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Forum: All Forums : Call of Duty 2
Category: CoD2 MP Mapping
CoD 2 mapping and level design.
Moderators: foyleman, Foxhound, Mystic, StrYdeR, batistablr, Welshy, DrBiggzz, supersword, playername
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Author Topic: Several errors
jacslx
General Member
Since: Apr 19, 2007
Posts: 90
Last: Feb 19, 2018
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Tuesday, Feb. 13, 2018 08:37 pm
Howdy all.. last time I successfully created a map back in 2009. My friends and I played many hours on the map. After a bit of a vacation, my friends and I have decided to return to COD2. Anyways, I grabbed the old map I made that we loved, called "grasky". I found the .map file on my old rig and installed Radiant on the current machine. I loaded up the old map file in radiant just fine. Made a few changes, saved as "grasky2" and compiled. However, I am getting the "cod2map.exe has an error and must close" error when I compile, yet the compile is still working.

Before I started the compile, I made the necessary changes to the .gsc and .csv files. zipped them up following a tutorial i found here and made the mp_grasky.iwd . The IDW file was placed in the cod2>main folder with all the other IWD files.

I can run COD2MP and use the " ~ /map mp_grasky2" to call up the map to check my changes ... the load screen loads, then I get the "couldnt load the d3dbsp file" error. I copied the d3dbsp file that the compiler created and was placed in the maps>mp folder thats in the IWD





Any help is appreciated. Thanks!
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jacslx
General Member
Since: Apr 19, 2007
Posts: 90
Last: Feb 19, 2018
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Thursday, Feb. 15, 2018 08:40 pm
Well... now Im getting the "missing key #ambiant value " in the csv.

I copied a CSV from a stock map, changed the mapname and such. Get the same error.

Here is my CSV:


name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance,,,,,,,,,,,,,,,
ambient_mp_france,,ambient/amb_france01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_grasky2





Here is my gsc file:
main()
{
maps\mp\mp_mp_grasky2_fx::main();
maps\mp\_load::main();

setExpFog(0.0001, 0.30, 0.31, 0.34, 0);
ambientPlay("ambient_france");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".25");

}


Any help is appreciated. Thanks.

Jac
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Friday, Feb. 16, 2018 03:48 am
You don't need a custom CSV file for ambient sounds if you are going to use stock ones. The game engine will find the ambient sound as long as the alias name in your GSC file matches a stock sound.

In your specific case, you have "ambient_france" in your ambientPlay() function, and "ambient_mp_france" in your sound alias file. Hence, why you are getting the "missing ambient token" error.
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Friday, Feb. 16, 2018 03:51 am
jacslx writes...
Quote:
Howdy all.. last time I successfully created a map back in 2009. My friends and I played many hours on the map. After a bit of a vacation, my friends and I have decided to return to COD2. Anyways, I grabbed the old map I made that we loved, called "grasky". I found the .map file on my old rig and installed Radiant on the current machine. I loaded up the old map file in radiant just fine. Made a few changes, saved as "grasky2" and compiled. However, I am getting the "cod2map.exe has an error and must close" error when I compile, yet the compile is still working.

Before I started the compile, I made the necessary changes to the .gsc and .csv files. zipped them up following a tutorial i found here and made the mp_grasky.iwd . The IDW file was placed in the cod2>main folder with all the other IWD files.

I can run COD2MP and use the " ~ /map mp_grasky2" to call up the map to check my changes ... the load screen loads, then I get the "couldnt load the d3dbsp file" error. I copied the d3dbsp file that the compiler created and was placed in the maps>mp folder thats in the IWD





Any help is appreciated. Thanks!


This error is caused by a incomplete d3dbsp compile. It might be caused by your version of Windows. What are you running? Windows 10? Have you got all the necessary .dll files needed to run COD2 on Win 10? You need the following:

msvcp71.dll
mfc71.dll
msvcr71.dll
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jacslx
General Member
Since: Apr 19, 2007
Posts: 90
Last: Feb 19, 2018
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Feb. 16, 2018 12:43 pm
DemonSeed writes...
Quote:
You don't need a custom CSV file for ambient sounds if you are going to use stock ones. The game engine will find the ambient sound as long as the alias name in your GSC file matches a stock sound.

In your specific case, you have "ambient_france" in your ambientPlay() function, and "ambient_mp_france" in your sound alias file. Hence, why you are getting the "missing ambient token" error.


First, thanks for the reply, was hoping this place wasnt dead.

So, if I am using a stock ambient sound, what should the .csv look like ?

or, does the ambient line in the .gsc file need to be deleted?




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jacslx
General Member
Since: Apr 19, 2007
Posts: 90
Last: Feb 19, 2018
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Feb. 16, 2018 12:47 pm
DemonSeed writes...
Quote:
jacslx writes...
Quote:
Howdy all.. last time I successfully created a map back in 2009. My friends and I played many hours on the map. After a bit of a vacation, my friends and I have decided to return to COD2. Anyways, I grabbed the old map I made that we loved, called "grasky". I found the .map file on my old rig and installed Radiant on the current machine. I loaded up the old map file in radiant just fine. Made a few changes, saved as "grasky2" and compiled. However, I am getting the "cod2map.exe has an error and must close" error when I compile, yet the compile is still working.

Before I started the compile, I made the necessary changes to the .gsc and .csv files. zipped them up following a tutorial i found here and made the mp_grasky.iwd . The IDW file was placed in the cod2>main folder with all the other IWD files.

I can run COD2MP and use the " ~ /map mp_grasky2" to call up the map to check my changes ... the load screen loads, then I get the "couldnt load the d3dbsp file" error. I copied the d3dbsp file that the compiler created and was placed in the maps>mp folder thats in the IWD





Any help is appreciated. Thanks!


