#1 Technical Help » AI Error When Loading Certain Maps » 2024-02-08 00:23:11

alexarbo02
Replies: 0

I downloaded some Singleplayer maps online and I'm getting the same error when I try to launch them. Can anyone decipher them?

-----------------------------------------------------------------------------
Debug assertion failed!

Module: AI
File: AI\BotManager.cpp
Line: 1136

Expression:
informationManager-> getInformation(botInfo-> m_bot-> getCurrentEquipment()) != 0
Text: No equipment found

Select RETRY to continue and suppress all assertions from this location during the remainder of this session.

Current confile:
--------------------------------------------------------------------------------

Yes, the confile is blank. Any help would be very much appreciated.

#2 Technical Help » Bots.con Isn't Activating in Game » 2023-12-18 20:15:42

alexarbo02
Replies: 0

Pretty much what it sounds like; I'm working on merging some extensions with their original levels, but on one, the SinglePlayer\Bots.con file won't show up in-game and the SinglePlayer\Skirmish.con will, so I end up having a mix of American/Russian names and Japanese/German names.

Does anyone know why this wouldn't be detected, or where I can look to change it?

#3 Re: Technical Help » Weird Behavior Involving Ticket Bleed » 2023-12-12 17:20:36

Nevermind, figured it out. Some dingus changed the ticket bleed rate for the Japanese to 10000. Don't know why, but I fixed it.

#4 Technical Help » Weird Behavior Involving Ticket Bleed » 2023-12-08 07:39:40

alexarbo02
Replies: 1

Hey everyone,

So, I downloaded Bumsoft's Kokoda Track map. I've been trying to figure this map out for years. It is a head-on conquest map with 7 control points, two of which are uncappable. I've fixed a bit of the problem, but to put it simply, the allies win immediately if they trigger ticket bleed.

Originally, the CPs had terrible values assigned, i.e, they were all set to 50, so if either team took 2 points (not including the uncappables; they were set to 0), they would trigger the other team's bleed, which would end the game as soon as the allies took their second point. I redid it so all outposts, including the main bases, are worth 20, except the central CP, which is worth 50; in other words, you control 3/5 capturable points, you trigger bleed. Unfortunately, this makes the axis team trigger bleed while the allies just end the game.

I'd really appreciate it if anyone knows what's causing this. I've done my fair share of modding in weapons, teams, and kits, but mapping is an unknown quantity to me.

#5 Re: Technical Help » Need Help with Modding Kits » 2023-12-04 19:53:56

I'm sorry, I don't know what you're talking about. I think you missed a word or two.

#6 Re: Technical Help » Need Help with Modding Kits » 2023-12-02 06:10:57

Okay, I kinda dropped off of modding for a while because of school, but I've got one more question: How do I get the bots to actually use the guns I've given them? The Anti-Tank Rifles and Secondary Carbines in particular, because now any map I play against the Japanese, their AT troops are pretty much useless. They can't figure out how to use the Type 97 ATRs and won't switch to the secondary Type 5 instead.

#7 Re: Technical Help » Need Help with Modding Kits » 2023-11-04 17:00:24

EDIT: I solved the first issue I had, but got another one immediately after. When I run the debug exe, I get this:

-----------------------------------------------------------------------------
Debug Assertion Failed!

Module: IoFile
File: Engine\IoFile\FlatArchive.cpp
Line: 792

Expression: success
Text: Error loading file list

Select RETRY to continue and suppress all assertions from this
location for the remainder of this session.

Current confile:
-------------------------------------------------------------------------------

It gives me this error 4 times before the game starts. When I start a map, I get it four more times and the game crashes. It's pretty clear that this is the error, but I've got no sweet clue what it means. I can't even find an 'engine' file in my game.

ANOTHER EDIT: That error only occurs when I load a map in debug mode. I'd still like to know what it is, at least.

#8 Re: Technical Help » Need Help with Modding Kits » 2023-10-30 17:09:38

Ah, thank you. This'll help a lot. I'm relatively new to modding BF1942, and I'm kinda just learning as I go, so thanks for the help.

#9 Re: Technical Help » Need Help with Modding Kits » 2023-10-25 18:35:47

I partially figured out both problems. The crashes came from a mislabelled template in the kit section. I took the Australian team from BG42, and the guy who made it changed some of the kit templates from "US_Britt_bacpac" to "US_Brit_Backpack". I'm not sure whether to blame the original modder for fixing something that didn't need fixing, or myself for not noticing.

Unfortunately, I've run into a problem with the AT weapon replacements. I added all the semi-auto weapons into the game and assigned them to kits, but now whenever I try to start a level, it gets through about 25 - 40% of the loading and then crashes immediately, like it's missing some loading folder, but everything should be fine. When I play it without the new animations.rfa, it works fine, if no new weapons are assigned.

I also tried to add weapons from the Secret Weapons Expansion (didn't do them both at the same time), so I could add in the allied commandos and Fallschirmjager teams, but it had the same result, so I'm thinking it's some kind of animation limit. Does this happen, or did I just add in too many weapons? Note that I've already added in 27 other weapons with none of these issues.

#10 Re: Technical Help » Need Help with Modding Kits » 2023-10-21 20:39:05

Ah, thank you. I'll take a look and see if that's the problem.

#11 Technical Help » Need Help with Modding Kits » 2023-10-20 15:19:03

alexarbo02
Replies: 12

After playing for about 15 years, I've finally gotten fed up with historical inaccuracies and modded my singleplayer BF1942 install. One of the things I'm trying to do is add more countries to the game. I added the Italians and French from RTR easily, but now I'm trying to add the Australians that are included in the Battlegroup42 mod. I had no problems adding the faction itself, but my problem arises when trying to set their kits.

I've taken a few weapons from BG42 to use with the Australian team, like the Lewis, Boys ATR, Enfield SMLE, and Owen Gun. I tested them all on the normal teams. Unfortunately, BG42's kits aren't set up like they are in the base game. Many of them have the pistols removed or things added. The Australian Medic kit has the medkit replacing the pistol in the second slot, and a smoke grenade in the fifth. I was able to get the Assault, Anti-Tank, and Engineer classes to work fine, apart from some textures I forgot to add, but whenever I try to add in the Medic or Scout classes, my game fails to load and CTDs.

So, my question is this: How do these kits work? Is there somewhere to edit the parts of a kit outside of the usual objects.con, or am I just doomed to not be able to add weapons into one? I really want to get these ones working and I'd like to figure out how to add another primary to a kit so I can give the AT class a semi-auto rifle, just to add variety, if it's even possible at all.

Any help would be greatly appreciated; I can provide any further details if needed.

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