View Full Version : SCAR help for a complete N00b....
MoD N00b
6th Aug 08, 5:36 AM
I am creating a map, but before i go to far i need a little help.....
This is a quick picture of the map i am making, but i have no idea how to make/edit SCAR(?), to create the tunnel effect. but am willing to learn, as i would use this alot. :headphone
http://i30.photobucket.com/albums/c305/gchalkley/DoW%20Maps/Map2x2.jpg
If anyone can help me, i would be most greatful
Skeletalowl
6th Aug 08, 5:38 AM
mate did you download castle ruoenstein like we said in the other thread? :-)
MoD N00b
6th Aug 08, 5:52 AM
no, as it states it's for DoW WA only. This is the only one i dont have. And i wouldnt have a clue as to where to start on look for the files :slap:
Skeletalowl
6th Aug 08, 6:08 AM
eh...let me assure you it also works in DC and SS...i was playing it in SS just the other day...when you download it there will be 5 files i presume...one will say "Castle Ruoenstein.scar" thats the one you want to open in either notepad or SCite...it will show you the scar code for it...then open "Castle Ruoenstein.sgb" in the ME... then have a look at how the tunnels were made...then go from there...
MoD N00b
6th Aug 08, 6:17 AM
ahhh, ok.
sorry it read on the website it was for WA, so i didnt bother downloading.
Thanks
EDIT: ok i have had a look at the scar, and it mentions "mkr_insideTunnel1", how do i add markers? is this done in ME?
Skeletalowl
6th Aug 08, 6:29 AM
yep...up the top in the ME where u have the option to select "objects" "decals" etc etc...there is a red flag looking thingy...click that...then u wanna place a basic marker...
then...name each one respectively...(do this up the top before u place a new marker otherwise it crashes the ME for some reason dont know y)
"mkr_tunnelin1"
"mkr_tunnelout1"
"mkr_tunnelin2"
mkr_tunnelout2"
etc etc...obviously we put the "in" markers where u want the entrance to be...and the "out" markers at the place where u want them to exit :-)
oh ye...and on the "in" markers be sure to set a proximity...u can tinker for how big u want it to be...standard proximity is 5.00 but ive made a few of mine bigger then that for sheer melee fun :D
MoD N00b
6th Aug 08, 6:31 AM
lol, can the tunnels be set to allow traffic both ways?
Skeletalowl
6th Aug 08, 6:35 AM
they can be...but ull have to place an extra set of "in" and "out" markers...plus dont let the markers overlap...otherwise i believe it causes a sync error...
Tunnel A (u can put the "mkr_tunnelin1" marker inside here as close as u want"
few spaces away so ppl dont get stuck etc u put a "mkr_tunnelout2" marker for exiting when coming back
Tunnel B (here u put your "mkr_tunnelin2" marker as close as u want)
few spaces away u put "mkr_tunnelout1"
MoD N00b
6th Aug 08, 7:01 AM
Thanks very much Skeletalowl.
I'm gonna have a little play with the scar when i get home.
can this also be used for teleporters?
I'm guessing yes
Could someone explain what this bit of code will do:
g_Player1 = World_GetPlayerAt(0)
g_Player2 = World_GetPlayerAt(1)
g_Player3 = World_GetPlayerAt(2)
g_TunnelDelay = 8 -guessing this is to do with delay on emerging troops
g_EntryCount = 0
g_ExitCount = 0
g_SimulCount = 0
Skeletalowl
6th Aug 08, 7:04 AM
yes i believe you can use that same code for teleporters...regarding the bit of code you've pasted...its the ongame initialization...basically its checking (i think) for players 1,2,3 and confirming it with the game that those players exist...correct guess on the tunnel delay :-) theres an 8 sec delay on the troops reappearing outside...the others just means that the troops disappear into their tunnel immediately
MoD N00b
6th Aug 08, 7:09 AM
ok. last bit i promise :stupido:
Rule_AddInterval( Rule_Tunnel1, 1 )
Rule_AddIntervalDelay( Rule_Tunnel2, 1, 0.5 )
Now i am guessing that tunnel 2 has a .5 delay. but what is the 1 after Rule_TUNNEL1, "1" for?
Skeletalowl
6th Aug 08, 7:20 AM
1 squad per a time i think :-) aka cant transport 2 or 3 squads all at once...
MoD N00b
6th Aug 08, 7:25 AM
ahhh got it. so if it was ", 5, 0.5" it would be no more the 5 squads, but at a delay of .5 :jump:
by-george i think i may have it!!!! :rofl: :rofl: :jump:
Skeletalowl
6th Aug 08, 7:36 AM
i think so :-) but im not 100% sure myself
MoD N00b
6th Aug 08, 7:42 AM
i think so :-) but im not 100% sure myself
Cool will give it a try. Once i have the scar done, where does it go in comparisson to my map. I know where the map itself goes
Skeletalowl
6th Aug 08, 7:54 AM
same folder as ur map...so the mp folder...and make sure u save the scar file as the exact same name as ur map name...
so if your map is called for example "Mountain Ranges of Horror.sgb"
then your scar file must also be called "Mountain Ranges of Horror.scar"
MoD N00b
6th Aug 08, 8:09 AM
thank you very much sir.
will let you know how it goes later once i've had a play around with it
cagecrawler
6th Aug 08, 11:32 AM
Rule_AddInterval( Rule_Tunnel1, 1 )
Rule_AddIntervalDelay( Rule_Tunnel2, 1, 0.5 )
The ScarDoc (http://www.relicrank.com/frameset/frameset.htm) is very useful for checking what parameters mean.
