DM-DW'sStorageFaciity

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DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

Anonymouse wrote: Ants place has 2 volvo's, a dodge, and 2 motercycles :sbigsmile: and a bunch of translocators and redeemers(you can't steal them.)
Da what?
What in the world am I suppose to do with those? I know I have someone's name on those deemer missiles but the volvo and the .... nevermind.

There's no need to give me a treasure island. If you want to put a smile on me, all you could do is to complete a well designed map.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

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Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

It's fine, you will become famous. Isn't that what you want? Besides, a person's name needs to be in a map in order to make it a "Gift" map.
Anyway, Just download and see if it works. If not, there will be a delay :sdull:
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DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat

Still broken...missing stuff and crashing UT and UnrealEd...

Error from Unreal Ed:

Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3595 MHz with 2046MB RAM
Video: NVIDIA GeForce 8800 GT (7516)

Bad expr token 5b

History: SerializeExpr <- (5B) <- UStruct::Serialize <- (Class myLevel.ShieldCharge2) <- UState::Serialize <- UClass::Serialize <- (Class myLevel.ShieldCharge2) <- LoadObject <- (Class myLevel.ShieldCharge2 835574==835574/4012153 835523 71) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::LoadPackage <- UEditorEngine::Exec_Map <- UEditorEngine::Exec <- (MAP LOAD FILE="F:\TESTING Facility\DM for MM\DM-DW'sStorageFacility.ut2").. <- UUnrealEdEngine::Exec <- FileOpen <- WEditorFrame::OnCommand <- WWindow::WndProc <- WWindow::StaticProc <- MessagePump <- MainLoop

Readout from the Editor Log:

Cmd: MAP LOAD FILE="F:\TESTING Facility\DM for MM\DM-DW'sStorageFacility.ut2"
Log: New File, Existing Package (Package myLevel, Package DM-DW'sStorageFacility)
Log: Failed to load '2009BenderStaticMesh': Can't find file for package '2009BenderStaticMesh'
Log: Failed to load '2009BenderStaticMesh': Can't find file for package '2009BenderStaticMesh'
Log: Failed to load 'CrazyCannon': Can't find file for package 'CrazyCannon'
Warning: Missing Texture Texture BattleBike_Tex.Bike79SkinA
Warning: Missing Texture Texture BattleBike_Tex.Bike79SkinB
Warning: Missing Texture Texture BattleBike_Tex.Bike78C
Log: Failed to load 'CrazyCannon': Can't find file for package 'CrazyCannon'
Log: Failed to load 'CrazyCannon': Can't find file for package 'CrazyCannon'
Log: Failed to load '2009BenderStaticMesh': Can't find file for package '2009BenderStaticMesh'
Log: Failed to load '2009BenderStaticMesh': Can't find file for package '2009BenderStaticMesh'
Log: Failed to load 'CrazyCannon': Can't find file for package 'CrazyCannon'
Log: Failed to load 'CrazyCannon': Can't find file for package 'CrazyCannon'
Log: Failed to load '2009BenderStaticMesh': Can't find file for package '2009BenderStaticMesh'
Log: Failed to load '2009BenderStaticMesh': Can't find file for package '2009BenderStaticMesh'
Critical: Bad expr token 5b
Critical: Windows GetLastError: There are no more files. (18)
Exit: Executing UObject::StaticShutdownAfterError
Log: Waiting for file streaming thread to finish...
Exit: OpenAL Audio subsystem shut down.
Exit: Executing UWindowsClient::ShutdownAfterError
Critical: SerializeExpr
Critical: (5B)
Critical: UStruct::Serialize
Critical: (Class myLevel.ShieldCharge2)
Critical: UState::Serialize
Critical: UClass::Serialize
Critical: (Class myLevel.ShieldCharge2)
Critical: LoadObject
Critical: (Class myLevel.ShieldCharge2 835574==835574/4012153 835523 71)
Critical: ULinkerLoad::Preload
Critical: PreLoadObjects
Critical: UObject::EndLoad
Critical: UObject::LoadPackage
Critical: UEditorEngine::Exec_Map
Critical: UEditorEngine::Exec
Critical: (MAP LOAD FILE="F:\TESTING Facility\DM for MM\DM-DW'sStorageFacility.ut2")..
Critical: UUnrealEdEngine::Exec
Critical: FileOpen
Critical: WEditorFrame::OnCommand
Critical: WWindow::WndProc
Critical: WWindow::StaticProc
Critical: MessagePump
Critical: MainLoop
Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
Cmd: MAYBEAUTOSAVE
Log: Log file closed, 01/17/10 21:55:00
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Mouse, seems like you're doomed with this map... lol.
Sorry I didn't mean to laugh. (silently laughs in an evil manner)

Seems like copying other people's custom work is giving you trouble hey?
But I can see that you are stuborn, and pressist in using them anyway.

