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Unhandled Exception Caught Error

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Created 10 years ago
by OGRome
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I've been trying to create my own map for the past few hours, to no avail. Every time I try to compile my map it will go through all of the loading screens and then right before it is about to load, the app suddenly stops working and then I get the 'unhandled exception caught' error, followed by the following:


----- Initializing Renderer ----
execing ragdoll.cfg from disk
----- Client Initialization -----
----- Client Initialization Complete -----
useFastFile is write protected.
fs_usedevdir is write protected.
fs_game is write protected.
Trying SMP acceleration...
...succeeded.
----- R_Init -----
Getting Direct3D 9 interface...
Pixel shader version is 3.0
Vertex shader version is 3.0
Shader model 2.0 code path is available.
Shader model 3.0 code path is available.
Using Shader model 3.0 code path because it is the best available path on this hardware.
Attempting 1440 x 900 fullscreen with 32 bpp at 60 hz
Game window successfully created.
Creating Direct3D device...
Com_TouchMemory: 0 msec. Using sum: 0
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 17.64 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...
Loading fastfile 'ui'
used 39.48 MB memory in DB alloc
Initializing particle cloud buffer...
Creating Direct3D queries...
WARNING: Could not find zone 'C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\zone\english\localized_common.ff'
Waiting for $init to finish.  There may be assets missing from code_post_gfx.
Setting initial state...
DirectX reports 128 MB of video memory and 3908 MB of available texture memory.
Using video memory size to cap used texture memory at 112 MB.
Picmip is set manually.
Using picmip 2 on most textures, 2 on normal maps, and 3 on specular maps
Error: Could not load material "zombie_electric_shock_overlay".
Error: Could not load material "zombie_transporter_overlay".
Error: Could not load material "water_droplet".
Error: Could not load material "water_dynamic_spray".

------- sound system initialization -------
------- sound system successfully initialized -------
--------------
GamerProfile_UpdateProfileFromDvars(0):
 "mis_01" = "0".
 "mis_difficulty" = "00000000000000000000000000000000000000000000000000".
 "cheat_points" = "0".
 "cheat_items_set1" = "0".
 "cheat_items_set2" = "0".
 "takeCoverWarnings" = "9".
 "r_gamma" = "1.92113".
 "snd_volume" = "1".
 "ps3_voiceSpeakerGain" = "".
Hostname: DESKTOP-IK7FCGK
PC IP: 10.183.1.6
end $init 3065 ms
--- Common Initialization Complete ---
Waited 589 ms for $init to finish.
Loading fastfile 'common'
used 41.51 MB memory in DB alloc
useFastFile is write protected.
fs_usedevdir is write protected.
Database: Assets Sync Started
Loading fastfile 'patch'
used 2.06 MB memory in DB alloc
Database: Assets Sync Finished
Loading fastfile setup_load
WARNING: Could not find zone 'C:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\zone\english\setup_load.ff'
Database: Assets Sync Started
Database: Assets Sync Finished


Unhandled exception caught

I have no clue why this is happening or how to fix it. I am very new to modding and so I am lost as to how to fix this. Any help would be greatly appreciated!
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Location: gbMilton Keynes
Date Registered: 17 January 2014
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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Scripter Has shown effort and knowledge in the area of scripting while being a part of the UGX-Mods community.
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so you ignored my answer on the other topic then?

Quote
and that error is not related to a FF

its related to a script

developer 1
/devmap mapname

then press and hold shift, and press the console key to find out what script and what line is giving the error


UGX mod maps use FF files, regular maps do not need to. This is because ugx decided the use to load_ ff as a means to add assets. However my experience with this just led to problems. youll find very few of us use this FF name. Its loaded in the menu, rather than match start  I believe, which can cause things like false 400fx errors

This is "also" normal. You have obviously not made a custom main menu, therefore are displayed with the default one. The mod still loaded
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No I posted this one before the other, this was my first issue, which I found a work around for.
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Location: gbMilton Keynes
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No I posted this one before the other, this was my first issue, which I found a work around for.
Prob a error in the map then, failing during compile right? Not "after", but "during"?

 
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