Void Rule_AddInterval( LuaFunction f, Real interval )
Add a rule to be executed at every 'interval' seconds
Source: [LuaRuleSystem.cpp (547)]
Void Rule_AddIntervalDelay( LuaFunction f, Real interval, Real delay )
Add a rule to be executed at every 'interval' seconds, executed for the first time after 'delay' seconds
Source: [LuaRuleSystem.cpp (553)]
MoD N00b
6th Aug 08, 11:55 AM
ok, i get a fatel error returned.
-------------------------------------------------
--[[ IMPORTS ]]
-------------------------------------------------
import("ScarUtil.scar")
import("WXPScarUtil.scar")
-------------------------------------------------
--[[ON GAME SETUP]]
-------------------------------------------------
g_Player1 = World_GetPlayerAt(0)
g_Player2 = World_GetPlayerAt(1)
g_TunnelDelay = 5
g_EntryCount = 0
g_ExitCount = 0
g_SimulCount = 0
t_Tunnel1Queue = { }
-------------------------------------------------
--[[ ON INITIALIZATION ]]
-------------------------------------------------
function OnInit()
Rule_AddInterval( Rule_Tunnel1, 1 )
end
--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]]
Scar_AddInit(OnInit)
-------------------------------------------------
--[[ TUNNELS ]]
-------------------------------------------------
function Rule_Tunnel1()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
if Player_AreSquadsNearMarker( g_Player1, "mkr_insideTunnel1" )
then
-- get the squads and despawn them
Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_insideTunnel1" )
SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
g_EntryCount = g_EntryCount+1
table.insert(t_Tunnel1Queue, 0)
end
local numQueuing = table.getn(t_Tunnel1Queue)
if numQueuing > 0 then
-- loop through table, increasing all values by 1
for i = 1, numQueuing do
t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1
end
-- spawns the next squad if it's been in long enough
if t_Tunnel1Queue[1] >= g_TunnelDelay then
SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_outsideTunnel1" )
SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
g_ExitCount = g_ExitCount+1
table.remove(t_Tunnel1Queue, 1)
end
end
end
i'm trying it out on 2 tunnels, 1 is in tunnel the other is out tunnel
Could someone point out where i'm going wrong??
Jaguar-Lord
6th Aug 08, 11:54 PM
i need to know what Fatal Scar error is returned.
Run the game in -dev mod and post here the scarlog.txt found, after exiting the game to desktop, here
Dawn of War - Dark Crusade\Logfiles\2008-07-28.21-48-41\scarlog.txt
but at first glance :
local numQueuing = table.getn(t_Tunnel1Queue)
if numQueuing > 0 then
for i = 1, numQueuing do
t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1 -- loop through table, increasing all values by 1
end
end
each "for" "if" "elseif" must be closed by "end", there was an "end" missing in the block i quoted above and misplaced.
try this new code :
-------------------------------------------------
--[[ IMPORTS ]]
-------------------------------------------------
import("ScarUtil.scar")
import("WXPScarUtil.scar")
-------------------------------------------------
--[[ON GAME SETUP]]
-------------------------------------------------
g_Player1 = World_GetPlayerAt(0)
g_Player2 = World_GetPlayerAt(1)
g_TunnelDelay = 5
g_EntryCount = 0
g_ExitCount = 0
g_SimulCount = 0
t_Tunnel1Queue = { }
-------------------------------------------------
--[[ ON INITIALIZATION ]]
-------------------------------------------------
function OnInit()
Rule_AddInterval( Rule_Tunnel1, 1 )
end
--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]]
Scar_AddInit(OnInit)
-------------------------------------------------
--[[ TUNNELS ]]
-------------------------------------------------
function Rule_Tunnel1() --[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
if Player_AreSquadsNearMarker( g_Player1, "mkr_insideTunnel1" ) then
Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_insideTunnel1" ) -- get the squads and despawn them
SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
g_EntryCount = g_EntryCount+1
table.insert(t_Tunnel1Queue, 0)
end
local numQueuing = table.getn(t_Tunnel1Queue)
if numQueuing > 0 then
-- loop through table, increasing all values by 1
for i = 1, numQueuing do
t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1
end
end
-- spawns the next squad if it's been in long enough
if t_Tunnel1Queue[1] >= g_TunnelDelay then
SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_outsideTunnel1" )
SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
g_ExitCount = g_ExitCount+1
table.remove(t_Tunnel1Queue, 1)
end
end
report here after you test it.
