
Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 29, 2008 06:59 PM
Msg. 1 of 17
Ran tool on a ripped version of coldsnap and it said it had successfully created cache file, but when I tried to start the map, I got an exception error.
Looking at debug, I got the following message:
11.29.08 17:31:50 tool pc 01.00.00.0609 ---------------------------------------------- 11.29.08 17:31:50 reference function: _write_to_error_file 11.29.08 17:31:50 reference address: 42ca20 11.29.08 17:31:50 Couldn't read map file './toolbeta.map' 11.29.08 17:31:52 orange_landingpad: this is not a valid navpoint name 11.29.08 17:32:30 loc: Tried to add item ui\hud\hud_item_messages with different size (3696) than expected (3636). 11.29.08 17:32:30 loc: Tried to add item ui\hud\hud_icon_messages with different size (1704) than expected (1096)
Nothing has been changed on the scenario file, just tried recompiling it unedited. I think the orange_landingpad reference must be from one of the imbedded script files, since there is no reference anywhere in the scenario file with this name (I have searched through the exported text file, and could find no "orange_landingpad" listed). I have edited the hud_item_messages and hud_icon_messages in the past for different maps, so do I need to copy back the original messages files, or would this not be a factor?
|
|
|

Me KS
Joined: Feb 2, 2008
Desire is Reality. Xfire: jetmaster23
|
Posted: Nov 29, 2008 07:50 PM
Msg. 2 of 17
The exception is probably because of the reference to "orange_landingpad" which doesn't exist in the default hud_globals. Coldsnap had a modified hud_globals tag that probably contained the "orange_landingpad" nav point.
Actually, coldsnap had a renamed hud_globals tag that was referenced by its own globals. If you ripped coldsnap, you probably already have this hud_globals tag. The default hud_globals tag is under "ui\hud" and is called "default.hud_globals", whereas coldsnap's hud globals is under the same folder but is called "sdefault.hud_globals".
Open up the normal globals tag under "globals\globals.globals" and scroll down to the "Interface Bitmaps" section. Under the field that says "hud globals", hit the browse button and look for coldsnap's "sdefault.hud_globals" under "ui\hud". Once you have it replaced, save, and it should compile fine now that the script refers to a nav point that exists.
Of course, make sure to back up the original "globals.globals" tag before you save, since this isn't a tag that can be referenced by any other tag.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 29, 2008 08:40 PM
Msg. 3 of 17
Sounded like you were possibly on to something, but after following your steps, I got the following error after compiling in tool:
11.29.08 19:29:08 tool pc 01.00.00.0609 ---------------------------------------------- 11.29.08 19:29:08 reference function: _write_to_error_file 11.29.08 19:29:08 reference address: 42ca20 11.29.08 19:29:08 Couldn't read map file './toolbeta.map' 11.29.08 19:29:10 orange_landingpad: this is not a valid navpoint name
Could there be anything else causing this.
|
|
|

DarkZealot
Joined: Jan 1, 2008
Time management: 40% Xbox, 30% PC, 30% Skating
|
Posted: Nov 29, 2008 10:13 PM
Msg. 4 of 17
Make a flag with the name orange_landingpad and place it where you want the nav point to be.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 29, 2008 10:37 PM
Msg. 5 of 17
Sounds promising...the landing pad with orange beacons is what they are referring to, but its not listed as such, just landingpad. I will try this for sure.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 30, 2008 02:04 AM
Msg. 6 of 17
I have changed the "O_pad" flag name to read as "orange_landingpad", as well as adding an additional flag named "orange_landingpad", run tool, but still get the same error message:
11.30.08 00:28:13 tool pc 01.00.00.0609 ---------------------------------------------- 11.30.08 00:28:13 reference function: _write_to_error_file 11.30.08 00:28:13 reference address: 42ca20 11.30.08 00:28:13 Couldn't read map file './toolbeta.map' 11.30.08 00:28:33 orange_landingpad: this is not a valid navpoint name
I have also tried running tool_pro on the same file, but get the same results It must be referenced some place else, but just can't imagine where.
|
|
|

FoxtrotZero
Joined: Aug 3, 2008
Digging Foxholes by Profession
|
Posted: Nov 30, 2008 04:14 AM
Msg. 7 of 17
perhaps Oarnge landingpad refers to the team and not its color, while many red objects are oarnge.
Perhaps its related specifically to something red team?
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Nov 30, 2008 01:58 PM
Msg. 8 of 17
I found the following script text:
activate_team_nav_point_flag orange_landingpad default o_pad green_landingpad g_pad player deactivate_team_nav_point_flag blue_base red_base red_flag_area orange_pickup
Does this provide any clues as to what needs to be fixed in the scenario?
Update: I changed the names for the landing pads from cs06 and cs07 to orange_landingpad and green_landingpad respectively, and no errors appear during tool compilation. Unfortunately, when trying to open the map in Halo CE it throws an exception...I think this is futile.
11.30.08 17:28:32 tool pc 01.00.00.0609 ---------------------------------------------- 11.30.08 17:28:32 reference function: _write_to_error_file 11.30.08 17:28:32 reference address: 42ca20 11.30.08 17:28:32 Couldn't read map file './toolbeta.map' Edited by Mysterion on Nov 30, 2008 at 06:46 PM
|
|
|

black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
|
Posted: Dec 1, 2008 07:32 AM
Msg. 9 of 17
what map are you editing and what did you edited?
|
|
|

