Era crash [Solved]

Started by Delta327, December 28, 2016, 07:53:21 PM

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December 28, 2016, 07:53:21 PM Last Edit: January 01, 2017, 05:09:05 PM by Delta327
Well i added my legacy era to my mod and i followed the tutorial and it crashed.
It works though but crashes when its on the loading screen after you select launch

Edit:
It did this to the kotor era to.

Any idea?

Heres the tutorial
http://www.gametoast.com/viewtopic.php?f=27&t=16616&p=287596#p287596
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Quote from: Delta327 on December 28, 2016, 07:53:21 PM
Well i added an era and i followed the tutorial and it crashed.
It works though but crashes when i selects

Any idea?

Heres the tutorial
http://www.gametoast.com/viewtopic.php?f=27&t=16616&p=287596#p287596
have you used the testing thingy (whatever it is called, SWBF calls it sptest, idk what swbf2 calls it)
BFront.log will probably tell you whats up.

December 30, 2016, 09:14:00 AM #2 Last Edit: December 30, 2016, 03:24:31 PM by Unit 33
Ok but me dosent work though.

Heres the addme.lua

[spoiler]--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]
sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "CDV%s_%s", {era_j = 1, era_g = 1, mode_con_j = 1, mode_con_g = 1,}

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("CDV","CDVg_con",4)
AddDownloadableContent("CDV","CDVj_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\CDV\\data\\_LVL_PC\\core.lvl")[/spoiler]
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

did you run the .exe i sent you?
That might be more helpful than just the addme alone.

Yes and it crashed (the map)
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

can you post bfront2.log here?

Quote from: Delta327 on December 31, 2016, 04:16:42 PM
Yes and it crashed (the map)
Yes it crashed
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Quote from: Ltin on December 31, 2016, 04:17:54 PM
can you post bfront2.log here?
......

you realize i am asking you to copy the contents of a text file right?

Sorry heres the log

[spoiler]Opened logfile BFront2.log  2016-12-29 0637
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum:     PC    GameSpy    english    0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: No custom_gc_11.lvl.  Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table    Known eras buttons: 28
custom_GetGMapEras(): Finished building era table    Known eras: 28
custom_GetGMapModes(): Finished building game mode table    Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table    List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list    Known Modes: 39
ingame stream    movies\crawl.mvs
shell_interface: Opening movie:    movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Boz Pity: Plains - Found rvs.lvl - Adding KotOR era and modes
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
ifs_sp_campaign: Input_Accept(): Entered:     [Nil]
ifs_sp_campaign: Input_Accept(): Entered:     _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton =    nil
cur_button =    nil
this.CurButton =    check_mode1
cur_button =    nil
this.CurButton =    nil
cur_button =    nil
this.CurButton =    nil
cur_button =    nil
Checkbox for check_era3 clicked
this.CurButton =    check_era3
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
Checkbox for check_era7 clicked
this.CurButton =    check_era7
cur_button =    nil
custom_AddMapNew()
custom_printTable():    table: 0529418C
The key, value is:    era_g    1
The key, value is:    mode_con_c    1
The key, value is:    isModLevel    1
The key, value is:    mode_con_k    1
The key, value is:    bSelected    1
The key, value is:    era_c    1
The key, value is:    mode_con_g    1
The key, value is:    era_k    1
The key is mapluafile, the formated value is:    BPP<A>_<B>
custom_printTable(): Returning
custom_printTable():    table: 0529972C
The key, value is:    key    mode_con
The key, value is:    subst    con
The key, value is:    showstr    modename.name.con
The key, value is:    descstr    modename.description.con
The key, value is:    icon    mode_icon_con
custom_printTable(): Returning
gMapEras.key =    era_c     Era =    era_c     subst =    c
Adding map:     BPPc_con     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    Launch
cur_button =    nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value.  This fixes the Leia bug.
user_script_10: Found user_script_11.lvl
user_script_10: No user_script_12.lvl.  Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class n[/spoiler]
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A

Hmm... interesting, I don't see any message severity 3 errors, nor do I see anything wrong with your addme.lua. Can you post CDVj_con?


Nevermimd its works
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A


I had to put dc: on the lua
PROJECTS:                                 
BF1:
Sector 3-4482-F
Solar System
BF2:
Shattered Galaxy
Project 171A