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Yet another instant crash

HOT
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Created 9 years ago
by vinnyz500
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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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well basically there are two patches

One is The UGX mod tools patch - this is just fixes for the standard cod mod tools, and the one people "should" be using. There are other versions of this patch however, like the sniperbolt one

The other is The UGX MOD patch - Which is a patch to make the necessary changes to scripts for all the UGX features to work, and should only be used if you are using the UGX mod v1.0



Nearly always I find that the person has installed the opposite one to what they should of, which causes all kinds of scripting errors

The correct patch is linked on this wiki page

http://ugx-mods.com/wiki/index.php?title=Modtools_Installation_Guide
Last Edit: April 27, 2015, 09:37:36 pm by Harry Bo21
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well basically there are two patches

One is The UGX mod tools patch - this is just fixes for the standard cod mod tools, and the one people "should" be using. There are other versions of this patch however, like the sniperbolt one

The other is The UGX MOD patch - Which is a patch to make the necessary changes to scripts for all the UGX features to work, and should only be used if you are using the UGX mod v1.0



Nearly always I find that the person has installed the opposite one to what they should of, which causes all kinds of scripting errors

The correct patch is linked on this wiki page

http://ugx-mods.com/wiki/index.php?title=Modtools_Installation_Guide
interesting. I think I installed sniperbolts a while back but should I try the UGX one?
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Let's keep this thread on topic from here on in. -DBZ

+1 to off-topic reply -DBZ

lmao. Too funny.

Goliath Script Placer: http://ugx-mods.com/forum/index.php/topic,11234.msg125257/topicseen.html#new

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together until it compiles (with warnings)..."

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interesting. I think I installed sniperbolts a while back but should I try the UGX one?

Sniperbolt's patch isn't to blame for your error. Either a flag is being used before _load or perhaps one of your scripts may be trying to redefine what the level.flags array is - resetting whatever flags where set before _load(i would think it would anyway). The reason why the error comes from utility is because thats where all of the flag logic is located. It does NOT mean that your utility is messed up, it is normal.
Last Edit: April 27, 2015, 10:28:03 pm by daedra descent
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http://paste.md-5.net/vofeludewa.lua here is what my maps gsc looks like, i cant seem to see anything being called before it and for some reason i just got this after a fresh compile... [Ironically it was my final compile before release]  i was able to build mod, edit my scripts, etc and now it is doing this. It has to be from some raw file but i truthfully dont know...
Last Edit: April 27, 2015, 10:58:11 pm by vinnyz500
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Can you post the error

Also, one of the others will know this

isnt there are thing with comments where you either need a space or specifically do not need a space between the // and the line itself or it ignores the one under it?

Code Snippet
Plaintext
//LINE OF CODE
// LINEOFCODE

I forget which it is, might not be that, just a thought
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http://paste.md-5.net/vofeludewa.lua here is what my maps gsc looks like, i cant seem to see anything being called before it and for some reason i just got this after a fresh compile... [Ironically it was my final compile before release]  i was able to build mod, edit my scripts, etc and now it is doing this. It has to be from some raw file but i truthfully dont know...

Your end_game function needs to be called post _load, AKA after _zombiemode.gsc - where _load is called.

Quote
isnt there are thing with comments where you either need a space or specifically do not need a space between the // and the line itself or it ignores the one under it?

Only for including assets as far as i know.
Last Edit: April 27, 2015, 11:08:59 pm by daedra descent
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Only for including assets as far as i know.
ah ok, so in that case, which way is correct? With or without the space?
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ah ok, so in that case, which way is correct? With or without the space?

you dont need space in the scripts but you do a space when including assets
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you dont need space in the scripts but you do a space when including assets
ah ok thanks

never really been sure on that one, but luckily never caused me a problem so far. Lucky i guess lol
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now hold the fuck up, whats this. After moving all the functions to zombiemode, a new error has appeared!

Fade in 40370 1250
MAX_SCENE_SURFS_SIZE(131072*2) exceeded - not drawing surface


Unhandled exception caught

I added only one model to my map, which was a mipps model that wouldnt modelscale correctly so i just increased the size in maya. I removed it and still the crash but no error now...