JL
MoD N00b
7th Aug 08, 12:01 AM
Thank you JL, i will try it again tonight when i get home :jig:
MoD N00b
7th Aug 08, 11:07 AM
is there something else i am meant to do???
this time i am not getting a Scar Error. But the squads etc are not going through the tunnel!!!
please help, its driving me nutts
fuggles
7th Aug 08, 11:12 AM
Probably you've either not setup the markers in the ME or you are playing with random start positions, in which case you might well be g_player2 who is not setup to trigger the tunnel
MoD N00b
7th Aug 08, 11:19 AM
i have it set so the teams are decided by me, i am set as player 1.
this is a screen shot from ME, with the mark mkr_intunnel1
EDIT:
http://i30.photobucket.com/albums/c305/gchalkley/untitled123.jpg
"To get it to work, copy the extension from a unit that already has it, copy it you your chosen unit and tweak the values. Animations will probably be missing for units that don't have it.
look in the sbps->races->[race name]->[unit name]->squad_jump_ext"
Found this, but when i try to copy squad_jump_ext from the terminators, corsix tool crashes :crash:
fuggles
7th Aug 08, 4:16 PM
I have no idea why you are changing things in AE, you do not need to do this to make the SCAR work. Post your whole code will you?
MoD N00b
7th Aug 08, 11:44 PM
the code that is being used, is what JL has edited for me. Which is post #20
Jaguar-Lord
8th Aug 08, 1:08 AM
no scar error and the teleport do not work....looks like the code is not working at all.
a quick tip : in the victory condition select the "game timer" if the timer is not displaying ingame then your scar code is not running, you got not scar error it just do not runs....because of a function not closed most of the time.
quoting myself.....again
i need to know what Fatal Scar error is returned.
Run the game in -dev mod and post here the scarlog.txt found, after exiting the game to desktop, here
Dawn of War - Dark Crusade\Logfiles\2008-07-28.21-48-41\scarlog.txt
or the warning logs found in DC/ss main folder
2)What the hell are you doing with the AE and Corsix mod studio ??? it as absolutly NOTHING to do with the Scar code and the map.
JL
fuggles
8th Aug 08, 1:19 AM
To clarify, I meant random start positions. You are always player 1, but unless you start at the world start marker assigned to player 1, then you are not player 1 in the SCAR.
Turn on fixed world positions just to make sure.
MoD N00b
8th Aug 08, 1:29 AM
no scar error and the teleport do not work....looks like the code is not working at all.
a quick tip : in the victory condition select the "game timer" if the timer is not displaying ingame then your scar code is not running, you got not scar error it just do not runs....because of a function not closed most of the time.
quoting myself.....again
or the warning logs found in DC/ss main folder
2)What the hell are you doing with the AE and Corsix mod studio ??? it as absolutly NOTHING to do with the Scar code and the map.
JL
http://forums.relicnews.com/showthread.php?t=200604
From corncobman!!! :soul:
i will post up the warning logs tonight when i get home
Jaguar-Lord
8th Aug 08, 1:49 AM
Corncobman didn't understood anything at what you wanted at the time, and you didn't understood what he was talking about neither (no offense intended, you could'nt knew it..)
You made the precision : "i want a teleporter like in the CMPII map" after i asked you, so do not blame anyone but yourself.
now if you want me to help you you'll have to do exactly what i tell you.(if you had post the scarlog.txt before your problem would have already been solved....) If you do not like this, well....ask someone else.
:)
MoD N00b
8th Aug 08, 2:00 AM
I'm not blaming cobcornman at all. :bigwave:
I blame me for it, as i havent exactly explained very well.
Yes, i would like your help and fully appreciate it.
Once i get the scarlog i will upload the doc.
MoD N00b
9th Aug 08, 1:08 AM
ok this is the the warnings log
18:56:31.12 DARKCRUSADE started at 2008-08-07 18:56
18:56:31.12 OS NT 5.1, 2038MB Physical Memory
18:56:31.12 RUN-OPTIONS
18:56:31.12 WORKING-DIR C:\Program Files\THQ\Dawn of War - Dark Crusade
18:56:31.12 USER gavin.chalkley
18:56:31.12
18:56:33.21 MATHBOX -- Version=5, Cpu=INTEL Pentium-III:f=6,m=7, Mode=SSE
18:56:33.21 FILESYSTEM -- filepath failure, path does not exist 'Engine\Locale\english\Data'
18:56:33.21 GAME -- Warning: Failed to map folder 'Engine\Locale\english\Data'.
18:56:33.21 GAME -- Warhammer, 1.2, Build 96815
18:56:33.21 GAME -- Available memory: 2037MB RAM, 3880MB Pagefile
18:56:33.21 State::State - set socket send buffer to 131072
18:56:33.21 State::State - set socket receive buffer to 131072
18:56:33.21 HostState - 192.168.1.3:6112 / 192.168.1.3:6112
18:56:33.21 Session : Now Host
18:56:33.21 Session : We are now a Host
18:56:33.21 PeerState - 192.168.1.3:6112 / 192.168.1.3:6112
18:56:33.21 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
18:56:33.21 GSTransport::Connect - GT2AddressError
18:56:33.21 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
18:56:33.21 SPDx9 -- Driver Name = igxprd32.dll Device = \\.\DISPLAY1 Desc = Mobile Intel(R) 965 Express Chipset Family
18:56:33.21 SPDx9 -- Driver Vendor = 0x8086 Device = 0x2A02 SubSys = 0x01F91028 Rev = 0x000C
18:56:33.21 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x133E (4926)
18:56:33.21 SPDx9 -- Driver GUID = {D7B78E66-6942-11CF-A660-F321ADC2CB35}
18:56:33.21 SPDx9 -- Unable to start graphics driver, CreateDevice failed (Out of video memory)! There may be another application running that is conflicting with Direct3D.
