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Messages - KommissarReb

#46
jabbout (Jabba's Palace: Outside) is the name of the map, yes. I just changed the sound effects for the CIS blaster pistol in my map's IMP folder to the Imperial scout's blaster pistol, the des_inf_soldier's voice to the rebel soldier voice, and the DN bolt caster to the sound of the rebel snowspeeder. The new sounds I gave them won't work even though I changed the sounds to all GCW sounds the way it started, and they are the ones the map originally started with. Here's the new .lua (this map is GCW only):

[spoiler]--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.jabbout.objectives.1");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.2");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.3");
AddMissionObjective(ALL,"red", "level.jabbout.objectives.1");
AddMissionObjective(ALL,"orange", "level.jabbout.objectives.2");
AddMissionObjective(ALL,"orange","level.jabbout.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler",
"all_fly_ywing",
"all_hover_skiff",
"all_hover_combatspeeder");
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_basic",
"imp_inf_darthvader",
"imp_inf_dark_trooper",
"imp_fly_tiebomber",
"imp_hover_fightertank"
"nab_bldg_fambaa_shield");
ReadDataFile("dc:SIDE\\des.lvl",
"des_inf_soldier",
"tat_inf_jawa");
ReadDataFile("SIDE\\gam.lvl",
"gam_inf_gamorreanguard");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",8)
AddUnitClass(3, "tat_inf_jawa",5)
AddUnitClass(3, "des_inf_soldier",7);
SetUnitCount(3, 20)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 250)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 10)
--end memorypools
--start worldlvl
ReadDataFile("dc:jabbout\\jabbout.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tat1_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer



[/spoiler]

Someone said that sounds can't be munged on 64bit systems, though I at some point sucessfully got the naboo gaurd's gun sounds working and made the CIS pistol sound like the Imperial pistol. Does anybody know anything about how to change sounds so you can hear them ingame?

UPDATE: Now the map crashes on start all because I hit the "Clean jabbout" button it this time. These are the errors that came up in SPTest: [spoiler]Opened logfile BFront.log  2019-05-22 1515

Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xb268cac5 does not exist in movie 0xb86e8e36

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaScript.cpp(523)
OpenScript(jabbouta): script (20a4c59f) not found

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\GameState.cpp(804)
Could not open MISSION\jabbouta.lvl

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\GameState.cpp(823)
Could not open mission jabbouta[/spoiler]

What can I do to make it not crash again?
#47
Do you know what the limit on sound banks are so I can get rid of the ones that I don't feel are important? Here's what came up in BFront.log [spoiler]Opened logfile BFront.log  2019-05-22 0858

Message Severity: 2
D:\src\FRONTLINE_PC\RedEngineFL\movie\RedMovie.cpp(467)
Segment 0xb268cac5 does not exist in movie 0xb86e8e36

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open jabbout\nab.lvl;nab2cw

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open jabbout\tat.lvl;tat3gcw

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1410)
Weapon 'weapons.gar.weap.inf_thermaldetonator' is not localized for stats page

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Weapon.cpp(1774)
Weapon "tat_weap_inf_jawa_fusioncutter" missing fire point "hp_fire"

Message Severity: 3
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(805)
Entity "tat_bldg_barge_turret" unknown vehicle collision "p_base"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_armor1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_armor2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall3"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall4"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall5"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall6"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall7"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall8"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_wall9"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(813)
Entity "tat_bldg_barge_turret" unknown soldier collision "p_cylindergun"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_armor1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_armor2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall1"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall2"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall3"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall4"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall5"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall6"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall7"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall8"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityGeometry.cpp(821)
Entity "tat_bldg_barge_turret" unknown ordnance collision "p_wall9"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\EntityBuilding.cpp(582)
Building missing explosion "imp_walk_atst_exp"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "nab_weap_bldg_fambaa_generator"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, nab_weap_bldg_fambaa_generator, that does not have an .odf file associated with it

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP2Control'"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(414)
Command Post missing control region "CP5Control"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP8control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP4Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "nab_weap_bldg_fambaa_shield"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, nab_weap_bldg_fambaa_shield, that does not have an .odf file associated with it