Advancebo
Joined: Jan 14, 2008
|
Posted: Dec 1, 2008 07:34 AM
Msg. 10 of 17
Quote: --- Original message by: Mysterion 11.30.08 00:28:33 orange_landingpad: this is not a valid navpoint name This the only thing wrong, everything else is normal
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Dec 1, 2008 10:25 AM
Msg. 11 of 17
I think the original Coldsnap script may be messed up concerning the orange_landingpad. It appears that the navpoint should have read "default" and then "orange_landingpad", but it was typed in reverse. How did Tiamat ever get it to compile correctly in the first place?
Ok, I re-ripped Coldsnap, and copied over the hud tags. This is the list of tool errors that are now occuring with the Coldsnap related Huds. I have had variations in these file sizes before (which occurs when you add anything to them), but never kept a map from opening properly:
12.01.08 10:12:16 tool pc 01.00.00.0609 ---------------------------------------------- 12.01.08 10:12:16 reference function: _write_to_error_file 12.01.08 10:12:16 reference address: 42ca20 12.01.08 10:12:16 Couldn't read map file './toolbeta.map' 12.01.08 10:13:25 loc: Tried to add item ui\hud\hud_item_messages with different size (3808) than expected (3636). 12.01.08 10:13:25 bitmaps: Tried to add item ui\hud\bitmaps\combined\hud_msg_icons__pixels with different size (262144) than expected (327680). 12.01.08 10:13:25 bitmaps: Tried to add item ui\hud\bitmaps\combined\hud_msg_icons with different size (1548) than expected (2876). 12.01.08 10:13:25 loc: Tried to add item ui\hud\hud_icon_messages with different size (1560) than expected (1096). 12.01.08 10:13:26 loc: Tried to add item ui\multiplayer_game_text with different size (9976) than expected (10128). 12.01.08 10:13:26 bitmaps: Tried to add item ui\shell\bitmaps\mp_map_grafix__pixels with different size (360448) than expected (344064). 12.01.08 10:13:26 bitmaps: Tried to add item ui\shell\bitmaps\mp_map_grafix with different size (1228) than expected (1180). 12.01.08 10:13:26 loc: Tried to add item ui\shell\main_menu\settings_select\player_setup\player_profile_edit\controls_setup\controls_binding_labels with different size (1192) than expected (1292). 12.01.08 10:13:26 loc: Tried to add item ui\shell\main_menu\settings_select\multiplayer_setup\playlist_edit\ctf_edit\ctf_labels with different size (324) than expected (380).
Is any or all of the above the cause of my exception error? I fixed the orange_landingpad issue by changing the "default.hud_globals" reference in globals.globals to the coldsnap specific "sdefault.hud_globals". Are there any other specific references in globals that needs to be changed to work properly with coldsnap? Edited by Mysterion on Dec 1, 2008 at 11:28 AM
|
|
|

black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
|
Posted: Dec 1, 2008 11:26 AM
Msg. 12 of 17
Quote: --- Original message by: Mysterion I think the original Coldsnap script may be messed up concerning the orange_landingpad. It appears that the navpoint should have read "default" and then "orange_landingpad", but it was typed in reverse. How did Tiamat ever get it to compile correctly in the first place? are you sure that your globals has only 6 vehicles? do you have the scripts? errors can happen from unmatching scripts and globals to the actual stuff in the map.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Dec 1, 2008 11:33 AM
Msg. 13 of 17
See above post. Typically only 6 vehicles in globals, and the rest of the vehicles are scripted in. I determined the (6) vehicles spawned by globals by using devmode cheat_all_vehicles, and it dropped the six I have listed in there. If I need to add anything else to the file, I will do so.
|
|
|

black doom
Joined: Oct 4, 2008
we will never stop, we can win the "impossible"
|
Posted: Dec 1, 2008 11:43 AM
Msg. 14 of 17
Quote: --- Original message by: Mysterion See above post. Typically only 6 vehicles in globals, and the rest of the vehicles are scripted in. I determined the (6) vehicles spawned by globals by using devmode cheat_all_vehicles, and it dropped the six I have listed in there. If I need to add anything else to the file, I will do so. i also said that missing scripts can bug it. also, the hud is the problem. you need to change the size or something to match the expected. also: the hud fixed the landing pad? i think its something with the radar.. Edited by black doom on Dec 1, 2008 at 11:46 AM
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Dec 1, 2008 12:14 PM
Msg. 15 of 17
Scripts stay intact if editing only in Guerilla. If you open the scenario in Sapien, and save the file, it wipes out the scripts. I use Sapien to see where everything is, then go to Guerilla to edit.
The huds should be correct since they actually have statements such as "Tiamat is Lazy" LOL
I have had the similar errors list while modding another map, and it opened just fine.
I am going to try something by ripping the original coldsnap vehicle tags, and see if something that I have edited on the same tags in the past is causing the problem.
|
|
|

Gamma927
Joined: Jun 12, 2008
Steam: gamma927
|
Posted: Dec 1, 2008 07:44 PM
Msg. 16 of 17
Or you can find the vehicle names, and re-script it. If thats the only script you need.
|
|
|

Mysterion
Joined: Aug 9, 2008
Nice shot, but too bad your @$$ just got SACKED!!!
|
Posted: Dec 1, 2008 10:33 PM
Msg. 17 of 17
I finally got the ripped scenario to recompile and open in Halo CE, but adding AI to it will cause it to crash because it is too large a map. Using Tool_pro will allow it to sucessfully build the cache file, but Halo CE won't open the map and an exception is generated. I will try deleting some tags for vehicles like the Nirvash Rifles and maybe something else to make room for the AI. Too bad that Toolstar has been disabled, since I would try it also. I stand corrected concerning Sapien and script files...they do appear to stay intact if you save the file under a new name. It is verifiable by subsequently reopening the file in Guerilla.
Edited by Mysterion on Dec 1, 2008 at 10:35 PM Edited by Mysterion on Dec 1, 2008 at 10:45 PM
|
|
|