18:56:33.21 SPDx9 -- Driver Name = igxprd32.dll Device = \\.\DISPLAY1 Desc = Mobile Intel(R) 965 Express Chipset Family
18:56:33.21 SPDx9 -- Driver Vendor = 0x8086 Device = 0x2A02 SubSys = 0x01F91028 Rev = 0x000C
18:56:33.21 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x133E (4926)
18:56:33.21 SPDx9 -- Driver GUID = {D7B78E66-6942-11CF-A660-F321ADC2CB35}
18:56:33.21 SPDx9 -- Unable to start graphics driver, CreateDevice failed (Out of video memory)! There may be another application running that is conflicting with Direct3D.
18:56:33.21 SPDx9 -- Driver Name = igxprd32.dll Device = \\.\DISPLAY1 Desc = Mobile Intel(R) 965 Express Chipset Family
18:56:33.21 SPDx9 -- Driver Vendor = 0x8086 Device = 0x2A02 SubSys = 0x01F91028 Rev = 0x000C
18:56:33.21 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x133E (4926)
18:56:33.21 SPDx9 -- Driver GUID = {D7B78E66-6942-11CF-A660-F321ADC2CB35}
18:56:33.21 SPOOGE -- 352.00MB available texture memory
18:56:33.21 SPOOGE -- 352.00MB available texture memory
18:56:33.21 GAME -- Beginning FE
18:56:33.26 MOVIE -- Opening movie 'movies:dxp_relic_intro.lua'
18:56:34.50 MOVIE -- Closing movie 'movies:dxp_relic_intro.lua'
18:56:34.50 MOVIE -- Opening movie 'movies:nvidia_logo.lua'
18:56:34.70 MOVIE -- Closing movie 'movies:nvidia_logo.lua'
18:56:34.70 MOVIE -- Opening movie 'movies:dow_intro.lua'
18:56:34.87 MOVIE -- Closing movie 'movies:dow_intro.lua'
18:56:34.87 FE -- Loading front end.
18:56:34.87 FE -- Cursor hidden.
18:56:37.07 MOD -- Initializing Mod my_mod, 1.0
18:56:37.07 MOD -- Warning: Failed to load archive 'My_Mod\.sga'
18:56:37.07 MOD -- Warning: Failed to load archive 'My_Mod\.sga'
18:56:37.07 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
18:56:37.07 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
18:56:37.07 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
18:56:37.07 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Low'.
18:56:37.07 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
18:56:37.07 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\Low'.
18:56:37.07 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
18:56:37.07 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
18:56:37.07 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Low'.
18:56:37.07 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\Low'.
18:56:38.43 GAME -- Using player profile Gavin
18:56:38.43 AppRegistry::GetValue - Failed to read valueName CDKEY
18:56:46.98 GAME -- Ending FE
18:56:46.98 GAME -- Shutdown quit
18:56:46.98 MOD -- Shutting down Mod 'my_mod'...
18:56:49.45 SPOOGE -- 351.00MB available texture memory
18:56:49.45 SPOOGE -- 352.00MB available texture memory
18:56:49.45 GAME -- Available memory: 2037MB RAM, 3880MB Pagefile
18:56:49.45 HostState - 192.168.1.3:6112 / 192.168.1.3:6112
18:56:49.45 Session : Now Host
18:56:49.45 Session : We are now a Host
18:56:49.45 PeerState - 192.168.1.3:6112 / 192.168.1.3:6112
18:56:49.45 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
18:56:49.45 GSTransport::Connect - GT2AddressError
18:56:49.45 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
18:56:49.45 SPDx9 -- Driver Name = igxprd32.dll Device = \\.\DISPLAY1 Desc = Mobile Intel(R) 965 Express Chipset Family
18:56:49.45 SPDx9 -- Driver Vendor = 0x8086 Device = 0x2A02 SubSys = 0x01F91028 Rev = 0x000C
18:56:49.45 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x133E (4926)
18:56:49.45 SPDx9 -- Driver GUID = {D7B78E66-6942-11CF-A660-F321ADC2CB35}
18:56:49.45 SPOOGE -- 328.00MB available texture memory
18:56:49.45 SPOOGE -- 328.00MB available texture memory
18:56:49.45 GAME -- Beginning FE
18:56:49.50 FE -- Loading front end.
18:56:49.50 FE -- Cursor hidden.
18:56:52.00 MOD -- Initializing Mod my_mod, 1.0
18:56:52.00 MOD -- Warning: Failed to load archive 'My_Mod\.sga'
18:56:52.00 MOD -- Warning: Failed to load archive 'My_Mod\.sga'
18:56:52.00 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
18:56:52.00 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
18:56:52.00 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
18:56:52.00 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Low'.
