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Forum: All Forums : Call of Duty: World at War
Category: CoDWW MP Mapping
CoD: World at War Multiplayer mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername, novemberdobby
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Author Topic: Server Script Compile error
frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Saturday, Mar. 12, 2011 03:26 pm
It's been a while, but i thought i'd try to load one of my maps up last night. However, i keep getting this error message:

Server Script Compile error
Could not find script "maps/mp/mp_castle_amb"

I don't remember having this problem last time.

Anyway, i've checked that folder, and the file is there.
I even trie commenting the line out in my mp_temple.gsc file like this:

//maps\mp\mp_castle_amb::main();

but i still get this error message.

Can anyone help please?????

thanks
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BraX
General Member
Since: Apr 29, 2008
Posts: 413
Last: May 26, 2012
[view latest posts]
Level 5
Im a fan of MODSonair
Category: CoDWW MP Mapping
Posted: Saturday, Mar. 12, 2011 03:39 pm
Make sure you saved GSC and recompiled Fast File. Anyway what is mp_castle_amb doing in mp_temple? ^^
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frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Sunday, Mar. 13, 2011 03:54 am
Thanks for the help. SO I rebuilt and it crashes when loading the map.

In my console_mp the last line says:

dvar set com_errorMessage Unhandled exception caught

I get a couple of errors when i build the map.

Firstly:

Error: Lightmap uses more than one pixel per inch
and then it tells me the brush number.
Is this a big issue?

Secondly

Error: Could not open '.../Zone_source/localized_mp_temple.csv

Do i need this file?

It also says could no open /Zone_source/english/assetlist files, but from what i remember i don't need these to run a map.


thanks


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frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Sunday, Mar. 13, 2011 04:13 am
these are the last few lines of text in the console file:

Database: Assets Sync Finished
dvar set cl_paused 0
dvar set long_blocking_call 0
dvar set sv_network_warning 0
dvar set cl_network_warning 0
dvar set loc_language 0
dvar set loc_forceEnglish 0
dvar set language english
dvar set cl_paused 0
dvar set com_errorTitle Error
dvar set com_errorMessage Unhandled exception caught

if that helps
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*UWS*ThisGuy
General Member
Since: Jul 31, 2008
Posts: 215
Last: Jan 7, 2012
[view latest posts]
Level 4
Category: CoDWW MP Mapping
Posted: Sunday, Mar. 13, 2011 10:14 am
its been a while but....

Check your maps .csv located in the zone folder and make sure its not calling the mp_castle_amb

And from what I can remember those compile errors should still let you test your map.

If this doesnt help post your GSC and your CSV files
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frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Monday, Mar. 14, 2011 01:02 pm
as it isn't kicking up a fuss about the castle script anymore, i think its safe to say that isn't the problem. I will try to resolve the lightmap errors first.

But this is weird, it starts to load up and says setting up game, and then i get a black screen. I swear i never used to have this problem.

Anyway, here are my files: Firstly Zone_Source file:

ignore,code_post_gfx_mp
ignore,localized_code_post_gfx_mp
ignore,common_mp
ignore,localized_common_mp

col_map_mp,maps/mp/mp_temple.d3dbsp

//sound,mp_castle,mp_castle,all_mp

material,showdownmap

//material,compass_map_mp_castle
//material,compass_overlay_map_castle

include,mptypes_pacific

include,water

xmodel,skybox_mp_knee

rawfile,sun/mp_temple.sun
material,sun
material,sun_flare


rawfile,maps/mp/mp_temple.gsc
//rawfile,maps/mp/mp_castle_fx.gsc
//rawfile,maps/mp/mp_castle_amb.gsc
//rawfile,maps/mp/createart/mp_castle_art.gsc
//rawfile,maps/mp/createfx/mp_castle_fx.gsc


rawfile,devgui_fx.cfg


//rawfile,vision/mp_castle.vision
//rawfile,vision/default.vision


// Client Scripts,
rawfile,clientscripts/mp/mp_temple.csc
//rawfile,clientscripts/mp/mp_castle_amb.csc
//rawfile,clientscripts/mp/mp_castle_fx.csc
//rawfile,clientscripts/mp/createfx/mp_castle_fx.csc


Then my mp_temple.gsc file

main()
{
// maps\mp\mp_cargoship_fx::main();
// maps\createart\mp_cargoship_art::main();
// needs to be first for create fx
// maps\mp\mp_castle_fx::main();

maps\mp\_load::main();

// maps\mp\mp_castle_amb::main();

// maps\mp\_compass::setupMiniMap("compass_map_mp_castle");

// setExpFog(300, 1400, 0.5, 0.5, 0.5, 0);
// VisionSetNaked( "mp_cargoship" );
// ambientPlay("ambient_cargoshipmp_ext");

// If the team nationalites change in this file,
// you must update the team nationality in the level's csc file as well!
game["allies"] = "marines";
game["axis"] = "japanese";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["allies_soldiertype"] = "pacific";
game["axis_soldiertype"] = "pacific";

// setdvar( "r_specularcolorscale", "1" );

// setdvar("compassmaxrange","2100");


game["strings"]["war_callsign_a"] = &"MPUI_CALLSIGN_CASTLE_A";
game["strings"]["war_callsign_b"] = &"MPUI_CALLSIGN_CASTLE_B";
game["strings"]["war_callsign_c"] = &"MPUI_CALLSIGN_CASTLE_C";
game["strings"]["war_callsign_d"] = &"MPUI_CALLSIGN_CASTLE_D";
game["strings"]["war_callsign_e"] = &"MPUI_CALLSIGN_CASTLE_E";

game["strings_menu"]["war_callsign_a"] = "@MPUI_CALLSIGN_CASTLE_A";
game["strings_menu"]["war_callsign_b"] = "@MPUI_CALLSIGN_CASTLE_B";
game["strings_menu"]["war_callsign_c"] = "@MPUI_CALLSIGN_CASTLE_C";
game["strings_menu"]["war_callsign_d"] = "@MPUI_CALLSIGN_CASTLE_D";
game["strings_menu"]["war_callsign_e"] = "@MPUI_CALLSIGN_CASTLE_E";

// Spawned Collision



// enable new spawning system
// maps\mp\gametypes\_spawning::level_use_unified_spawning(true);


}

Then in clientscripts\mp i have mt mp_temple.csc file:

// Commented Out yourmapname_amb encase you don't have one

#include clientscripts\mp\_utility;

main()
{
// If the team nationalites change in this level's gsc file,
// you must update the team nationality here!
// level.allies_team = "russian";
// level.axis_team = "german";


clientscripts\mp\_load::main();

// clientscripts\mp\mp_yourmapname_fx::main();

thread clientscripts\mp\_fx::fx_init(0);

thread clientscripts\mp\_audio::audio_init(0);

// thread clientscripts\mp\mp_yourmapname_amb::main();

// This needs to be called after all systems have been registered.
thread waitforclient(0);

println("*** Client : mp_fxer running...");
}


I'm going to ask some newb questions here, but what exactly is a CSC file for?
what does CSC stand for? Or GSC?
thanks

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frankycfurter
General Member
Since: Jul 22, 2008
Posts: 21
Last: Mar 16, 2011
[view latest posts]
Level 1
Category: CoDWW MP Mapping
Posted: Monday, Mar. 14, 2011 01:43 pm
So i ran it again and it worked :) Then i deleted the brushes that were casuing lightmaps errors, and that stoped error messages coming up when i was compiling.
Then i tried to play it again, and i had a black screen again :(

The only thing i can think of it that its a internet/connection issue. I haven't got the latest update. I'll get that and try again.
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