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why is the 400fx limit error so sticky?? I removed all my custom fx in the IWD and ff and its still there, I have ran the map before when they werent included.
Custom fx does not belong in the IWD - it's not going to get loaded from there and it's just wasted filesize.
Custom FX only goes into FFs, and commenting them from the FFs is only 50% of the removal process. If you are still calling loadFX() lines for those fx in your scripts, it counts towarods the 400FX limit. Also each weapon that you add counts towards it because of the muzzleflash and shellejection fx.
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Just restarted. Everything including the menu and guns are perfect, as long as I delete localized_nazi_zombie_titan_ugx.ff ??
localized_nazi_zombie_titan_ugx.ff is a renamed version of your map's mod.ff, so check your mod.csv list for your map and see what you're putting in it.
Using Shader model 3.0 code path because it is the best available path on this hardware. Attempting 800 x 600 window at (89, 41) Game window successfully created. Creating Direct3D device... Database: Assets Sync Started Database: Assets Sync Finished Loading fastfile code_post_gfx Loading fastfile mod Database: Assets Sync Started Loading fastfile 'code_post_gfx' used 1.13 MB memory in DB alloc Loading fastfile 'mod' used 47.38 MB memory in DB alloc Database: Assets Sync Finished Database: Assets Sync Started Database: Assets Sync Finished Loading fastfile ui Loading fastfile localized_common Loading fastfile common Loading fastfile patch Initializing render targets... Requested frame buffer to be 24-bit color with 8-bit alpha DirectX returned a frame buffer that is 24-bit color with 8-bit alpha Initializing static model cache... Initializing dynamic buffers... Initializing particle cloud buffer... Creating Direct3D queries... Loading fastfile 'ui' used 39.48 MB memory in DB alloc Setting initial state... DirectX reports 32 MB of video memory and 1711 MB of available texture memory. Using video memory size to cap used texture memory at 16 MB. Picmip is set manually. Using picmip 1 on most textures, 2 on normal maps, and 3 on specular maps Loading fastfile 'localized_common' used 70.44 MB memory in DB alloc ERROR: image 'images/~_crossbow_explosive_arrow_sc~b7854ae8.iwi' is missing ERROR: image 'images/~_t5_weapon_thundergun_contro~e03f15cf.iwi' is missing ERROR: image 'images/~__-gmtl_weapon_reflex_lens_s~7aedfc09.iwi' is missing ERROR: image 'images/~m60_gold_spc-rgbl-11.iwi' is missing ERROR: image 'images/~m14_scope_spec-rgb&m14_scope_cos-l-11.iwi' is missing ERROR: image 'images/~__-gcrossbow_corr-rgb&_-rcro~340e8035.iwi' is missing ERROR: image 'images/~weapon_holographic_spc-r34g3~75307947.iwi' is missing ERROR: image 'images/m60_gold_col.iwi' is missing ERROR: image 'images/~__-gt5_weapon_thundergun_spe~7610cef3.iwi' is missing ERROR: image 'images/~weapon_g36_scope_spec-r30g30~44839f6a.iwi' is missing ERROR: image 'images/~__-gmtl_weapon_acog_lens_s-r~cb88b5c7.iwi' is missing ERROR: image 'images/~m14_spec-rgb&m14_cos-l-11.iwi' is missing ERROR: image 'images/~weapon_m82_spec-rgb&weapon_m~175eeb5c.iwi' is missing ERROR: image 'images/~_crossbow_corr-r&$white-r&$b~151c7b8e.iwi' is missing ERROR: image 'images/~m60_spec-rgb&m60_cos-l-11.iwi' is missing ERROR: image 'images/~viewhand_black_kit_spc-r30g3~d35b529d.iwi' is missing ERROR: image 'images/~m14_scope_lens_spec-rgb&m14_~eace8daa.iwi' is missing ERROR: image 'images/~weapon_m82_scope_spec-rgb&we~517d8f6d.iwi' is missing ERROR: image 'images/~_t5_weapon_mesh_s-r&$white-r~c80fcc20.iwi' is missing ERROR: image 'images/~_weapon_m82_spec-rgb&$white-l-11.iwi' is missing Loading fastfile 'common' used 41.51 MB memory in DB alloc Loading fastfile 'patch' used 2.06 MB memory in DB alloc Error: Waited 5998 msec for missing asset "zombie_electric_shock_overlay". Error: Could not load material "zombie_electric_shock_overlay". Error: Could not load material "zombie_transporter_overlay". Error: Could not load material "water_droplet". Com_TouchMemory: 0 msec. Using sum: 0 Error: Could not load material "loadscreen_nazi_zombie_titan_ugx". PATCH Imp read successful openMenuOnDvar: cannot find dvar ugxm_game_started Save Message First Frame Shown: 18110 Upload Bandwidth: 3000.00 Kbits/s Download Bandwidth: 0.00 Kbits/s Unused command for PC platform was called. CL_Live_StopPrivateParty was called, calling Party_StopParty Calling Party_StopParty() on party Clearing migration data PROFILES: setting server info to 0.0.0.0:0 starting to set profile info.. CL_Live_StopParty was called, calling Party_StopParty Calling Party_StopParty() on lobby Clearing migration data Unknown command "splitscreen" Database: Assets Sync Started Database: Assets Sync Finished Loading fastfile nazi_zombie_titan_ugx_load Database: Assets Sync Started WARNING: Could not find zone 'C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\zone\english\nazi_zombie_titan_ugx_load.ff' Database: Assets Sync Finished PROFILES: setting server info to 0.0.0.0:0 Couldn't get profiles instance, are we logged on? ------ Server Initialization ------ Server: nazi_zombie_titan_ugx Database: Assets Sync Started Database: Assets Sync Finished ----- R_Init ----- DirectX reports 32 MB of video memory and 1587 MB of available texture memory. Using video memory size to cap used texture memory at 16 MB. Picmip is set manually. Using picmip 1 on most textures, 2 on normal maps, and 3 on specular maps Save Message First Frame Shown: 21522 Database: Assets Sync Started Database: Assets Sync Finished Unloaded fastfile ui PMem_Free( ui, 0 ) Loading fastfile localized_nazi_zombie_titan_ugx Database: Assets Sync Started Loading fastfile 'localized_nazi_zombie_titan_ugx' used 2.88 MB memory in DB alloc Database: Assets Sync Finished Loading fastfile nazi_zombie_titan_ugx_patch Database: Assets Sync Started Loading fastfile 'nazi_zombie_titan_ugx_patch' used 1.27 MB memory in DB alloc Database: Assets Sync Finished Loading fastfile nazi_z
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Ive just been slowly adding in the scripts one or two at a time. But even when I went back and made a whole new map without the UGX mod, it still crashed. But I did accidently replace my DLC3.gsc in the root. Can you paste yours?
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Ive just been slowly adding in the scripts one or two at a time. But even when I went back and made a whole new map without the UGX mod, it still crashed. But I did accidently replace my DLC3.gsc in the root. Can you paste yours?
initDLC3_Vars2() { // Special level specific settings if( isDefined( level.DLC3.powerUpDropMax ) && level.DLC3.powerUpDropMax ) { set_zombie_var( "zombie_powerup_drop_max_per_round", level.DLC3.powerUpDropMax ); // lower this to make drop happen more often } { set_zombie_var( "zombie_powerup_drop_max_per_round", 3 ); // lower this to make drop happen more often } }
// get a list of all of the other triggers with the same name triggers = getentarray( self.targetname, "targetname" ); flag_wait( "electricity_on" );
// Get the damage trigger. This is the unifying element to let us know it's been activated. self.zombie_dmg_trig = getent(self.target,"targetname"); self.zombie_dmg_trig.in_use = 0;
// Set buy string self sethintstring(&"ZOMBIE_BUTTON_NORTH_FLAMES");
// Getting the light that's related is a little esoteric, but there isn't // a better way at the moment. It uses linknames, which are really dodgy. light_name = ""; // scope declaration tswitch = getent(self.script_linkto,"script_linkname"); switch ( tswitch.script_linkname ) { case "10": // wnuen case "11": light_name = "zapper_light_wuen"; break;
case "20": // warehouse case "21": light_name = "zapper_light_warehouse"; break;
case "30": // Bridge case "31": light_name = "zapper_light_bridge"; break; }
// The power is now on, but keep it disabled until a certain condition is met // such as opening the door it is blocking or waiting for the bridge to lower. if ( !flag( enable_flag ) ) { self trigger_off();
//turn off the valve triggers associated with this trap until available again array_thread (triggers, ::trigger_off);
play_sound_at_pos( "purchase", who.origin ); self thread electric_trap_move_switch(self); //need to play a 'woosh' sound here, like a gas furnace starting up self waittill("switch_activated"); //set the score who maps\_zombiemode_score::minus_to_player_score( self.zombie_cost );
//this trigger detects zombies walking thru the flames self.zombie_dmg_trig trigger_on();
//play the flame FX and do the actual damage self thread activate_electric_trap();
//wait until done and then re-enable the valve for purchase again self waittill("elec_done");
clientnotify(self.script_string +"off");
//delete any FX ents if(isDefined(self.fx_org)) { self.fx_org delete(); } if(isDefined(self.zapper_fx_org)) { self.zapper_fx_org delete(); } if(isDefined(self.zapper_fx_switch_org)) { self.zapper_fx_switch_org delete(); }
//turn the damage detection trigger off until the flames are used again self.zombie_dmg_trig trigger_off(); wait(25);
array_thread (triggers, ::trigger_on);
//COLLIN: Play the 'alarm' sound to alert players that the traps are available again (playing on a temp ent in case the PA is already in use. //speakerA = getent("loudspeaker", "targetname"); //playsoundatposition("warning", speakera.origin); self notify("available");
case "20": // warehouse case "21": light_name = "zapper_light_warehouse"; break;
case "30": case "31": light_name = "zapper_light_bridge"; break; }
//turn the light above the door red zapper_light_red( light_name ); tswitch rotatepitch(180,.5); tswitch playsound("amb_sparks_l_b"); tswitch waittill("rotatedone");
if( !isDefined(self.is_burning) && !self maps\_laststand::player_is_in_laststand() ) { self.is_burning = 1; self setelectrified(1.25); shocktime = 2.5; //Changed Shellshock to Electrocution so we can have different bus volumes. self shellshock("electrocution", shocktime);
