UGX-Mods

Call of Duty 5: World at War => Help Desk => Mapping => Topic started by: Eggies on September 04, 2015, 02:17:23 am

Title: The asset counter is a lie.
Post by: Eggies on September 04, 2015, 02:17:23 am
SO basically, this is a problem that arose from my last post, about how I hit the limit of 1600 loaded sounds. However, this is slightly different. Getting rid of sounds in my maps and weapons .csv file doesn't seem to affect anything. I can tell because I put my maps csv file into the asset counter and it says I have 1434 out of 1600 loaded sounds. So the first problem is that, if this is true, I should not be getting ANY error AT ALL. Also, I went into the same "csv"s that I went into last time, and promptly removed at least 120. (Mind you by this point I have removed almost 700 sounds, 360 of which are voiceovers.) I went back to the asset counter and it STILL said I have 1434 out of 1600 sounds. One person said maybe I didn't compile it correctly. First I built my mod with the usual settings:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8S6EVnL.png&hash=7ccb270d61a45a71020f1f310aafae2cc73d3005)

Then I compiled my map with the usual settings:

(https://www.ugx-mods.com/forum/proxy.php?request=http%3A%2F%2Fi.imgur.com%2F8VQywbV.png&hash=46bc6f76bc8714b931b588722b06033aa5d402c7)

Then I tried launching it again. Same error. Same amount of sounds (according to asset counter)

Any help at all would be REALLY appreciated.  :alone:
Title: Re: The asset counter is a lie.
Post by: JBird632 on September 04, 2015, 05:56:05 am
There are many files that have to be taken into consideration for the asset counter, not just your map's csv.
The ones that I think are included in a map are: common.csv, default.csv, localized_common.csv, mod.csv, patch.csv and of course your maps csv. So just because you throw your maps csv in the counter and it shows your under the 1600 sound limit, there are other files you need to consider as well.

The reason most people hit this error in the first place is that they don't realize that they are making a map based off of der riese's files, meaning that its already really close to the limit, and by adding any thing (effects or sounds) may just throw you over the limit.
Title: Re: The asset counter is a lie.
Post by: Eggies on September 04, 2015, 06:09:10 am
How can I make a prototype map?  :rainbow: Because tbh I'm REALLY starting to get annoyed with mapping my first map as I have had over 50 posts JUST ON HELP QUESTIONS like this one. Anyway Thanks!  :)
Title: Re: The asset counter is a lie.
Post by: JBird632 on September 04, 2015, 06:14:22 am
TBH I think you might have more trouble with a Prototype map since less people actually know how to make them as most people are using Der Riese scripts. I suggest you just fight through the issues you have, but that is just my opinion.
Title: Re: The asset counter is a lie.
Post by: Eggies on September 04, 2015, 06:16:31 am
What trouble would I have in a prototype map? ;-;
Title: Re: The asset counter is a lie.
Post by: JBird632 on September 04, 2015, 06:17:31 am
Well probably the same limit errors your hitting now, along with the fact that less people will be able to help you.
Title: Re: The asset counter is a lie.
Post by: Eggies on September 04, 2015, 06:19:43 am
How would I hit the limits if I have less files because its a prototype map?  ???
Title: Re: The asset counter is a lie.
Post by: JBird632 on September 04, 2015, 06:24:09 am
Who said there were less files? Sure, maybe they have a few less, but in reality the main thing that's different is the voice quotes (apx the same amount of them thought) and the scripts are different. Weapon wise they are the same (minus the bowie knife and wonderwaffe) and it is the weapons that contain the majority of the sounds in the level.

I would like to ask if you have added anything to you map that caused it to go over the limit? Or have you just not been able to get your map to run yet? 'Cause if you haven't been able to run your map yet due to this limit, you likely didn't follow all tutorials properly when setting up your map (or just used a bad script placer).
Title: Re: The asset counter is a lie.
Post by: Eggies on September 04, 2015, 06:31:29 am
I used the UGX script placer 2.0 and what caused this was Harrybo's Perks. I do know that that's what made it hit the limit. While I can run it now, I did have a lot of trouble running my map for a long time. However, I did eventually get it to work. Like I can't just create an example map then run it like most people. IDK how my map starting working actually XD. But anyway, yes my map can run NOW, but I had a lot of trouble making it work.  :)
Title: Re: The asset counter is a lie.
Post by: JBird632 on September 04, 2015, 06:40:41 am
Many people do have trouble with their first map (like myself), but its working through all those issues and making something that people can enjoy which is rewarding enough to suffer through those issues. Anyways good luck with your map.
Title: Re: The asset counter is a lie.
Post by: Harry Bo21 on September 05, 2015, 08:41:51 am
There are many files that have to be taken into consideration for the asset counter, not just your map's csv.
The ones that I think are included in a map are: common.csv, default.csv, localized_common.csv, mod.csv, patch.csv and of course your maps csv. So just because you throw your maps csv in the counter and it shows your under the 1600 sound limit, there are other files you need to consider as well.

The reason most people hit this error in the first place is that they don't realize that they are making a map based off of der riese's files, meaning that its already really close to the limit, and by adding any thing (effects or sounds) may just throw you over the limit.
I also believe it wouldnt count the ff from my perks ( if you were using them, or any other FF downloads other people have put up )

and that has loads of sounds in it