crash on Launch Game

clankill3rclankill3r Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
I try to complete the time to make the mods tutorial:

http://unknownworlds.com/ns2/time-to-make-the-mods/

However, when I try to Launch Game, ns2 crashes.

This is in the dump.txt:

Date: 05/03/15
Time: 17:17:55:
Build 274
Windows 7 64-bit (build 7601)
Game path set to 'C:/Users/Doeke/Desktop/NewMod/output'
Steam initialized
Num displays: 1
Direct3D 9 initialized: NVIDIA GeForce GTX 770 (9.18.13.5012)
Sound Device: Speakers (Realtek High Definition Audio) 5.1
Record Device: Microphone (Realtek High Definition Audio)
PhysX: Using GPU dispatcher
[ 1.093] Worker 11 : Error: Failed to read bitmap 'fonts/AgencyFB_large_bold_0.png'
[ 1.790] MainThread : Error: Mod '"Last Stand"(84f9efa)' doesn't contain a valid download url
PhysX: Using GPU dispatcher
Loading config://ConsoleBindings.json
Loading config://FavoriteServers.json
Loading config://HistoryServers.json


Here are my files: (I called it NewMod instead of UberShotgun)

https://dl.dropboxusercontent.com/u/17630770/NewMod.zip

I try to send a error report as well but I think that is broken as well.

Can someone help to see If i made a mistake somewhere. Or how to figure out what the problem is.

Comments

  • GhoulofGSG9GhoulofGSG9 Join Date: 2013-03-31 Member: 184566Members, Super Administrators, Forum Admins, Forum Moderators, NS2 Developer, NS2 Playtester, Squad Five Blue, Squad Five Silver, Reinforced - Supporter, WC 2013 - Supporter, Pistachionauts
    edited May 2015
    Okay your mod is fine. What causes your client crash is the enabled Last Stand mod. When you test your own mods make always sure to disable any other mod that is not required!

    Furthermore a little "candy" about that tut:

    I never fully understood why they used the game_setup.xml there. Maybe to show how to mess around with the Lua VMs initialization points. Normally if you want to overload/hook/extend vanilla methods/classes you should just use the entry system ;)

    To get started here the entry system readme:
    All files with the ending ".entry" will be loaded.
    Priority defines the order of loading multiple mods. A mod of priority 10 will be
    loaded first, mods with priority 1 last.

    content for an example.entry file:

    modEntry = [[
    Client: lua/TestClient.lua,
    Server: lua/TestServer.lua,
    Predict: lua/TestPredict.lua,
    Shared: lua/TestShared.lua,
    Priority: 5
    ]]

    You can also write lua code in the entry files, but for increasing the likely hood of compatibility between mods,
    its strongly recommended to not do so and stick with the suggested convention.

    So lets convert the UberShotgun Mod to the entry system:
    1. Delete all lua files beside UberShotgun.lua
    2. Create a lua/entry folder
    3. Create a UberShotgun.entry file in the entry folder with the following content. You can name the entry file whatever you like just make sure the name is somehow unique, so your entry file doesn't get overloaded by another mod.

    UberShotgun.entry:
    modEntry = [[
    Shared: lua/UberShotgun.lua,
    Priority: 1
    ]]
    

    The complete mod (2 files totally :P) is attached as zip ;)
  • clankill3rclankill3r Join Date: 2007-09-03 Member: 62145Members, NS2 Map Tester, Reinforced - Shadow
    thanks, this help was beyond what I expected!

    Maybe the Entry thing didn't exist when they created the tutorial?
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