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 All ODF's and MUNGE problems (included crashed maps)

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ForceMaster
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PostSubject: All ODF's and MUNGE problems (included crashed maps)   11/29/2010, 5:14 pm

Please post your maps problems here. This is to avoid multiples topics about the same problems.

Good modding! Very Happy
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Icemember
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/9/2011, 10:22 am

I'm having a problem, my map crashes when playing as the custom REP side whom go by the 3 letter name aaa. I start playing, then about 4 mintures ingame, it crashes back to the desktop. I started having this crashes after I up dated all my weapons and sound.

Heres few last lines of my log

Spoiler:
 

IMP vs ALL plays good with out crashing.

UPDATE: Problem has been solved.

TIP
If ya run into a problem and ya map keeps crashing, backtrack to ya last changes. If all else fails, use the .bak files to restore your .lua files to default seen here in the image

cyan color: main mods
green: other mods

Then simply munge your map with the new freash .lua files without any changes. You should have the default sides too. If your map works, then the problem is one of your classes like i had or another which is in your .lua file.


Last edited by Icemember on 7/10/2011, 9:48 am; edited 4 times in total (Reason for editing : Adding info)
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Lephenix
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/10/2011, 11:14 am

Great, you solved it Dance .
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Noobasaurus
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/25/2011, 6:35 pm

I have a mungelog error and it looks like this:
Code:
M:\BF2_Modtools\data_HO1\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\HO1\HO1g_con.lua:158: <eof> expected near `end'
I think I must've missed something near end, but I don't know! Question
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Icemember
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/26/2011, 12:01 am

Looks like something in your g_con.lua file. Try looking over it again.
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Noobasaurus
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/26/2011, 2:00 pm

I did quite a few times, but I didn't see anything.

Since it says :158:, I tried going to line 158 but I didn't notice anything out of the ordinary. Want my lua? Here you go:
Spoiler:
 
If you noticed, I am trying to make a "land to space" type map...
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Icemember
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/26/2011, 7:44 pm

I noticed 2 sides under the name: ReadDataFile("SIDE\\tur.lvl",

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

ReadDataFile("SIDE\\all.lvl",
"all_inf_pilot",
"all_inf_marine",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_fly_awing",
"all_fly_gunship_sc",
"all_veh_remote_terminal")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_pilot",
"imp_inf_marine",
"imp_fly_tiefighter_sc",
"imp_fly_tiebomber_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_veh_remote_terminal")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof")

I have never done a space map before, but since turrets use only 1 side for all turrets, i would only assume its unessassary to have a 2nd side called tur. Also think adding dc: would help.
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Noobasaurus
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/27/2011, 5:11 pm

Changed that, put the dc:, still didn't work. I get the same error:
Code:
M:\BF2_Modtools\data_HO1\_BUILD\Common\..\..\..\ToolsFL\Bin\luac.exe: ..\..\common\scripts\HO1\HO1g_con.lua:158: <eof> expected near `end'
ERROR[scriptmunge scripts\HO1\HO1g_con.lua]:Could not read input file.ERROR[scriptmunge scripts\HO1\HO1g_con.lua]:Could not read input file. [continuing]
  2 Errors    0 Warnings
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Icemember
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/28/2011, 5:15 pm

The only thing i can suggest is restore the default .lua then munge to see if it works. Then make your changes 1 at a time after each munge till ya find your bug. Works for me all the time. Slow process, but worth the time to kill that bug.
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/28/2011, 5:21 pm

That always works...but it's very time consuming. I'll do it sometime and see what's wrong.
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   7/28/2011, 5:59 pm

Noobasaurus wrote:
That always works...but it's very time consuming. I'll do it sometime and see what's wrong.

Yeah, process of elimination is usually the best thing. It helps me out a lot on many occasions. Definitely worth it in the end. Embarassed
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PostSubject: swbf2 not responding   8/22/2011, 11:33 pm

K, my brother and i have been working on a map (4 different trys)
after about the 3rd munge, when you load the map it gets to the loading screen and loads FOREVER, when you press cntrl-alt-delete it shows SWBF2 as "not responding". I have (am) recently munged other maps and they work fine.

