[EA]LBrown Posted August 9, 2005 Report Share Posted August 9, 2005 If you've created a mod and need to know the steps needed to test it over the net, such as packaging, file pruning, and so on, check out this tutorial: http://bfeditor.gotfrag.com/Internet_Mod_T...g_Procedure.zip Link to comment Share on other sites More sharing options...
TWFox Posted August 17, 2005 Report Share Posted August 17, 2005 may sound a bit noobish but whats the shortcut to add to a normal BF2 launcher. is it along the lines of BFV "C:Program FilesEA GAMESBattlefield 2BF2.exe" +fullscreen 1 then aybe, "C:Program FilesEA GAMESBattlefield 2BF2.exe" +fullscreen 1 +mod totalwar +restart 1 ? Link to comment Share on other sites More sharing options...
[BFP]Vex Posted August 17, 2005 Report Share Posted August 17, 2005 You need your shortcut to look like this... "C:Program FilesEA GAMESBattlefield 2BF2.exe" +menu 1 +fullscreen 1 +modPath mods/YOUR_MOD_NAME_HERE Link to comment Share on other sites More sharing options...
[EACT]Adger Posted August 17, 2005 Report Share Posted August 17, 2005 In case you are running a dedicated Linux server and are in trouble getting your maps to work, have a look at this posting. Link to comment Share on other sites More sharing options...
darklandz Posted September 22, 2005 Report Share Posted September 22, 2005 Hello, I did not start an own mod, just made my map in the editor. The map works fine local so i wanted to test it with a friend connecting to my pc, i send him the directory where my map was in but it didn't work. I did not pack anything so if someone could point me what to do to make a final map (not mod!) i would be very happy Link to comment Share on other sites More sharing options...
H4wk Posted September 22, 2005 Report Share Posted September 22, 2005 open the editor, load your map. Then go to Mod->package map and pack your map Link to comment Share on other sites More sharing options...
JavaMoose Posted September 30, 2005 Report Share Posted September 30, 2005 open the editor, load your map.Then go to Mod->package map and pack your map Yeah, but which files do you distribute to a friend so they can try the map? Where do the "packaged" files go? Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted September 30, 2005 Report Share Posted September 30, 2005 You'll need the 'client.zip', the 'server.zip' and the 'info' folder making up a complete map. Those you put in the <MyMapName> folder... Link to comment Share on other sites More sharing options...
JavaMoose Posted September 30, 2005 Report Share Posted September 30, 2005 ]You'll need the 'client.zip', the 'server.zip' and the 'info' folder making up a complete map. Â Those you put in the <MyMapName> folder... Ahh! That's why it wasn't working for me, didn't get the 'Info' folder... Link to comment Share on other sites More sharing options...
[BF:A]Freeze Posted October 4, 2005 Report Share Posted October 4, 2005 I have followed the steps in this script and wrote it to a bat file. Read more here Link to comment Share on other sites More sharing options...
VioLenTsobRieTy Posted October 9, 2005 Report Share Posted October 9, 2005 Does anyone have an explanation for this error? I've just packaged my Mod according to LB Testing tutorial, but I crash to desktop everytime I try to click on the Local tab to create a local server to test with. And when I run the Debugger I cannot even load my mod. :roll: Link to comment Share on other sites More sharing options...
VioLenTsobRieTy Posted October 10, 2005 Report Share Posted October 10, 2005 PLEASE???? SOMEBODY?? If you have encountered this error or at least understand what it is refering to, why not share the answer???? I cannot even test my map with my new model. I've just reinstalled BF2 then repacked my mod and I get the IDENTICAL error. i'm missing a something here, and I don't think its the fx file this ****** keeps showing me... PLEASE refer to the post directly above this. And to reiterate, i've followed LBs topic tutorial and i've not missed a step, aside from the fact that there is no MAYA folder to delete in my mod (I figured that was just related to maya users) Why do I get that error(above) when I run the Debbuger??????? Link to comment Share on other sites More sharing options...
Zarkow Posted October 11, 2005 Report Share Posted October 11, 2005 I have seen some odd number of uses get it when trying to launch BF via different shortcuts, for example /run bf2 in mIrc and so on. The error means that the working-directory isn't pointed correctly. Include full path in name and mod-path...that usually seem to do the trick. Link to comment Share on other sites More sharing options...