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP1Control"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP2Control"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP1Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(392)
Label "level.jabbout.CP11Label" not localized

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "com_prop_barrel"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, com_prop_barrel, that does not have an .odf file associated with it

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP9Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(121)
Vehicle spawn missing command post "CP4Control"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\VehicleSpawn.cpp(171)
Vehicle spawn missing class "all_hover_skiff"

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 101

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 102

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 103

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 104

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 105

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 106

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 107

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 108

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 109

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 110

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 111

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(831)
Could not find odf "com_prop_barrel"!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LoadUtil.cpp(879)
Attempting to build an object, com_prop_barrel1, that does not have an .odf file associated with it

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\CommandPost.cpp(392)
Label "level.jabbout.CP10" not localized

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 112

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 113

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 114

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 115

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 116

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 117

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 118

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 119

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 120

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 121

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 122

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 123

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 124

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 125

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 126

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\MemoryPool.cpp(121)
Memory pool "EntityLight" is full; raise count to at least 127
[/spoiler]
#48
For my map I gave all Imperial units (except for the scout trooper and dark trooper) the CIS blaster pistol and moved the CIS blaster pistol's odf and msh files in the IMP folders. The sound effects don't work though.

I created a custom unit for the local team called des_inf_soldier (I used the side.lvl builder to edit the DES side) which uses the Naboo Royal Guard's blue-armed uniform, blaster rifle, rocket launcher, and fusion cutter, and I moved their odf and msh files in as well. At some point I managed to actually get their sounds working, but in trying to get the sounds working for the jawas and gamorreans I jinxed it and didn't think to save the .lua because I wasn't expecting to have made the Naboo Guard sounds not working.

Here is my mission.lua:[spoiler]--start header
function ScriptInit()
local ALL = 1
local IMP = 2
local ATT = 1
local DEF = 2
--end header
--start objectives
AddMissionObjective(IMP,"red", "level.jabbout.objectives.1");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.2");
AddMissionObjective(IMP,"orange", "level.jabbout.objectives.3");
AddMissionObjective(ALL,"red", "level.jabbout.objectives.1");
AddMissionObjective(ALL,"orange", "level.jabbout.objectives.2");
AddMissionObjective(ALL,"orange","level.jabbout.objectives.3");
--end objectives
--start soundlvl
ReadDataFile("sound\\tat.lvl;tat1gcw");
ReadDataFile("sound\\tat.lvl;tat1cw");
ReadDataFile("sound\\nab.lvl;nab2cw");
ReadDataFile("dc:sound\\tat.lvl;tat3gcw");
--end soundlvl

-- Start sidelvls
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_inf_smuggler",
"all_fly_ywing",
"all_hover_skiff",
"all_hover_combatspeeder");
ReadDataFile("SIDE\\cis.lvl");
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_basic",
"imp_inf_darthvader",
"imp_inf_dark_trooper",
"imp_fly_tiebomber",
"imp_hover_fightertank"
"nab_bldg_fambaa_shield");
ReadDataFile("dc:SIDE\\gar.lvl");
ReadDataFile("dc:SIDE\\des.lvl",
"des_inf_soldier",
"tat_inf_jawa");
ReadDataFile("dc:SIDE\\gam.lvl",
"gam_inf_gamorreanguard");
--end sidelvls
--start loadouts
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilotatst",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")
SetTeamName(3, "locals")
AddUnitClass(3, "gam_inf_gamorreanguard",8)
AddUnitClass(3, "tat_inf_jawa",5)
AddUnitClass(3, "des_inf_soldier",7);
SetUnitCount(3, 20)
SetTeamAsEnemy(3, ATT)
SetTeamAsEnemy(3, DEF)
--end loadouts
--start teamstats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 250)
--end teamstats
--start alliances
SetTeamAsFriend(ATT, 1)
SetTeamAsEnemy(ATT, 2)
SetTeamAsFriend(DEF, 2)
SetTeamAsEnemy(DEF, 1)
SetAttackingTeam(ATT);
--end alliances