All scripts are defualt
No new regions or paths added (barriers, boundries, ect)
Here is a list of objects
-Rhn_bldg_lego_8x8x8
-rhn_bldg_citadel_10
-rhn_bldg_cathedral_arch
-rhn_prop_ruin_pillar_03
-rhn_bldg_observatory
-rhn_bldg_wall_facade (somthing-somthing)
-end_prop_tree01
-end_prop_treebill
-dag_bldg_grandtree_4
-yav_bldg_temple
-yav_bldg_arena_tunnel
-cor_bldg_war_room
-cor_bldg_library
-cor_bldg_library_upper
-cor_bldg_library_upper_light
-cor_prop_library_stacks
-cor_bldg_minor_hall03

anyone know the problem here?


Last edited by NightGhost on 8/22/2011, 11:34 pm; edited 1 time in total (Reason for editing : forgot the last part)
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Acryptozoo
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   8/23/2011, 1:08 am

NightGhost wrote:
K, my brother and i have been working on a map (4 different trys)
after about the 3rd munge, when you load the map it gets to the loading screen and loads FOREVER, when you press cntrl-alt-delete it shows SWBF2 as "not responding". I have (am) recently munged other maps and they work fine.

All scripts are defualt
No new regions or paths added (barriers, boundries, ect)
Here is a list of objects
-Rhn_bldg_lego_8x8x8
-rhn_bldg_citadel_10
-rhn_bldg_cathedral_arch
-rhn_prop_ruin_pillar_03
-rhn_bldg_observatory
-rhn_bldg_wall_facade (somthing-somthing)
-end_prop_tree01
-end_prop_treebill
-dag_bldg_grandtree_4
-yav_bldg_temple
-yav_bldg_arena_tunnel
-cor_bldg_war_room
-cor_bldg_library
-cor_bldg_library_upper
-cor_bldg_library_upper_light
-cor_prop_library_stacks
-cor_bldg_minor_hall03

anyone know the problem here?
do you have an excess of objects on the map because you may of hit some limit
also what errors do you have in your munge log
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   8/23/2011, 2:41 pm

Are you modding SWBF1 or SWBF2?
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   8/26/2011, 3:16 am

What windows or os if some prefer are you running? Can your PC run SWBF good with many objects or large maps?
Also you can try removing 1 object and how many of that same object you placed till your map runs.
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   8/27/2011, 3:27 pm

there are alot of lego bricks (cus i can make any structure i want basicly without XSI)

and there are no munge errors...
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PostSubject: Zero Editor wont acknowledge changes?   9/10/2011, 4:25 am

K, the removal of objects worked.

However, when i re-load zeroeditor it reverts all changes (no error messages anywhere) back to where i had it before it kept freezing.

No new textures, no removed lego bricks, no added trees


Does anyone know my problem?
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   1/6/2012, 7:54 pm

We need your munge log to help you.
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PostSubject: why wont this unit work?!?   1/23/2012, 9:57 pm

Ok, so i made a unit, it works totaly fine on one map; but the exact same unit from the exact same lvl wont work on another map?

Spoiler:
 

and here is the script that works...
Spoiler:
 

ALL OTHER UNITS IN THE MAP THAT CRASHES HAVE BEEN TESTED AND WORK FINE WITHOUT THE PROBLEM UNIT. THE MAP ONLY CRASHES UPON ADDING THE HIGHLIGHTED UNIT, WHICH WORKS TOTALY FINE ON THE SECOND
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   1/25/2012, 12:32 pm

It crashes because you have to many combos, that means you have to remove some stock heroes from your lua to make it works.
It happens several times to me.
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   2/1/2012, 11:36 pm

Thank you. Is there any way to increase the combo data to make it work?
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   2/2/2012, 6:18 pm

I think if you change the number of that line, it can work:

Code:
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes

It's in the top of your lua script.
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PostSubject: Re: All ODF's and MUNGE problems (included crashed maps)   9/6/2015, 6:50 am

No ! Just before starting my Custom side Mod no..... I have a big Munge problem.... :ss
Now when I want to Munge ones of my custom map the Munge takes just 1 or 2 seconds... He just Munge the "adme lua" no SIDE folder inside or + (just Lvl pc empty)

For more information :
-it was the good battlefront 2 Mod tool
- I have already done lot of Mods/Maps (Munge working)
- I 'm running win 7 (don't Know if this is important)
- I have already re - install it (completely) And it dosen't work anymore :ss

Help me please !!!! No
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