[EA]LBrown Posted October 12, 2005 Author Report Share Posted October 12, 2005 Are you running the debugger (BF2_r.exe), or are you running the normal BF2.exe in windowed mode? Using the debugger will return lots of messages that are not in any way related to your game crashing. Do you get an error message when you run in windowed mode? Link to comment Share on other sites More sharing options...
VioLenTsobRieTy Posted October 12, 2005 Report Share Posted October 12, 2005 To LBrown, yes. I've run both in windowed and in full screen with the debugger and +modPath mod*Mod_Name* in the shortcut. Is this wrong? I assumed since I would be running the mod with that additional string, the same would apply to the BF2_r shortcut. The error, unfortunately, won't allow me to continue. I get the option to Retry or Cancel before I even see the Logo clips. I've tried copying the exact file mention into my level's common_client/shaders zip as the path seems to show, but the result is the same. -- When I try to run the mod with the shortcut attachment WITHOUT he debugger, the game will start and I can choose my profile, log in and the moment I click the Multiplayer tab, CTD. I also tried creating an entirely new mod with a simplistic level (containing undergrowth and overgrowth plus the CPs ans SPs) , packaging them and then running and i've recieved the identical error. That is about the time that I completely reinstalled the game. I left the editor well alone for fear of killing my map somehow. -- I've run my map many times under the bf2 mod with no problems at all, I even added my barbedwire model to stock zip so I could see it in game. And it showed up, completely textured and looking perfect, but every other static in the map was blank, like I confused the editor with my placement. BUT, i've completely reinstalled BF2 since then to eliminate any sort of manual blunder. Well, have a look... This is my Mod directory, altho some of these zips look completely empty. And this is my level directory. The empty zips are strange, but this is exactly how it packed straight out of the editor. --I'm also positive that i've loaded all of bf2's resources.-- Let me know what you think. :? And Thanks! Link to comment Share on other sites More sharing options...
NeVaR Posted November 2, 2005 Report Share Posted November 2, 2005 HEY! Did the 1.03 patch allow dedicated mod hosting now? Don't know how old this thread is so Link to comment Share on other sites More sharing options...
[EA]LBrown Posted November 4, 2005 Author Report Share Posted November 4, 2005 Yes, you can't mix mods, but you can run a dedicated, non-ranked server with your mod maps. Also note that there is a problem with passwords because they don't get remembered when the game restarts, so you can't password-protect a dedicated server running your custom mod. (unless the players switch to the custom mod first, then join by IP. In which case you can password-protect it, which will be good for some beta testing situations.) Hopefully that won't inconvenience too many people. Link to comment Share on other sites More sharing options...
Yithian Posted November 27, 2005 Report Share Posted November 27, 2005 The newest patch has messed up Mods again. Or at least ours. It will not let anyone, without SF, join the Mod server. Link to comment Share on other sites More sharing options...
Yithian Posted November 29, 2005 Report Share Posted November 29, 2005 Mach10 found the fix for those that have the same problem. For some reason, the new SF weapons HUD/icon textures were not loading-in with the rest of the BF2 Objects. Take the missing textures from the BF2 game, after the patch, and add them to your Mod. I don't think this is the correct method to use, but it does work. Link to comment Share on other sites More sharing options...
Cooloosus Posted November 15, 2007 Report Share Posted November 15, 2007 Yeah, but which files do you distribute to a friend so they can try the map? Where do the "packaged" files go? Your "packaged" files are in you level folder: C:\programfiles\ea games\battefield 2\mods\bf2\levels\my_map\ they are the ones called server and client zip, but you wil also have to take with you the info map (unpackaged) Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted November 15, 2007 Report Share Posted November 15, 2007 Please check dates before posting . You just bumped a 2-year old thread and he probably has solved that problem by now Link to comment Share on other sites More sharing options...
[EoDDev]TrahnLee Posted April 13, 2008 Report Share Posted April 13, 2008 Please check dates before posting . You just bumped a 2-year old thread and he probably has solved that problem by now I hate to bump this thread, but the links to the tutorial is dead. Link to comment Share on other sites More sharing options...
BrotherJustice Posted April 23, 2008 Report Share Posted April 23, 2008 I hate to bump this thread, but the links to the tutorial is dead. Hey buddy, I can get you this if you still need it. Check you PM Link to comment Share on other sites More sharing options...
mschoeldgen[Xww2] Posted April 23, 2008 Report Share Posted April 23, 2008 Get it from Doomlab : http://www.doomlab.com/bf2info.html Link to comment Share on other sites More sharing options...
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