#32 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-14 00:09:35

Moved BattleGroup42 and STFHSW (graphics mod for Secret Weapon) to a different location than the Mods folder. It is still crashing, but with different messages.

#33 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-13 23:48:42

I may have got a clue… when switching to Secret Weapon. It only happens on that mod. And this is what the debugger says then:

BFMainNewRend\Setup.cpp(3484): Debug: BFMainNewRend: BF1942 (Ver: Thu, 29 Jan 2004 11:34:56)
BFMainNewRend\Setup.cpp(3485): Debug: BFMainNewRend: Running on computer DESKTOP-O6H3F69
BFMainNewRend\Setup.cpp(3490): Debug: BFMainNewRend: Log generated by the community debug executable.
Engine\Core\Locale.cpp(187): Warning: Core: Couldn't find lexicon "Mods/STFHSW/lexiconAll.dat"
Engine\Core\Locale.cpp(182): Debug: Core: Loaded lexicon "Mods/FHSW/lexiconAll.dat"
Engine\Core\Locale.cpp(182): Debug: Core: Loaded lexicon "Mods/FH/lexiconAll.dat"
Engine\Core\Locale.cpp(182): Debug: Core: Loaded lexicon "Mods/Bf1942/lexiconAll.dat"
Engine\Io\Console.cpp(1497): Warning: Io: Error mods/FHSW/init.con (5): game.customGameFlushArchives 0
Engine\Io\Console.cpp(1498): Warning: Io: Error mods/FHSW/init.con: Unknown object or method!
BFMainNewRend\Setup.cpp(7678): Warning: BFMainNewRend: number of custom games found: 7
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) Mods/bf1942/init.con
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) Mods/bg42/init.con
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) Mods/FH/init.con
Engine\Io\Console.cpp(1497): Warning: Io: Error Mods/FH/init.con (4): game.customGameFlushArchives 0
Engine\Io\Console.cpp(1498): Warning: Io: Error Mods/FH/init.con: Unknown object or method!
Engine\Io\Console.cpp(1769): Debug: Io: CRC32: (run) Mods/FHSW/init.con
Engine\Io\Console.cpp(1497): Warning: Io: Error Mods/FHSW/init.con (5): game.customGameFlushArchives 0
Engine\Io\Console.cpp(1498): Warning: Io: Error Mods/FHSW/init.con: Unknown object or method!
BFMainNewRend\Setup.cpp(3745): Warning: BFMainNewRend: dep: setting up archive ids for all BF1942 flavors
BFMainNewRend\Setup.cpp(7556): Warning: BFMainNewRend: path to load archives from: Mods/STFHSW/Archives/
Engine\IoFile\FlatArchive.cpp(666): Debug: IoFile: Couldn't open flat archive file "Mods/STFHSW/Archives/shaders.rfa"
Engine\IoFile\FlatArchive.cpp(792): Assert: IoFile: (success) Error loading file list

#34 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-13 21:03:29

Nevermind my edited part of my last post... I forgot to say that I'm actually dual-booting Windows 10 and Ubuntu 18.04. Having a bit of trouble with decisions at the moment I guess… cannot make up my mind on which operating system that suits me best.

#35 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-13 20:45:16

Yes, the game crashes to the desktop.

EDIT: That was on Windows. Since I cannot run what I wish (Windows 7) on my computers (they're basically unsupported by Windows 7) I run Ubuntu as for now.

#36 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-13 02:35:48

Well, the same installers made it work in the past. They are not re-downloaded or such. I will dig deeper into this issue. I will report here if I find anything new in the logs.

#37 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-12 18:13:44

Strangely not. It happens despite a reinstall on both my computers.

#38 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-03-12 02:33:43

Now I get a different error with the debug exe. Here's what it says, trying to load most FHSW maps:

Engine\SfxPc\Sample.cpp(82): Assert: SfxPc: (chunkSize == ( stream->length() - 8 )) Sound/44kHz/tnkstrt.wav is corrupt. Error: Wrong chunk size.
Engine\SfxPc\Sample.cpp(139): Assert: SfxPc: (chunkSize <= ( stream->length() - 44 )) Sound/44kHz/tnkstrt.wav is corrupt. Error: Data size to large.

#39 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-25 00:42:09

I've got some good news and some bad news. The good news is that I can finally load any Secret Weapon map. The bad news is that I simply do not know what I did different to get it working. it just seems to work fine now.

Issue resolved!

#40 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-22 07:10:26

SmokeD wrote:

hej har du fått det att funka?

Nej, tyvärr inte. Installerar jag om spelet (vanilla) så fungerar det en stund, men det varar inte speciellt länge.

#41 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-21 21:06:15

bud wrote:

Oh forgot to check this thread smile but yes, thats propably a good idea.

Back in Windows 10, as it works better on my machines. It seems I couldn't get Windows 7 on my laptop at all. On my desktop it's a pain. I can live with Windows 10, which I actually like.

Although that Secret Weapon compatibility patch isn't necessary in Windows 10, is it? It still won't work with or without it installed though...