I could only get it to crash once with that error... it doesnt want to give me the log for that any more... now its giving me this:

****** script runtime error *******
cannot cast undefined to string: (file 'maps/_zombiemode_weapons.gsc', line 361)
  model = getent( weapon_spawns.target, "targetname" );
                                   *
Error: called from:
(file 'maps/_zombiemode_weapons.gsc', line 8)
 init_weapon_upgrade();
 *
Error: called from:
(file 'maps/_zombiemode.gsc', line 70)
 maps\_zombiemode_weapons::init();
 *
Error: called from:
(file 'maps/mario.gsc', line 138)
 maps\_zombiemode::main();
 *
Error: started from:
(file 'maps/mario.gsc', line 21)
main()
*
Error: ************************************

Im real fucking lost right now, thats with developer and developer_script. I think its just calling common errors as an excuse for that surfs problem...

Only model i added [But removed and still no luck]
Last Edit: April 28, 2015, 01:57:53 am by vinnyz500
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the surfs error is usually caused by a brush in the map

Im not sure what causes it exactly, might be too mangled after using the X-cut tool, too large, i dunno, but something

Best way to check is take your model back out

what do you mean by wouldnt "scale correctly"?
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the surfs error is usually caused by a brush in the map

Im not sure what causes it exactly, might be too mangled after using the X-cut tool, too large, i dunno, but something

Best way to check is take your model back out

what do you mean by wouldnt "scale correctly"?
i would put modelscale and the KVP never really ''registered'' like my other models and just didnt want to scale so i resized in maya and added back in. I think im going to just re do the scripts i can salvage basically every raw file there is just the local stuff to re edit like mario.gsc, _zombiemode_powerups, etc. It shouldnt be too bad
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Ive already done most of that, if you wanna take mine

perks and powerups i completely redid, and i think i wrote the mock up of the mario teleporters thing (which i could prob do 10 X better now)

_zombiemode_powerups is also in raw though btw, all of the scripts used are except custom scripts

Was your model a misc model or a script model, coz you cant scale script models
Last Edit: April 28, 2015, 02:28:41 am by Harry Bo21
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The _zombiemode_weapons error is Treyarch's screwup - sorta. They assumed that every wall weapon would have a model for the trigs to trigger. You can either wrap an if(isdefined()) check on the model code or go through all your weapon models and make sure their set to script_model and not misc_model.

Modified version with isdefined() check:

Code Snippet
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init_weapon_upgrade()
{
weapon_spawns = [];
weapon_spawns = GetEntArray( "weapon_upgrade", "targetname" );

for( i = 0; i < weapon_spawns.size; i++ )
{
hint_string = get_weapon_hint( weapon_spawns[i].zombie_weapon_upgrade );

weapon_spawns[i] SetHintString( hint_string );
weapon_spawns[i] setCursorHint( "HINT_NOICON" );
weapon_spawns[i] UseTriggerRequireLookAt();

weapon_spawns[i] thread weapon_spawn_think();
if(isdefined(weapon_spawns[i].target))
{
model = getent( weapon_spawns[i].target, "targetname" );
model hide();
}
}
}
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This is a map related problem, aparently. I copied my .map and regenerated the scripts and still got the crash, im going to remove stuff i did one step at a time until i figure it out.

Double Post Merge: April 29, 2015, 12:15:18 am
the surfs error is usually caused by a brush in the map

Im not sure what causes it exactly, might be too mangled after using the X-cut tool, too large, i dunno, but something

Can you elaborate on this at all? I cant seem to remember adding brushes besides a few signs and i removed those still no luck...

EDIT:

Still so fucking lost, i have no idea what to do... I have a recent build of the map if that need be the one i release, it has buggy sounds (Set to 2d instead of 3d) and some broken stuff i corrected such as the model to build PaP is larger etc. Im pretty sad right now and dont really know what to do
Last Edit: April 29, 2015, 12:58:42 am by vinnyz500

 
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