//10% chance the zombie will burn, a max of 6 burning zombs can be goign at once //otherwise the zombie just gibs and dies if(flame_chance > 90 && level.burning_zombies.size < 6) { level.burning_zombies[level.burning_zombies.size] = self; self thread zombie_flame_watch(); self playsound("ignite"); self thread animscripts\death::flame_death_fx(); wait(randomfloat(1.25)); } else {
electrocute_timeout() { self endon ("death"); self playloopsound("fire_manager_0"); // about the length of the flame fx wait 12; self stoploopsound(); if (isdefined(self) && isalive(self)) { self.is_electrocuted = false; self notify ("stop_flame_damage"); } }
/*********************************************************************** ELECTRIC SWITCH STUFF ***********************************************************************/
ClientNotify( "pl1" ); // power lights on exploder(600);
// Don't want east or west to spawn when in south zone, but vice versa is okay //maps\_zombiemode_zone_manager::connect_zones( "outside_east_zone", "outside_south_zone" ); //maps\_zombiemode_zone_manager::connect_zones( "outside_west_zone", "outside_south_zone", true ); }
/*********************************************************************** HELP CENTER STUFF ***********************************************************************/
modderHelp( Entity, Msg ) { // Developer Needs To Be Set To 1 if( getDvarInt( "developer" ) >= 1 ) { // Title if( !isDefined( level.modderHelpText[ 0 ] ) ) { level.modderHelpText[ 0 ] = modderHelpHUD_CreateText( "^2Nazi Zombie DLC3 Help Center" ); }
// Check If Entity Exists Or Forced Error Msg if( !isDefined( Entity ) ) { // Check If Error Msg Exists if( !isDefined( Msg ) ) { return false; }
// Let Modder Know What's Wrong And How To Fix level.modderHelpText[ level.modderHelpText.size ] = modderHelpHUD_CreateText( "^1 -" + Msg );
return true; // Return That There Was Something Wrong } }
Loading fastfile localized_nazi_zombie_titan_version_2 Database: Assets Sync Started Loading fastfile 'localized_nazi_zombie_titan_version_2' used 14.80 MB memory in DB alloc Database: Assets Sync Finished Loading fastfile nazi_zombie_titan_version_2_patch Database: Assets Sync Started Loading fastfile 'nazi_zombie_titan_version_2_patch' used 1.27 MB memory in DB alloc Database: Assets Sync Finished Loading fastfile nazi_zombie_titan_version_2 Loading fastfile 'nazi_zombie_titan_version_2' used 47.47 MB memory in DB
Unhandled exception caught
Com_TouchMemory: 0 msec. Using sum: -890824180
seems like its struggling to load nazi_zombie_titan_version_2?
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Loading fastfile localized_nazi_zombie_titan_version_2 Database: Assets Sync Started Loading fastfile 'localized_nazi_zombie_titan_version_2' used 14.80 MB memory in DB alloc Database: Assets Sync Finished Loading fastfile nazi_zombie_titan_version_2_patch Database: Assets Sync Started Loading fastfile 'nazi_zombie_titan_version_2_patch' used 1.27 MB memory in DB alloc Database: Assets Sync Finished Loading fastfile nazi_zombie_titan_version_2 Loading fastfile 'nazi_zombie_titan_version_2' used 47.47 MB memory in DB
Unhandled exception caught
Com_TouchMemory: 0 msec. Using sum: -890824180
seems like its struggling to load nazi_zombie_titan_version_2?
this is hard..
The file loading you're looking at is multithreaded and isn't time-accurate - forget the console exists here because it isn't going to help you. The last loaded FF isn't necessarily the FF which has caused the crash. Think in terms of recent changes you've made to your map file or root directory.
Im reinstalling my modtools. I was slowly adding files 2-3 at a time to the UGX mod. And I think my Callbacksglobal.gsc was the one that cause it to crash.
what file content would cause this? too many initial file calls? or does Call of Duty give itself an acceptable time to load the mod?
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Im reinstalling my modtools. I was slowly adding files 2-3 at a time to the UGX mod. And I think my Callbacksglobal.gsc was the one that cause it to crash.
what file content would cause this? too many initial file calls? or does Call of Duty give itself an acceptable time to load the mod?
That's probably excessive, I get engine crashes occasionally and can trace them back to a script change or map error.
Exceptions are anything the engine encounters where it doesn't know how to proceed. A list of some of the things I've encountered which cause crashes:
Giving a custom function the same name as an engine-defined function
Having an empty while loop with no waits, even if it hasn't been called.
Having a gibbing model which has no torsoModel set.
There's been more that I can't remember, too. Basically the point is that you just have to work backwards and eliminate recent changes one by one until you can boot the map - once you've done that you narrow down the cause within the changes you removed and fix it. Then you can put everything else back/enable everything.