18:56:52.00 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
18:56:52.00 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\Low'.
18:56:52.00 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
18:56:52.00 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
18:56:52.00 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Low'.
18:56:52.00 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\Low'.
18:56:53.37 GAME -- Using player profile Gavin
18:57:08.70 GAME -- Restarting with mod 'uberpainterdc'...
18:57:08.70 GAME -- Ending FE
18:57:08.70 GAME -- Shutdown quit
18:57:08.70 MOD -- Shutting down Mod 'my_mod'...
18:57:10.26 SPOOGE -- 259.00MB available texture memory
18:57:10.26 SPOOGE -- 261.00MB available texture memory
18:57:10.26 GAME -- Available memory: 2037MB RAM, 3880MB Pagefile
18:57:10.26 HostState - 192.168.1.3:6112 / 192.168.1.3:6112
18:57:10.26 PeerState - 192.168.1.3:6112 / 192.168.1.3:6112
18:57:10.26 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
18:57:10.26 GSTransport::Connect - GT2AddressError
18:57:10.26 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
18:57:10.26 SPDx9 -- Driver Name = igxprd32.dll Device = \\.\DISPLAY1 Desc = Mobile Intel(R) 965 Express Chipset Family
18:57:10.26 SPDx9 -- Driver Vendor = 0x8086 Device = 0x2A02 SubSys = 0x01F91028 Rev = 0x000C
18:57:10.26 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x133E (4926)
18:57:10.26 SPDx9 -- Driver GUID = {D7B78E66-6942-11CF-A660-F321ADC2CB35}
18:57:10.26 SPOOGE -- 261.00MB available texture memory
18:57:10.26 SPOOGE -- 261.00MB available texture memory
18:57:10.26 GAME -- Beginning FE
18:57:10.31 FE -- Loading front end.
18:57:10.31 FE -- Cursor hidden.
18:57:12.98 MOD -- Initializing Mod uberpainterdc, 1.1
18:57:12.98 MOD -- Warning: Failed to load archive 'My_Mod\.sga'
18:57:12.98 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
18:57:12.98 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
18:57:12.98 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
18:57:12.98 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Low'.
18:57:12.98 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
18:57:12.98 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\Low'.
18:57:12.98 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
18:57:12.98 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
18:57:12.98 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Low'.
18:57:12.98 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\Low'.
18:57:14.37 GAME -- Using player profile Gavin
18:57:20.73 Skirmish - loading badge 'eldar_race/ULTHWE' for player (0)
18:57:20.73 Skirmish - loading banner 'eldar_race/ULTHWE' for player (0)
18:57:20.73 Skirmish - loading badge 'guard_race/Cadian51' for player (1)
18:57:20.73 Skirmish - loading banner 'guard_race/Cadian51' for player (1)
18:57:21.39 APP -- Game Start
18:57:21.39 GAME -- Ending FE
18:57:21.39 GAME -- Shutdown play
18:57:21.39 GAME -- Beginning skirmish mission '2_River_Blood' (1 Computers)
18:57:21.39 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
18:57:21.39 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
18:57:21.39 GFx -- loading file DATA:ART\UI\SWF\FontBody.gfx
18:57:21.39 GAME -- Recording game
18:57:21.39 GAME -- Initializing sync checking...
18:57:21.40 GAME -- Initializing FX Manager...
18:57:21.43 GAME -- Initializing Rendering Systems...
18:57:21.45 GAME -- Initializing NISLets...
18:57:21.48 GAME -- Initializing World Blueprints...
18:57:21.48 GAME -- Initializing Scene Graph...
18:57:21.50 GAME -- Initializing MOD systems...
18:57:22.60 GAME -- Initializing Session...
18:57:22.60 Couldn't find terrain texture DATA:Scenarios\MP\2_River_Blood.tga.
18:57:22.62 GAME -- Initializing Players...
18:57:22.64 GAME -- Initializing SCAR (Pre-Sim) systems...
18:57:23.34 MOD -- Loading Win Condition(DATA:Scar/WinConditions/ANNIHILATE.SCAR)
18:57:23.34 MOD -- Loading Win Condition(DATA:Scar/WinConditions/CONTROLAREA.SCAR)
18:57:23.34 MOD -- Loading Win Condition(DATA:Scar/WinConditions/STRATEGICOBJECTIVE.SCAR)
18:57:23.34 MOD -- Loading Win Condition(DATA:Scar/WinConditions/GAMETIMER.SCAR)
18:57:23.35 GAME -- Initializing Team Colour Systems...
18:57:30.06 GAME -- Preloading all models...
18:57:37.14 GAME -- Applying Team Colours...
18:57:37.50 GAME -- Initializing UI...
18:57:37.51 GAME -- Initializing LUA...
18:57:37.53 GAME -- Initializing SCAR (Post SIM)...
18:57:46.34 GAME -- Precaching Events...
18:57:46.35 GAME -- Initializing Sim-Vis Handlers...
18:57:46.46 GAME -- Initializing music...
18:57:46.56 GAME -- Initializing AI...
18:57:46.56 GAME -- Initializing SCAR...
18:57:46.71 GAME -- Preparing Sim-Vis...
