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World at War Modification: T4M (r45)

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Created 9 years ago
by DidUknowiPwn
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Hmm try launching without the mod make sure it works fine and then put it back in. If it's fine great if not I'll send you a pm
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Been using the T4M during dev but removing it once in a while to see it my map still works without it. Its been great but then yesterday I tried removing it and now the map crashes as soon as you tell it to start:



meminfo
Code Snippet
Plaintext
10485760 bytes total hunk

  435600 low permanent

  196096 high permanent

  631696 total hunk in use
$init               10.3
common              41.5
patch                2.1
nazi_zombie_orbit_   1.3
free physical       94.3
nazi_zombie_orbit  140.2
localized_nazi_zom  10.7
mod                104.5
code_post_gfx        1.1

I've been fixing script errors and I removed everything I can think that I added since last success. I even deleted some things to get the mem usage down to 134, but still didn't work.
Spoiler: click to open...
10485760 bytes total hunk

  399136 low permanent

  195904 high permanent

  595040 total hunk in use
$init               10.3
common              41.5
patch                2.1
nazi_zombie_orbit_   1.3
free physical      105.6
nazi_zombie_orbit  134.9
localized_nazi_zom  10.7
mod                 98.6
code_post_gfx        1.1
------------------------

I've delete my mod each time before building fresh.
I have 80 weapons in the map. I've tried getting a log, but it just crashes without the T4M. I don't mind requiring it, but I would like to figure out why I need it all of a sudden because I've been working pretty hard to not need it.

What else could the T4M be providing for me that would crash the game without it. I keep feeling its fx related but I removed several guns and additionally 10 fx and materials to go with them.




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Check to see if your footsteps fx are at the bottom of your zone_source/english/asset list/mapname.csv. No footsteps can cause a crash.
Right before I hit memory limits/crash with t4m I get a random footstep csc error but my footsteps still work.
I even rewrote the footstep function to be less lines/characters thinking it was something to do will all the checks while loading to see if footsteps exist.
//
Try rearranging a few things in your mapname.csv.
Keep your sounds in mapname.csv
Put an fx under the footstep fx.
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Check to see if your footsteps fx are at the bottom of your zone_source/english/asset list/mapname.csv. No footsteps can cause a crash.
Right before I hit memory limits/crash with t4m I get a random footstep csc error but my footsteps still work.
I even rewrote the footstep function to be less lines/characters thinking it was something to do will all the checks while loading to see if footsteps exist.
//
Try rearranging a few things in your mapname.csv.
Keep your sounds in mapname.csv
Put an fx under the footstep fx.

Damn if you didn't help me figure it out. I added a whole bunch of sounds back in and swear I tested it since but I guess I didn't. I removed those sounds and deleted my mod, and built again and wala.  Thanks man!

Edit: I also removed the moon zombies when I tested. When I put them back in it crashes again. What do you think is causing that?

When i put the sounds back in, it still crashes with the moon zombies out. So, I'm over something here.

I actually got an error this time though:
Last Edit: February 19, 2016, 03:44:41 am by MakeCents
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Well thanks for that codmoddd  :gusta:
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I actually got an error this time though:
28 mb of texture memory?
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Ohhh myyyy gooood, I was just complaining about this to a friend when i found this, you sir are a god! Just kill me now 'cus it ain't gonna get any better than this. :D
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I've put it here C:\Program Files (x86)\Steam\SteamApps\common\Call of Duty World at War but it doesn't work.
Maybe i've got win10.
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have you talked to UGX about getting this to be an option on the map installer? Like when u are building it you can choose to include the T4M mod so the people don't have to install it, as there are a shit ton of nubs who are too lazy or not very computer capable to install it themselves? And add a check box to install it when the people are installing the map, which will include the version next to it so if they have it they can uncheck the box... idk if this was suggested but figured i would say it anyways
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Is there a known fix for the vertex positions of meshes getting messed up? For some reason I can't take screenshots but there are a ton of wierd glitches where vertexes of models are getting displaced like entire bridges and meshes disappearing, expanding across the entire map, or just looking like a bunch of spaghetti. Windows 10 DX12
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yeah i have the same problem sometimes
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yeah i have the same problem sometimes


I actually was about to post this but I tried to go into windowed mode to get a screenshot and it doesnt seem to have the bug in windowed mode, oddly enough. So the new windowed fullscreen mode is a good workaround. This mod totally breaks fullscreen mode though, which is bad because I have friends that can't play in windowed mode due to the extra resources being taken up.
Last Edit: February 28, 2016, 02:56:09 am by arhowk
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I can't give an explanation on why the meshes get messed up as I never touched anything related to models or how textures are set.

If full screen is caused by it then that gives me some place to look but highly doubtful I'll be able to find the root cause.
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I can't give an explanation on why the meshes get messed up as I never touched anything related to models or how textures are set.

If full screen is caused by it then that gives me some place to look but highly doubtful I'll be able to find the root cause.
This also happens in both windowed and borderless mode.
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On fullscreen mode I can get it to consistently happen on some normal maps. I just found out that I get vertex glitches on windowed borderless mode as well for UGX 1.1 maps. Some screenshots. (Note the table in 2 is missing from 1 entirely)

http://imgur.com/a/afA2a
Last Edit: February 29, 2016, 07:26:27 pm by arhowk

 
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