--start memorypools
ClearWalkers()
AddWalkerType(0, 0)-- special -> droidekas
AddWalkerType(1, 0)-- 1x2 (1 pair of legs)
AddWalkerType(2, 0)-- 2x2 (2 pairs of legs)
AddWalkerType(3, 0)-- 3x2 (3 pairs of legs)
SetMemoryPoolSize("PowerupItem", 60)
SetMemoryPoolSize("EntityMine", 40)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityHover", 10)
--end memorypools
--start worldlvl
ReadDataFile("dc:jabbout\\jabbout.lvl")
--end worldlvl
--start spawndelay
SetSpawnDelay(10.0, 0.25)
--end spawndelay
--start flyheight
--end flyheight
--start ainotify
--end ainotify
--start stayinturrets
--end stayinturrets
--start denseenvironment
SetDenseEnvironment("false")
--end denseenvironment
--start birdsandfish
--end birdsandfish
--start deathregions
--end deathregions

--start soundconfig
OpenAudioStream("sound\\tat.lvl","tatgcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\gcw.lvl","gcw_vo");
OpenAudioStream("sound\\gcw.lvl","gcw_tac_vo");
OpenAudioStream("sound\\tat.lvl","tatcw_music");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\tat.lvl","tat1");
OpenAudioStream("sound\\cw.lvl","cw_vo");
OpenAudioStream("sound\\cw.lvl","cw_tac_vo");
OpenAudioStream("dc:sound\\tat.lvl","tat3");
OpenAudioStream("dc:sound\\tat.lvl","tat3_emt");
SetBleedingVoiceOver(ALL,ALL,"all_off_com_report_us_overwhelmed",1);
SetBleedingVoiceOver(ALL,IMP,"all_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,ALL,"imp_off_com_report_enemy_losing",1);
SetBleedingVoiceOver(IMP,IMP,"imp_off_com_report_us_overwhelmed",1);
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1,1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1,1);
SetOutOfBoundsVoiceOver(2,"Allleaving");
SetOutOfBoundsVoiceOver(1,"Impleaving");
SetAmbientMusic(ALL,1.0,"all_tat_amb_start",0,1);
SetAmbientMusic(ALL,0.99,"all_tat_amb_middle",1,1);
SetAmbientMusic(ALL,0.1,"all_tat_amb_end",2,1);
SetAmbientMusic(IMP,1.0,"imp_tat_amb_start",0,1);
SetAmbientMusic(IMP,0.99,"imp_tat_amb_middle",1,1);
SetAmbientMusic(IMP,0.1,"imp_tat_amb_end",2,1);
SetVictoryMusic(ALL,"all_tat_amb_victory");
SetDefeatMusic (ALL,"all_tat_amb_defeat");
SetVictoryMusic(IMP,"imp_tat_amb_victory");
SetDefeatMusic (IMP,"imp_tat_amb_defeat");
SetSoundEffect("ScopeDisplayZoomIn","binocularzoomin");
SetSoundEffect("ScopeDisplayZoomOut","binocularzoomout");
SetSoundEffect("SpawnDisplayUnitChange","shell_select_unit");
SetSoundEffect("SpawnDisplayUnitAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplaySpawnPointChange","shell_select_change");
SetSoundEffect("SpawnDisplaySpawnPointAccept","shell_menu_enter");
SetSoundEffect("SpawnDisplayBack","shell_menu_exit");
SetPlanetaryBonusVoiceOver(IMP,IMP,0,"imp_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(IMP,ALL,0,"imp_bonus_all_medical");
SetPlanetaryBonusVoiceOver(IMP,IMP,1,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,1,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,2,"imp_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(IMP,ALL,2,"imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP,IMP,3,"imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP,ALL,3,"imp_bonus_all_hero");
SetPlanetaryBonusVoiceOver(IMP,IMP,4,"imp_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(IMP,ALL,4,"imp_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(IMP,IMP,5,"imp_bonus_imp_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(IMP,ALL,5,"imp_bonus_all_sabotage");
SetPlanetaryBonusVoiceOver(IMP,IMP,6,"");
SetPlanetaryBonusVoiceOver(IMP,ALL,6,"");
SetPlanetaryBonusVoiceOver(IMP,IMP,7,"imp_bonus_imp_training");--advanced training
SetPlanetaryBonusVoiceOver(IMP,ALL,7,"imp_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,ALL,0,"all_bonus_all_medical");
SetPlanetaryBonusVoiceOver(ALL,IMP,0,"all_bonus_imp_medical");
SetPlanetaryBonusVoiceOver(ALL,ALL,1,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,1,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,2,"all_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(ALL,IMP,2,"all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL,ALL,3,"all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL,IMP,3,"all_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(ALL,ALL,4,"all_bonus_all_reserves");
SetPlanetaryBonusVoiceOver(ALL,IMP,4,"all_bonus_imp_reserves");
SetPlanetaryBonusVoiceOver(ALL,ALL,5,"all_bonus_all_sabotage");--sabotage
SetPlanetaryBonusVoiceOver(ALL,IMP,5,"all_bonus_imp_sabotage");
SetPlanetaryBonusVoiceOver(ALL,ALL,6,"");
SetPlanetaryBonusVoiceOver(ALL,IMP,6,"");
SetPlanetaryBonusVoiceOver(ALL,ALL,7,"all_bonus_all_training");--advanced training
SetPlanetaryBonusVoiceOver(ALL,IMP,7,"all_bonus_imp_training");--advanced training
--end soundconfig