18:57:46.75 SIM -- Setting SyncErrorChecking level to Low
18:57:46.75 GAME -- Local player (Gavin, 0) finished loading (cc24b007) (25 seconds)
18:57:48.65 GAME -- Starting mission...
19:00:34.56 GAME -- SimulationController::Pause 0
19:01:15.56 SPOOGE -- 351.00MB available texture memory
19:01:15.56 SPOOGE -- 339.00MB available texture memory
19:01:19.18 APP -- Game Stop
19:01:19.18 GAME -- SimulationController::Pause 1
19:01:19.18 GAME -- Ending mission (Abort)
19:01:19.18 GAME -- Resetting SIM...
19:01:19.18 GAME -- Beginning FE
19:01:29.71 GAME -- Restarting with mod 'my_mod'...
19:01:29.71 GAME -- Ending FE
19:01:29.71 GAME -- Shutdown quit
19:01:29.71 MOD -- Shutting down Mod 'uberpainterdc'...
19:01:31.57 SPOOGE -- 336.00MB available texture memory
19:01:31.57 SPOOGE -- 339.00MB available texture memory
19:01:31.57 GAME -- Available memory: 2037MB RAM, 3880MB Pagefile
19:01:31.57 HostState - 192.168.1.3:6112 / 192.168.1.3:6112
19:01:31.57 PeerState - 192.168.1.3:6112 / 192.168.1.3:6112
19:01:31.57 PeerState::ConnectCallbackHost - connecting to host at 255.255.255.255:6112
19:01:31.57 GSTransport::Connect - GT2AddressError
19:01:31.57 SPOOGE - Driver[Dx9 : Hardware TnL] on adapter[0], version[4,32]
19:01:31.57 SPDx9 -- Driver Name = igxprd32.dll Device = \\.\DISPLAY1 Desc = Mobile Intel(R) 965 Express Chipset Family
19:01:31.57 SPDx9 -- Driver Vendor = 0x8086 Device = 0x2A02 SubSys = 0x01F91028 Rev = 0x000C
19:01:31.57 SPDx9 -- Driver Version Product = 0x0006 Version = 0x000E SubVersion = 0x000A Build = 0x133E (4926)
19:01:31.57 SPDx9 -- Driver GUID = {D7B78E66-6942-11CF-A660-F321ADC2CB35}
19:01:31.57 SPOOGE -- 339.00MB available texture memory
19:01:31.57 SPOOGE -- 339.00MB available texture memory
19:01:31.57 GAME -- Beginning FE
19:01:31.62 FE -- Loading front end.
19:01:31.62 FE -- Cursor hidden.
19:01:34.06 MOD -- Initializing Mod my_mod, 1.0
19:01:34.06 MOD -- Warning: Failed to load archive 'My_Mod\.sga'
19:01:34.06 MOD -- Warning: Failed to load archive 'My_Mod\.sga'
19:01:34.06 MOD -- Warning: Failed to load archive 'W40k\W40kDataGOTY.sga'
19:01:34.06 MOD -- Warning: Failed to open folder 'DXP2\Locale\english\Data'.
19:01:34.06 MOD -- Warning: Failed to open folder 'DXP2\Data_Shared_Textures\Full'.
19:01:34.06 MOD -- Warning: Failed to open folder 'DXP2\Data_Sound\Low'.
19:01:34.06 MOD -- Warning: Failed to open folder 'DXP2\Data_Music'.
19:01:34.06 MOD -- Warning: Failed to open folder 'DXP2\Data_Whm\Low'.
19:01:34.06 MOD -- Warning: Failed to open folder 'W40k\Locale\english\Data'.
19:01:34.06 MOD -- Warning: Failed to open folder 'W40k\Data_Shared_Textures\Full'.
19:01:34.06 MOD -- Warning: Failed to open folder 'W40k\Data_Sound\Low'.
19:01:34.06 MOD -- Warning: Failed to open folder 'W40k\Data_Whm\Low'.
19:01:35.39 GAME -- Using player profile Gavin
19:01:55.00 Skirmish - loading badge 'space_marine_race/BLOODRAVENS' for player (0)
19:01:55.00 Skirmish - loading banner 'space_marine_race/BLOODRAVENS' for player (0)
19:01:55.00 Skirmish - loading badge 'eldar_race/NewCraft02' for player (1)
19:01:55.00 Skirmish - loading banner 'eldar_race/NewCraft02' for player (1)
19:01:55.67 APP -- Game Start
19:01:55.67 GAME -- Ending FE
19:01:55.67 GAME -- Shutdown play
19:01:55.67 GAME -- Beginning skirmish mission '2_River_Blood' (1 Computers)
19:01:55.67 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
19:01:55.67 GFx -- loading file DATA:ART\UI\SWF\LOADINGSCREEN.gfx
19:01:55.67 GFx -- loading file DATA:ART\UI\SWF\FontBody.gfx
19:01:55.67 GAME -- Recording game
19:01:55.67 GAME -- Initializing sync checking...
19:01:55.68 GAME -- Initializing FX Manager...
19:01:55.71 GAME -- Initializing Rendering Systems...