#42 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-20 16:33:44

*BUMP*

I've installed Windows 7 again. I remember having more luck there, than in Windows 10. I will try and report back what happens.

#43 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-14 08:47:56

bud wrote:

The game is incredibly sensitive about the sound stuff, one dot in the wrong place and it crash brutally. Can you perhaps do a debug on the vanilla game and post the log, then we could compare them

BFSoundEngine\SoundScriptTemplateEffect.cpp(56): Assert: BFSoundEngine: (false) no endEffect call to previous beginEffect.

Alright, here's the log from the vanilla game.
https://zerobin.net/?78070b3a130d0f13#L … bgagZWKro=

#44 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-13 22:13:19

ziba128 wrote:
Skull Kid wrote:

EDIT: No error message whatsoever, just kicks me back to the main menu.

There should be a message with reason there

I checked in the Windows log, nothing…

EDIT: The windowed mode just either crashes the game, or brings me back to the main menu. Could it be the BlackScreen.exe that is the reason for this?

#45 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-13 21:34:15

I'm back home to give it another go now. I will have to install the Forgotten Hope map pack 6 in the Secret Weapon folder (mods\fhsw\archives\bf1942\levels) right?

EDIT: Everything seems to be installed correctly, but I will still try windowed mode, without the debugger.

EDIT: No error message whatsoever, just kicks me back to the main menu.

#46 Re: Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-13 12:48:49

Yes Sparrow, I only host a multiplayer local server, and the map pack is indeed installed, in it's default directory, as everything else. I am not at home at the moment, but I'll check everything when I get home.

Best regards,

Skull Kid

#48 Technical Help » Forgotten Hope Secret Weapon maps won't load (Secret Weapon ONLY) » 2019-02-13 01:49:25

Skull Kid
Replies: 35

I've had this issue for quite some time now… after reinstalling Battlefield 1942 from my World War II Anthology edition, it works for a while, until it stops loading maps for after a while at the loading screen.

I have indeed followed the installation instructions by the developers, but it doesn't seem to make any difference whatsoever. The problem itself is that it loads, and then either crashes to the desktop, or "kicks" me back to the main menu of the game.

I tried debugging the problem with the Battlefield 1942 1.6 debugger (bf1942_r.exe) but the log makes no sense to me, as it is a wall of text, literally… I would attach it in this post, if anyone wants to have a go at it, but I can't seem to do so.

Any help is greatly appreciated, as this has troubled me for days.

Kind regards,

Skull Kid

#49 Re: BF1942 Discussion » Usage of "player.active", "player.vehicle" and "player.vehiclehp" » 2019-02-10 01:35:32

Black Mamba wrote:
Skull Kid wrote:
Black Mamba wrote:

For the first command, did you try entering your player ID as the argument? And your player nick name?

player.vehicle has “object” as an argument. Object refers to player controllable objects that the game engine recognizes (PCOs). So here you would put the name of a vehicle, i.e, M10. As far as I know it only works for the client that enables the command, so you.

Then you would assign the health level of the vehicle with player.vehicleHP, which only takes floats as arguments.

You could try to find more information here: http://www.velotech.net/battlefield/com … ms&search=

Yes, the "player.active" command is the tricky one. I don't quite understand why I cannot enter "id255" or my nickname (255 being my id).

EDIT: I got the player.active command to work, but only when I've got a player name without spaces. Can anybody tell me how I can enter a property with spaces? Quotation marks won't do this time.

What happens when you enter the command in console with quotation marks?

It gives me back "NoPlayer".

#50 Re: BF1942 Discussion » Usage of "player.active", "player.vehicle" and "player.vehiclehp" » 2019-02-09 21:43:21

Black Mamba wrote:

For the first command, did you try entering your player ID as the argument? And your player nick name?

player.vehicle has “object” as an argument. Object refers to player controllable objects that the game engine recognizes (PCOs). So here you would put the name of a vehicle, i.e, M10. As far as I know it only works for the client that enables the command, so you.

Then you would assign the health level of the vehicle with player.vehicleHP, which only takes floats as arguments.

You could try to find more information here: http://www.velotech.net/battlefield/com … ms&search=

Yes, the "player.active" command is the tricky one. I don't quite understand why I cannot enter "id255" or my nickname (255 being my id).

EDIT: I got the player.active command to work, but only when I've got a player name without spaces. Can anybody tell me how I can enter a property with spaces? Quotation marks won't do this time.

#51 BF1942 Discussion » Usage of "player.active", "player.vehicle" and "player.vehiclehp" » 2019-02-08 21:12:45

Skull Kid
Replies: 4

As the title says, in single player, I've tried to change the health of my soldier, and also a vehicle, but it seems as most probably know here, that the last spawned soldier name is the one selected in the console, so to speak.

What I want is basically select myself, and I've read that the "player.active" command should end with an argument of "[IPlayer*]" This means nothing to me, I'm afraid…

So if anybody here knows how to accomplish this, please do not hesitate to reply! smile

Kind regards,

Skull Kid

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