Outlawz Posted March 15, 2010 Report Share Posted March 15, 2010 I don't know how this happens, but I've got a small navmeshed map where I crash whenever one of the CPs gets captured. The game starts normal, the CP in question gets captured by MEC first cos they get there first, then when I or US bots capture it, game CTDs without an error 2 seconds later. Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 15, 2010 Report Share Posted March 15, 2010 Check your objectspawners. To me it sounds as if you're spawing an object ( vehicle ) which doesn't have AI support ( no AITemplates ) - such a vehicle will crash the game if bots try to enter it. To make sure of it change your object spawners to harmless objects like vodniks or hummers , those are AI supported for sure. Quote Link to comment Share on other sites More sharing options...
DEVILMAN Posted March 15, 2010 Report Share Posted March 15, 2010 game CTDs without an error 2 seconds later. To me it sounds as if you're spawing an object ( vehicle ) which doesn't have AI support ( no AITemplates ) - Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 15, 2010 Author Report Share Posted March 15, 2010 (edited) The CP doesn't spawn any vehicles and if it was an unsupported vehicle, I'd get the message above. Which I don't so it isn't. edit: I tried with setting the CPs team to team2, so US would start with it capped. Map worked fine til MEC captured it, then US bots recaptured it and it crashed again. I'd really like to find out whats going on here because one of the PR coop servers has similar issues with a few of PR's coop supported maps, the server just crashes when one team captures a CP. Edited March 15, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 16, 2010 Report Share Posted March 16, 2010 @DEVILMAN : You again - why not post anything useful? Error messages are only shown in windowed mode and the user didn't post anything about running windowed or not. @Outlawz: Try to run a debugger game - but in network . If its a common issue with PR the LAN/WAN guru should setup a dedicated debugger server ( which floods the screen with messages ) and join with another debugger. Now this works only in a local network game but to solve the issue the effort's probably worth it. For a test you could also remove all spawners from the CP. Note that the AI has trouble with 'scatterSpawnPositions 1' in spawnpoints , try to remove this property from the COOP/SP gameplayobjects.con Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 16, 2010 Author Report Share Posted March 16, 2010 (edited) Hmm, this might be something else, I did remove the spawn points off the flag (still kept it team2) and without MEC or US capturing it, game crashed, about 2 minutes into the round. It also crashed 2 minutes into the round before. Last time I had this it was a memory error (back when debug used to work ) and removing chunks of mesh to downsize it fixed it, however this is a 1 Km city map and the navmesh is smallish; only took 6 hours to generate. Could anyone take a look at this map? Edited March 16, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
UberWazuSoldier Posted March 17, 2010 Report Share Posted March 17, 2010 6 Hours seems like a long time for navmesh to generate to me. Karkand only takes a couple of minutes for example, Dalian plant takes somewhat longer. Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 17, 2010 Author Report Share Posted March 17, 2010 (edited) Well it's almost the whole map and I'm on a 2 Ghz dual core CPU. Edited March 17, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 17, 2010 Report Share Posted March 17, 2010 The time to generate a navmesh can vary greatly - i have maps navmeshing in 5 minutes and others needing 2 days I'm afraid you have to run the debugger. Keep it in a seperate BF1.41 install and rename your /My Documents/Battlefield 2 folder to save it from being erased by the debugger. I've described the way to a successful debug installation in your very own thread: http://bfeditor.org/forums/index.php?showtopic=14150 Ai errors often don't yield a useful error message when crashing the game. Make sure beforehand that the error in CQ doesn't happen. Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 17, 2010 Author Report Share Posted March 17, 2010 No crash in CQ using same GPO. Quote Link to comment Share on other sites More sharing options...
DEVILMAN Posted March 18, 2010 Report Share Posted March 18, 2010 @DEVILMAN : Error messages are only shown in windowed mode and the user didn't post anything about running windowed or not. My apologies mschoeldgen,i forgot that English is not your first language Anyone who has does any kind of modding with BF2,will be aware that error messages are only displayed in windowed or debugger mode Seeing that Outlawz was posting about a map he made,would tell you that he has some modding experience,and is aware of error messages being displayed Which is why he clearly stated in English "game CTDs without an error 2 seconds later" Meaning he was running in windowed or debugger mode,therefore it was not neccessary to state,as you posted the user didn't post anything about running windowed or not. Quote Link to comment Share on other sites More sharing options...