19:01:55.73 GAME -- Initializing NISLets...
19:01:55.76 GAME -- Initializing World Blueprints...
19:01:55.76 GAME -- Initializing Scene Graph...
19:01:55.78 GAME -- Initializing MOD systems...
19:01:56.85 GAME -- Initializing Session...
19:01:56.85 Couldn't find terrain texture DATA:Scenarios\MP\2_River_Blood.tga.
19:01:56.87 GAME -- Initializing Players...
19:01:56.89 GAME -- Initializing SCAR (Pre-Sim) systems...
19:01:57.28 MOD -- Loading Win Condition(DATA:Scar/WinConditions/ANNIHILATE.SCAR)
19:01:57.29 GAME -- Initializing Team Colour Systems...
19:01:59.75 GAME -- Preloading all models...
19:02:05.15 GAME -- Applying Team Colours...
19:02:05.45 GAME -- Initializing UI...
19:02:05.46 GAME -- Initializing LUA...
19:02:05.48 GAME -- Initializing SCAR (Post SIM)...
19:02:13.09 GAME -- Precaching Events...
19:02:13.10 GAME -- Initializing Sim-Vis Handlers...
19:02:13.20 GAME -- Initializing music...
19:02:13.29 GAME -- Initializing AI...
19:02:13.29 GAME -- Initializing SCAR...
19:02:13.43 GAME -- Preparing Sim-Vis...
19:02:13.46 SIM -- Setting SyncErrorChecking level to Low
19:02:13.46 GAME -- Local player (Gavin, 0) finished loading (c65df7d0) (18 seconds)
19:02:16.03 GAME -- Starting mission...
19:02:29.10 GAME -- SimulationController::Pause 0
19:06:08.96 SPOOGE -- 351.00MB available texture memory
19:06:08.96 SPOOGE -- 339.00MB available texture memory
19:06:12.70 APP -- Game Stop
19:06:12.70 GAME -- SimulationController::Pause 1
19:06:12.70 GAME -- Ending mission (Abort)
19:06:12.70 GAME -- Resetting SIM...
19:06:12.70 GAME -- Beginning FE
19:06:23.06 Skirmish - loading badge 'space_marine_race/BLOODRAVENS' for player (0)
19:06:23.06 Skirmish - loading banner 'space_marine_race/BLOODRAVENS' for player (0)
19:06:23.06 Skirmish - loading badge 'chaos_marine_race/Nurgle' for player (1)
19:06:23.06 Skirmish - loading banner 'chaos_marine_race/Nurgle' for player (1)
19:06:23.75 APP -- Game Start
19:06:23.75 GAME -- Ending FE
19:06:23.75 GAME -- Shutdown play
19:06:23.75 GAME -- Beginning skirmish mission '2_River_Blood' (1 Computers)
19:06:23.75 GAME -- Recording game
19:06:23.75 GAME -- Initializing sync checking...
19:06:23.78 GAME -- Initializing FX Manager...
19:06:23.81 GAME -- Initializing Rendering Systems...
19:06:23.82 GAME -- Initializing NISLets...
19:06:23.84 GAME -- Initializing World Blueprints...
19:06:23.85 GAME -- Initializing Scene Graph...
19:06:23.87 GAME -- Initializing MOD systems...
19:06:24.85 GAME -- Initializing Session...
19:06:24.85 GAME -- Initializing Players...
19:06:24.87 GAME -- Initializing SCAR (Pre-Sim) systems...
19:06:25.18 MOD -- Loading Win Condition(DATA:Scar/WinConditions/ANNIHILATE.SCAR)
19:06:25.20 GAME -- Initializing Team Colour Systems...
19:06:29.21 GAME -- Preloading all models...
19:06:35.42 GAME -- Applying Team Colours...
19:06:35.73 GAME -- Initializing UI...
19:06:35.75 GAME -- Initializing LUA...
19:06:35.76 GAME -- Initializing SCAR (Post SIM)...
19:06:43.45 GAME -- Precaching Events...
19:06:43.46 GAME -- Initializing Sim-Vis Handlers...
19:06:43.56 GAME -- Initializing music...
19:06:43.64 GAME -- Initializing AI...
19:06:43.65 GAME -- Initializing SCAR...
19:06:43.78 GAME -- Preparing Sim-Vis...
19:06:43.79 SIM -- Setting SyncErrorChecking level to Low
19:06:43.79 GAME -- Local player (Gavin, 0) finished loading (c65df7d0) (20 seconds)
19:06:47.23 GAME -- Starting mission...
19:07:17.01 GAME -- SimulationController::Pause 0
19:07:21.82 GAME -- SimulationController::Pause 1
19:07:21.82 GAME -- Ending mission (?)
19:07:21.82 GAME -- Resetting SIM...
19:07:21.82 MOD -- Shutting down Mod 'my_mod'...
19:07:21.92 SPOOGE -- 339.00MB available texture memory
19:07:21.92 SPOOGE -- 339.00MB available texture memory
19:07:21.92
Application closed without errors
i have looked all over but cant find how to run the game in -dev
fuggles
10th Aug 08, 1:51 AM
you add the -dev switch to the properties of your desktop shortcut.