--start activebonus
--end activebonus

--start camerashots
AddCameraShot(-0.404895, 0.000992, -0.914360, -0.002240, -85.539894, 20.536297, 141.699493);
AddCameraShot(0.040922, 0.004049, -0.994299, 0.098381, -139.729523, 17.546598, -34.360893);
AddCameraShot(-0.312360, 0.016223, -0.948547, -0.049263, -217.381485, 20.150953, 54.514324);
--end camerashots

--start footer
end
--end footer
[/spoiler]

Let me know what I did wrong and what I need to do to get the sounds for the CIS blaster pistol, Jawa voices, Naboo Gaurd's voices and gun sounds, the republic's ARC caster gun, and the gamorrean working.
#49
What files do I have to add or move to get their sound effects working? Does anyone know that one? I've seen some maps where the sound effects don't work for units.
#50
Yes I did. Do I have to change something to make it work?

I also made a custom local side called DES (using the DES folder already there since it has a munge.bat) with Side.lvl builder which contains a Gamorrean Guard, a Jawa that I armed with a DN bolt caster that I reskinned to look like a mortar launcher, and a new unit called des_inf_soldier that has a blaster rifle, a missile launcher, and a fusion cutter. I moved in all these units' ODF and MSH files and added them to des.req and everything, so I don't know why their sounds aren't working either. Three things I noticed about the sounds not working is the firing sounds for the Naboo Guard's blaster rifle and TIE-Bomber weapons work, but the Guard's voice, Jawa's voice and weapon, Gamorrean voice, and even the Imperial IFT-T (imp_hover_fightertank) don't work.

What am I supposed to change?
#51
I have good news and bad news.

The good news is that I can now successfully make custom units with the help of the side builder.

The bad news is when I wanted to give the sandtrooper and imperial pilot the CIS blaster pistol, it doesn't make firing sounds. I tried adding "ReadDataFile("sound\\tat.lvl;tat1cw");" after --start soundlvl, tried renaming it "ReadDataFile("dc:sound\\tat.lvl;tat1cw");", and putting both before "ReadDataFile("dc:SIDE\\imp.lvl"," but the firing sounds still won't work. Am I typing something wrong?
#52
I think the problem is I don't know what .lvl files I need to edit in order for custom units to work. It's just the side .lvl's, right? I downloaded HxD to edit .lvl files, but other than replacing text (which IIRC crashed my game) I have no clue how to use it.