UberWazuSoldier Posted March 18, 2010 Report Share Posted March 18, 2010 (edited) Actually, as you just said in that post - it only shows an error in windowed or debugger, so him explicitly saying it didn't show a message means it isn't clear whether he was running the debugger. Mapping is not the same as modding, it's a different set of skills - yes there is SOME overlap, but it's a whole new can of worms and not every mapper knows how to run debug mode. What mschoeldgen was saying is that you posting an error message of something that would have shown an error (but if he, as you think he did, was running debug mode - it would have shown a message). Since it didn't show a message, it's almost certainly NOT the same problem as what you posted, and aside from quoting 2 posts and submitting an unrelated picture, you actually didn't add anything in particular. Making an attack on mschoeldgen by condescendingly saying that English isn't his first language as though that somehow impairs his logic and linguistic skills isn't going to help your public persona. Edited March 18, 2010 by UberWazuSoldier Quote Link to comment Share on other sites More sharing options...
DEVILMAN Posted March 18, 2010 Report Share Posted March 18, 2010 (edited) Making an attack on mschoeldgen by condescendingly saying that English isn't his first language as though that somehow impairs his logic and linguistic skills It wasnt an attack,it was an observation In the last 2 1/2 years i have spoken to over 100 German BF2 players and modders on teamspeak i have noticed their skills in speaking/writing English,and their commonly made mistakes in interpretations of the English language And have helped several Germans with English translations on their websites,as English is my first language i know English somewhat better than those who have it as their 2nd or 3rd language I was even a regular poster at BF Basis,one of Germanys largest BF2/BF2142 sites,and reguarly helped and communicated with many Germans regarding modding Edit..and now the roles are reversed Edited March 18, 2010 by DEVILMAN Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 18, 2010 Report Share Posted March 18, 2010 And have helped several Germans with English translations on their websites,as English is my first language i know English somewhat better than those who have it as their 2nd or 3rd language I'd wish you would use your wonderful linguistic abilities to post helpful messages instead of using your superior knowledge of the english language to simply look for trouble and confrontation. Or are you simply trying to increase your post count ? That would explain a lot.... @Outlawz: Yeah, everything points to a hidden error which you can probably solve best by running bf2_r.exe. I know its not that easy anymore to run the debugger but i'm afraid you have run it to trace the error. You could also run a SP game and ( with the freecam ) observe the bots - it might be the usage of a weapon or something like that .... but its really hard to find the error that way. I once had a collision problem which only happended when a bot drove a certain tank and collided with the control point flag - two days until i found that error as the game typically crashed when i was at the other side of the map. Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 18, 2010 Author Report Share Posted March 18, 2010 Just to clarify, yes I am running in windowed mode and no I'm not running debugger because its fubar'd. I'll try with a new GPO and see if the crash repeats. I am running with custom kits in objects_server.zip; I changed the primary weapons of some kits to spice up the gameplay, however I did run with regular kits too and it also crashed then. Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 18, 2010 Author Report Share Posted March 18, 2010 (edited) I did a new GPO; well I removed the CP where the game crashed and it worked, no more crashing, however after first 3 mins of the game bots started camping, just sitting at a flag and not moving anywhere. Two US squads went to the next flag and just sat near it, but not on it while the rest of the US sat at the first CP. The entire MEC team seemed to have also been sitting at one CP in the middle of the map with like 2-3 bots attacking at most. Maybe this is some SA/navmesh problem? I can't really post the stuff on the Cp I removed since I lost now when I overwrote the files. I moved the infantry position for the CP bots were stuck at and bot camping stopped, map works flawlessly now, though I still want to add back the removed CP. Edited March 18, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
clivewil Posted March 19, 2010 Report Share Posted March 19, 2010 Two US squads went to the next flag and just sat near it, but not on it the spot where they 'sit' should be where you had set your Order Positions to, which should be inside the capture radius and on a valid piece of navmesh so they show as green in the editor instead of red. i assume they are all set correctly? if not, you can get some odd behaviour, or even a CTD when they go for the flag. (did you check that with the last CP, the one you deleted?) Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 19, 2010 Author Report Share Posted March 19, 2010 (edited) clive, read the last line I moved the infantry position for the CP bots were stuck at and bot camping stopped, map works flawlessly now, though I still want to add back the removed CP. Not sure about that removed CP, the positions were on the mesh, however most of the flags are in areas inaccessible to vehicles so the vehicle positions are near the CP, could that cause issues? Edited March 19, 2010 by Outlawz Quote Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted March 20, 2010 Report Share Posted March 20, 2010 If your map does have vehicles it will lead to bots sitting in their cars and idle because they can't reach the next SA with it. If your map doesn't come with land vehicles its no problem. Quote Link to comment Share on other sites More sharing options...
Outlawz Posted March 20, 2010 Author Report Share Posted March 20, 2010 Well so far I saw the bots abandoning the jeeps on the vehicle points and the APCs would ignore the CP and go kill stuff. Quote Link to comment Share on other sites More sharing options...
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