Are you sure that your SCAR file has the same name as the map and isn't called .SCAR.txt or similar? That code looks okay and no errors are in it.
Try putting
print "test"
somewhere in the SCAR. This will then show up in the log if it's running alright.
MoD N00b
10th Aug 08, 4:10 AM
ok, i have tried to put the:
print "test"
but i get nothing
function OnGameSetup()
Rule_AddInterval( Rule_Tunnel1, 1 )
Print "TEST"
--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]]
end
Scar_AddInit(OnInit)
i'm not sure how to add in the -dev switch. but have found the console (ctrl+shift+@)
there seems to be a warning with the Rule_AddInterval line.
this is the code i'm using
-------------------------------------------------
--[[ IMPORTS ]]
-------------------------------------------------
import("ScarUtil.scar")
import("WXPScarUtil.scar")
-------------------------------------------------
--[[ON GAME SETUP]]
-------------------------------------------------
g_Player1 = World_GetPlayerAt(0)
g_Player2 = World_GetPlayerAt(1)
g_TunnelDelay = 8
g_EntryCount = 0
g_ExitCount = 0
g_SimulCount = 0
t_Tunnel1Queue = { }
-------------------------------------------------
--[[ ON INITIALIZATION ]]
-------------------------------------------------
function OnGameSetup()
Rule_AddInterval( Rule_Tunnel1, 1 )
Print "TEST"
--[[ the Scar_AddInit(OnInit) function is mandatory! This registers your init function with scar. ]]
end
Scar_AddInit(OnInit)
-------------------------------------------------
--[[ TUNNELS ]]
-------------------------------------------------
function Rule_Tunnel1()
--[[gets any squads near to the tunnel entrance and moves them to the tunnel exit]]
if Player_AreSquadsNearMarker( g_Player1, "mkr_insideTunnel1" )
or Player_AreSquadsNearMarker( g_Player2, "mkr_insideTunnel1" )
or Player_AreSquadsNearMarker( g_Player3, "mkr_insideTunnel1" )
then
-- get the squads and despawn them
Player_GetAllSquadsNearMarker( g_Player1, "sg_tunnel"..g_EntryCount, "mkr_insideTunnel1" )
Player_GetAllSquadsNearMarker( g_Player2, "sg_tunnel"..g_EntryCount, "mkr_insideTunnel1" )
Player_GetAllSquadsNearMarker( g_Player3, "sg_tunnel"..g_EntryCount, "mkr_insideTunnel1" )
SGroup_DeSpawn( "sg_tunnel"..g_EntryCount )
g_EntryCount = g_EntryCount+1
table.insert(t_Tunnel1Queue, 0)
end
local numQueuing = table.getn(t_Tunnel1Queue)
if numQueuing > 0 then
-- loop through table, increasing all values by 1
for i = 1, numQueuing do
t_Tunnel1Queue[i] = t_Tunnel1Queue[i] + 1
end
-- spawns the next squad if it's been in long enough
if t_Tunnel1Queue[1] >= g_TunnelDelay then
SGroup_ReSpawnMarker( "sg_tunnel"..g_ExitCount, "mkr_outsideTunnel1" )
SGroup_Destroy( SGroup_FromName("sg_tunnel"..g_ExitCount) )
g_ExitCount = g_ExitCount+1
table.remove(t_Tunnel1Queue, 1)
end
end
end
this is a screen shot of the console
http://i30.photobucket.com/albums/c305/gchalkley/ScarConsole.jpg
fuggles
10th Aug 08, 4:17 AM
Odd. Firstly you need to change the function OnGameSetup to OnInit, as that's what you are adding a few lines later.
You will also get errors trying to calculate g_Player3 when you have not declared what this is.
Jaguar-Lord
10th Aug 08, 5:34 AM
....ok, i give up.
you obviously : did not search "add -dev to your game" for more than 30second.
did'nt post the good warning log after having run the map with the scar attached.
didn't pay attention to what we say to you (Cagecrawler, Fuggles and myself included).
You want to learn the hard way?
If Fuggles want to help you good, i'm out of this.
:ballchain
MoD N00b
10th Aug 08, 5:51 AM
no your right i didnt search using that.... isearched using something else...
How many times i have said i am new at this.... jesus JL calm down... i'm sure you started from being new!!!!
what is the good warning log?!?!?!?!?!
seriously, calm the hell down!
thanks to all that have helped. i have now got it working
fuggles
10th Aug 08, 7:55 AM
Yeah! What was the problem? Did you discover that print should be in lower case? Sorry about that...
FYI devlogs are setup from your desktop shortcut
http://img527.imageshack.us/img527/2430/devmoderi2.th.jpg (http://img527.imageshack.us/my.php?image=devmoderi2.jpg)
I've just bodged together a quick custom teleport map as it may well come up again in the future.
http://www.mediafire.com/?sharekey=d386a7ea71ef8fb195af63b7d44918aa0aad82d7202d4d0a
MoD N00b
10th Aug 08, 8:00 AM
not sure what the issue was. but it seems to be working. thanks for the screen print of the dev thing. i have downloaded the zip file as well, so wil have a look at that as well.
Cheers fuggles
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