Giftheck, when you edited imp.lvl (and the other .lvl files I assume), what did you do? I want to know so I can make custom units on my own. I searched up .lvl in the search engine and didn't find anything that made sense.
#53
It didn't exist, so I copied Giftheck's imp.lvl from his Datatest1 and munged it, but it crashed when I tried loading the map. I don't know how to create .lvl files, and what I found using the search tool still leaves me bewildered.

UPDATE: I got it to work by adding the necessary .lvl files (including Giftheck's imp.lvl) into _LVL_PC/Side. Now all I need to do to figure out how to name "imp_inf_sand_trooper" "Sandtrooper". I click the localize button, and the only two scopes are "level" and "weapons". It won't allow me to create new scopes, and I don't know what the MultiLanguageTool is editing to replace it so I can name my units.
#54
No, that was a typo. It actually said "imp_inf_sand_trooper". I just double-checked my original Datatest1's sides and .req files to make sure I didn't put in "imp_inf_sandtrooper", and so far I still don't know why I can't make custom units.

Just made a fresh test map where I copied your IMP folder into Sides and edited the .lua so it has the custom Imp units, and when I load it up it crashes. In BFront.log this is what came up:

[spoiler]Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:SIDE\imp.lvl

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(531)
Team missing class "imp_inf_sand_trooper" (check the side's .req file)

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(531)
Team missing class "imp_inf_shock_trooper" (check the side's .req file)

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(531)
Team missing class "imp_inf_pilottie" (check the side's .req file)

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(531)
Team missing class "imp_inf_scout_trooper" (check the side's .req file)

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(531)
Team missing class "imp_inf_dark_trooper" (check the side's .req file)

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\PlanetaryBonus.cpp(128)
Hero class "imp_inf_darthvader" not found for team 2 (check the side's .req file)

Message Severity: 3
D:\src\FRONTLINE_PC\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(176)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(171)
Team  has no unit classes
[/spoiler]
I'm not sure if it's got something to do with the fact that the BFBuilder I'm using was an experimental version Dark_Phantom gave me when I made a post about the one I downloaded not working. Are you sure I don't need to edit any .lvl files?
#55
It works, although the Sandtrooper is called "imp_inf_sandtrooper" (though that's a minor nitpick and something I could probably fix on my own later).

Was I supposed to edit any .lvl files? I tried using HxD to edit .lvl files, but it wouldn't allow me to even when I run it in administrator (I'm using my laptop where I am the owner). I tried adding the IMP folder to the Sides folder of the custom map I wanted it for, and also copied the faction info from the test .lua, but when I load up that map it only has an ordinary stormtrooper.
#56
If you can't find anything wrong with it, maybe send me a file of a modified IMP folder with a custom Sandtrooper unit with a blaster rifle that has the geometry of the Rebel sniper rifle so I can compare it to mine and see what's different.
#57
No, by now I made a separate .odf called "imp_inf_sand_trooper". I retained the name back when I attempted to make my custom unit part of "imp_inf_basic". Could it be the blaster rifle is making it unspawnable? I changed the geometry of imp_weap_inf_rifle.odf to all_weap_inf_sniperrifle.odf. I don't know if that's the wrong way to do that.

Should I create an entirely new side, or edit IMP?
#58
It won't let me add multiple attachments for some reason. Seeing as Dark Troopers are their own units, I didn't see why I couldn't add a custom one.
#59
I just downloaded my file and it says "imp_inf_sand_trooper" at the bottom of the list. Also I remember reading somewhere that the order they come in matters. Is that true?
#60
Oh I don't mind. I just changed the .lua again so that imp_inf_basic.req has the ordinary stormtrooper again and imp_inf_sand_trooper.req is it's own category (like the dark trooper).

Message Severity: 2
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(531)
Team missing class "imp_inf_sand_trooper" (check the side's .req file)

Also does this message mean that I have to remove the Dark Trooper or something so I can use my custom unit, or do I need entirely new custom units in order to have one that's different?

Message Severity: 3
D:\src\FRONTLINE_PC\FrontLine\Source\Team.cpp(558)
Not enough slots to remove for special class "imp_inf_darthvader"