Author Topic: FH2 Modding Q&A  (Read 143431 times)

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #525 on: 30-04-2013, 21:04:35 »
It works! Thanks.
Thanks so much for you help all. Also the two pages worth of questions & answers! 8)
« Last Edit: 16-05-2014, 18:05:24 by Roughbeak »

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #526 on: 30-04-2013, 21:04:50 »
Roughbeak, dont quit  :D I have a good feeling about this  ;D

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #527 on: 01-05-2013, 02:05:48 »
All the mapping is working 8) but...>
There in the FH2Z (modding) folder i am extracting the zips (common, server, objects). Then, it says (for example) merging the "sounds" "do you want to merge this folder into this one".
I have thought "Why not merge them", but in the end they happen to be totally different items doing a specific job. I though maybe i should raname it to like "sounds 2". :D
What should i name or do? :D

The FH2Z (modding)


The FH2Z (modding)/levels/Crete_1941/


« Last Edit: 16-05-2014, 18:05:37 by Roughbeak »

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #528 on: 05-05-2013, 14:05:36 »
I made the number of bots 100 but its still 48. Is there anything that prohibits me from changing it?

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #529 on: 06-05-2013, 23:05:33 »
My mapping is coming slow. ;D
I tried to load a "texture" or "terrain", but i got this>
(all of them are empty)



Offline Pejsaty

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Re: FH2 Modding Q&A
« Reply #530 on: 07-05-2013, 00:05:27 »

0utlaw

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Re: FH2 Modding Q&A
« Reply #531 on: 07-05-2013, 00:05:24 »
-create a common folder within the mod files
-extract common_client.zip and common_server.zip into that folder

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #532 on: 07-05-2013, 01:05:23 »
Haha, i have done those things. Maybe i have replaced something that i should not have. ;D
For example> "do you want to merge this folder into this one".

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #533 on: 07-05-2013, 19:05:47 »
how do I change the ticket number for one map?

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #534 on: 07-05-2013, 20:05:10 »
I believe you will find that in the "Init.con" file.

Offline Turkish007

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Re: FH2 Modding Q&A
« Reply #535 on: 07-05-2013, 20:05:50 »
nope, no similiar text in init.con ???

0utlaw

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Re: FH2 Modding Q&A
« Reply #536 on: 07-05-2013, 22:05:07 »
settings for tickets are located within the init.con

gameLogic.setDefaultNumberOfTicketsEx 16 1 350
gameLogic.setDefaultNumberOfTicketsEx 16 2 400
gameLogic.setDefaultNumberOfTicketsEx 32 1 350
gameLogic.setDefaultNumberOfTicketsEx 32 2 400
gameLogic.setDefaultNumberOfTicketsEx 64 1 450
gameLogic.setDefaultNumberOfTicketsEx 64 2 500
gameLogic.setDefaultNumberOfTicketsEx 128 1 450
gameLogic.setDefaultNumberOfTicketsEx 128 2 500
gameLogic.setDefaultTimeToNextAIWave 8
gameLogic.setTicketLossAtEndPerMin 1000
gameLogic.setTicketLossPerMin 1 5
gameLogic.setTicketLossPerMin 2 5

0utlaw

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Re: FH2 Modding Q&A
« Reply #537 on: 15-05-2013, 03:05:11 »
nvm
« Last Edit: 15-05-2013, 04:05:24 by 0utlaw »

Offline Nerdsturm

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Re: FH2 Modding Q&A
« Reply #538 on: 23-05-2013, 01:05:28 »
I keep getting the following error when I try to load my map, does anyone recognize it?

Quote
memory.dll: sanity check: block size -9044064 (4087.38 MB) doesn't seem sane

all alloc attempts failed for size -9044064

The map will launch fine on the second try, but crash on the first attempt. I have relatively recent backups that seemed okay, but the error came back and I'm having trouble tying it to anything.

Also, on an unrelated note, I'm trying to prevent players to getting into an area on the map (a cliff that's just barely steep enough that it's still climbable), and it seems like the inv_box static is pretty small. Is there a good way to block off an area without using a huge number of those little boxes?

Offline Roughbeak

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Re: FH2 Modding Q&A
« Reply #539 on: 23-05-2013, 01:05:35 »
Oh yes i get that when i run a lot of programs behind it.

*But, try restarting the computer. It helped me. :-\