This error is caused by a incomplete d3dbsp compile. It might be caused by your version of Windows. What are you running? Windows 10? Have you got all the necessary .dll files needed to run COD2 on Win 10? You need the following:

msvcp71.dll
mfc71.dll
msvcr71.dll




I am on Win10, yes. I wasnt aware that I needed some files. Ill search for them and find where they go. I set to run COD2MP.exe in compatibility mode.

edited on Feb. 16, 2018 01:03 pm by jacslx

Edit:
I have downloaded the files and put them in the system32 folder.
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jacslx
General Member
Since: Apr 19, 2007
Posts: 90
Last: Feb 19, 2018
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Friday, Feb. 16, 2018 01:24 pm
so i followed the ambiant sound tutorial by caretaker. Still getting the "key '#ambiance' missing value in 'maps/mp/mp_grasky2.csv'

here is my .csv : (which was copied and pasted from the tutorial)


Quote:
name,sequence,file,vol_min,vol_max,vol_mod,pitch_min,pitch_max,dist_min,dist_max,channel,type,probability,loop,masterslave,loadspec,subtitle,compression,secondaryaliasname,volumefalloffcurve,startdelay,speakermap,reverb,lfe percentage

#Ambiance
ambient_mp_grasky2,,ambient/amb_france01b.mp3,0.63,,,,,,,local,streamed,,looping,,mp_grasky2



Here is my .gsc file , again updated with the caretaker ambiant sound tutorial.


Quote:

main()
{
maps\mp\_load::main();

setExpFog(0.0001, 0.30, 0.31, 0.34, 0);
ambientPlay("ambient_mp_grasky2");

game["allies"] = "american";
game["axis"] = "german";
game["attackers"] = "allies";
game["defenders"] = "axis";
game["american_soldiertype"] = "normandy";
game["german_soldiertype"] = "normandy";

setcvar("r_glowbloomintensity0","1");
setcvar("r_glowbloomintensity1","1");
setcvar("r_glowskybleedintensity0",".25");

}



edited on Feb. 16, 2018 01:31 pm by jacslx
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DemonSeed
General Member
Since: Apr 30, 2009
Posts: 1362
Last: Feb 19, 2018
[view latest posts]
Level 8
Im a fan of MODSonair
Category: CoD2 MP Mapping
Posted: Friday, Feb. 16, 2018 05:04 pm
Quote:
maps/mp/mp_grasky2.csv


That is telling me you've put your soundalias CSV file in the wrong folder. It must go in a "soundalias" folder.

The only CSV file you can put in your maps/mp folders is your loadscreen CSV file.

If in doubt about where to put certain files and what folders they go in, always look through the stock IWD files and see how the folder system is structured. Just copy their structure, putting the right files in the right folders.
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jacslx
General Member
Since: Apr 19, 2007
Posts: 90
Last: Feb 19, 2018
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Feb. 18, 2018 08:47 pm
DemonSeed writes...
Quote:
Quote:
maps/mp/mp_grasky2.csv


That is telling me you've put your soundalias CSV file in the wrong folder. It must go in a "soundalias" folder.

The only CSV file you can put in your maps/mp folders is your loadscreen CSV file.

If in doubt about where to put certain files and what folders they go in, always look through the stock IWD files and see how the folder system is structured. Just copy their structure, putting the right files in the right folders.


The only .csv file I have is in the soundaliases folder. I do not have a .csv in maps/mp folder. Not using a load screen. Which is really boggling my mind why its asking for an #Ambiant key value in a .csv file path that does not exist.

Thank you for your patience and help.


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jacslx
General Member
Since: Apr 19, 2007
Posts: 90
Last: Feb 19, 2018
[view latest posts]
Level 3
Category: CoD2 MP Mapping
Posted: Sunday, Feb. 18, 2018 09:31 pm
So for giggles, I clicked on Run Selected Map from the compile program. Got the same error, but when I looked at the console, I see this:

ERROR: Couldn't find material 'sequence'
WARNING: Could not find material 'sequence'
ERROR: Couldn't find material 'vol_min'
WARNING: Could not find material 'vol_min'
ERROR: Couldn't find material 'vol_mod'
WARNING: Could not find material 'vol_mod'
ERROR: Couldn't find material 'pitch_max'
WARNING: Could not find material 'pitch_max'
ERROR: Couldn't find material 'dist_max'
WARNING: Could not find material 'dist_max'
ERROR: Couldn't find material 'type'
WARNING: Could not find material 'type'
ERROR: Couldn't find material 'loop'
WARNING: Could not find material 'loop'
ERROR: Couldn't find material 'loadspec'
WARNING: Could not find material 'loadspec'
ERROR: Couldn't find material 'compression'
WARNING: Could not find material 'compression'
ERROR: Couldn't find material 'volumefalloffcurve'
WARNING: Could not find material 'volumefalloffcurve'
ERROR: Couldn't find material 'speakermap'
WARNING: Could not find material 'speakermap'
ERROR: Couldn't find material 'lfe percentage'
WARNING: Could not find material 'lfe percentage'
Error during initialization:
key '#Ambiance' missing value in 'maps/mp/mp_grasky2.csv'



This could be the "key" to my error.... pun intended :)

I hadnt setup a loadscreen yet so I didnt make a materials folder, nor is there a loadscreen .csv in the maps/mp folder.

Just using stock game sounds, Not sure why its looking for the above items in the materials folder.

edited on Feb. 18, 2018 09:35 pm by jacslx

edited on Feb. 18, 2018 09:38 pm by jacslx
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