above the line "rem Everything below this line will be ignored by packing scripts! $fh2_eof". You must then find the corresponding effect type, for my Destro_smoke_waterfall i only used the "waterfall", not whole ambStat_Damn_waterFall effect. So, i look for ambStat_Damn_waterFall.tweak which looks like this inside:

rem *** Generated with Bf2Editor.exe [created: 2004/12/8 0:16]
ObjectTemplate.activeSafe Bundle ambStat_Damn_waterFall
ObjectTemplate.modifiedByUser ngo
ObjectTemplate.saveInSeparateFile 1
ObjectTemplate.createdInEditor 1
ObjectTemplate.hasMobilePhysics 0
rem -------------------------------------
ObjectTemplate.addTemplate e_sAmb_Damn_waterfall
rem -------------------------------------

Not much in here, but it gives another hint and i search for e_sAmb_Damn_waterfall.tweak this time, it got 300 lines so i will use pastebin for it: http://pastebin.com/VrqkgdE9

What i look for in this file is the "water falling" part only, which i find at the end, line 244 that says:
ObjectTemplate.create MeshParticleSystem em_sAmb_damn_waterfall_mp_waterfall

I copy this line and put it into my tmp.con. Then i replace ObjectTemplate.create with ObjectTemplate.activeSafe. Now i look into my corresponding effect and copy all settings and put them just below that line. Finally, it looks like this:

ObjectTemplate.activeSafe MeshParticleSystem em_sAmb_damn_waterfall_mp_waterfall
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.createdInEditor 1
ObjectTemplate.showInFirstPerson 1
ObjectTemplate.showInThirdPerson 1
ObjectTemplate.emitPrio Medium
ObjectTemplate.lodDistance 100
ObjectTemplate.qualityLevel Low
ObjectTemplate.emitterType Radial
ObjectTemplate.isLocalSystem 0
ObjectTemplate.emitRadius 0/0/0
ObjectTemplate.emitRangeX CRD_UNIFORM/0.1/0.1/1
ObjectTemplate.emitRangeY CRD_UNIFORM/0/0.1/1
ObjectTemplate.emitRangeZ CRD_UNIFORM/0/0/1
ObjectTemplate.randomRadialDirection 0
.... And so on =)

In my situation, at this stage, i get the waterfall smoke effect, however i also get unwanted ambStat_Damn_waterFall effects like sound and sparkling water. To get rid of those i just did the same as i did to my effect, for exemple the sound:
ObjectTemplate.activeSafe Sound S_e_sAmb_damn_waterfall_Start
ObjectTemplate.modifiedByUser dsu
ObjectTemplate.soundFilename "objects/effects/sounds/ambient/waterfall.wav"
ObjectTemplate.loopCount 0
ObjectTemplate.is3dSound 1
ObjectTemplate.stopType 0
ObjectTemplate.volume 0
ObjectTemplate.pitch 1
ObjectTemplate.reverbLevel 1
ObjectTemplate.pitchEnvelope 0/1/0.1/3/1/2/0.003/1.41/1.727/0.246/1.329/1.815/
ObjectTemplate.minDistance 0
ObjectTemplate.halfVolumeDistance 0

As you can see i put everything that had Volume in it down to 0.

So to sum this up, you acually never create a new effect (which FH2 2.45 dont seem to like) but instead you can manipulate the existing ones. And i am sure that pretty much all effects are possible using this method, i mean, EA wouldint put effects into game that they would not use right? So i am sure that you can find a good template for your effect just like i did. At last, maybe you dont even have to copy all settings, but the only ones that you want to edit, not sure, didint test it yet and its 2 am. =)
« Last Edit: 24-07-2012, 01:07:36 by [KamiKaze] Destroyer »

Offline Stubbfan

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Re: [FH2 2.45] Crash problem
« Reply #44 on: 24-07-2012, 08:07:15 »
Yeah, seems we are hitting the max number of effects that bf2 allows in 2.45.