A lot of people did advise you not to... but please don't let us stop you.
Seems you doing just fine...

No really, don't give up, keep going.

I read a topic in Epic's own website that people sometimes encrypt their maps, so their stuff can't be copied properly.
sometimes people hide their custom things on the Editor, so you can't see them, even if you can open the map with editor.
Properties > bHiddenEditor=True.

If that's the case, you didn't copy the whole thing since you can't see it, and therefore get errors.

Sigh... you could have made a decent map, and all ready by now if only you would have just stuck to the default meshes, etc...

Never mind.

Keep doing what you're doing, you're going the right way.
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Skyline
1337 Haxor
Posts: 257
Joined: Thu Nov 06, 2008 3:13 am
Xfire: 40shards
Location: UK

I managed to find all the packages the map still needed and took a good look through the map. The packages still relied on are:

1. 2009BenderStaticMesh
- The 'ShieldCharge' Emitters you've put in are directly from the package. Switch them to a different emitter and you're done.

2. CrazyCannon
- This weapon is pretty ridiculous anyway... if you want an interesting weapon in the secret then you have the Nuke Layer, Ripper, Mine Layer, INV Gravity Vortex, Enhanced Redeemer etc. to choose from... if you really want to use it, it would be possible to myLevel it, but it isn't really worth the effort.

3. Weapons of Evil mod
- Fyrian Cannon. It would take a lot of effort to get this into its own package/myLevel it, so just do as above and pick a weapon that's already easily available. Note that for some reason there are pickups outside of the playable map which don't seem to do anything.

4. BattleBike_Tex
- The two bikes in Ant's crate still need their textures from here. When you open the map you will notice that the package already shows up in the Texture browser. Right-click and 'rename' each texture in turn, only changing the Package to myLevel. Save the map and shut UEd, but do not save changes to BattleBike_Tex. The meshes you have put in will then self-update to the myLevel versions.

Everything should work fine afterwards :ssmile:

Edit: If anyone wants to take a look at the map beforehand, I made a quick edit without the weapon bases with the custom weapons on, the ShieldCharge emitters and the bikes in the crate, so that the map no longer relies on anything custom. Download is here.
DW_KarmaKat
Site Admin
Posts: 2005
Joined: Thu Mar 23, 2006 12:00 am
Xfire: KarmaKat


Shards, thanks for taking the time to help out! I absolutely don't have enough minutes in my day to be able to offer in depth corrections.

A word of caution here...if any mappers want their work to be seen on Monster Mash, please think twice about using custom weapons in your map!

Please remember to myLevel any other custom content! With the huge number of files involved in running the servers, it's imperative that things be kept as tidy as possible. Anything you can do to keep me from having to chase down or handle stray files will increase the likelihood that I'll have more time to get your map on the test server. By myLeveling content you'll also ensure that it can be played by everyone who downloads it. no matter where they get the file.

KKat
Karma...a term that comprises the entire cycle of cause & effect...
Kat...a supercilious quadrupedal pile of fur that doesn´t give a flying fig for Karma...
Nelsoncarmo26
1337 Haxor
Posts: 395
Joined: Tue Sep 08, 2009 1:21 pm
Xfire: QuantumEquilibrium
Location: Portugal
Contact:

Mouse, how's the progress with your map?

How you doing in there?
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Anonymouse
1337 Haxor
Posts: 179
Joined: Sat Aug 01, 2009 7:35 pm
Location: Ithaca, NY

I guess the 2 custom weaps will be taken out and, the ripper and enhanced deemer? Are they automatic to be in mylevel? My computer with unrealed broke and I'm waiting for my dad to fix it :swondering:

Shards, I'm impressed on what you have done to help us all out, and I will try and finish asap because of the new info :salute:
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Skyline
1337 Haxor
Posts: 257
Joined: Thu Nov 06, 2008 3:13 am
Xfire: 40shards
Location: UK

There are several Ripper files which you need if you want to use it in the map; AFAIK the Enhanced Redeemer is on Choco's Dome of Doom, and the file is called EHRedeemer.u . Once you've played a map with either in just extract the file(s) with a cache extractor and you should be good to go.
DW_Ant
DW Clan Member
Posts: 2679
Joined: Sat Jun 21, 2008 11:00 pm
Location: North Carolina

I should add that it's a bad idea to have the enhanced deemer on small maps. Please only place the deemer if you have the space for it.
The difference between successful people from others is
not in the lack of strength,
not in the lack of knowledge,
but rather in the lack of will.

FFE466

_________________________
{F}{AH}{CivFR}{XC}{U}{DF}{CJ}{SD}
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