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Posted: Sat May 01, 2010 4:19 pm
by adherbal
I would probably be useful to display tile X and Y coordinates in the mouse pointer info box when in editor mode - even if debug mode is not enabled.
Posted: Sat May 01, 2010 9:45 pm
by ostwind
pipfromslitherine wrote:ostwind wrote:pipfromslitherine wrote:I looked at the script include thing. It should include scripts which are inside the same dir as the including script. Exactly where in the directory structure were the scripts you were trying to use?
Cheers
Pip
My docs/BBCBA
>CAMPAIGNS (folder)
>>Test_Campaigns (folder)
>>>SCENARIOS (folder)
>>> >>>>
Functions.BSF
>>> >>>>Test.BAM
>>> >>>>
Test.BSF
>>>Campaign.txt
>>>Text1.txt
That is almost identical to the test I just did. What exactly is the error report when you attempt to run the mission in that configuration.
Cheers
Pip
The first warning message:
" Script Error in
C:\Users\Albert\Documents\BBCBA\Campaigns\Test_campaign\Scenarios\Test.BSF:
Failed to load file Functions.BSF as include from
C:\Users\Albert\Documents\BBCBA\Campaigns\Test_campaign\Scenarios\Test.BSF
Context:
<Preprocess> "
Accepting this message appears the next one :
" *** Unhandled Exception! ExpCode:0x80000003 ExpFlags:0
ExpAddress:0x758A22A1 Please report! "
Accepting this message the game closes.
Posted: Sat May 01, 2010 9:48 pm
by ostwind
pipfromslitherine wrote:ostwind wrote:johnncfb and me are trying to play my custom scenario. He has downloaded the latest version, but can't answer my first turn.
It would be interesting if anyone else could test if the scenario is playable in single player (or try a MP game with it). It's no longer than 10 min to play.
It's just a 16x16 basic scenario without scripts, and if we 've got the same version of the game, it should work without problems

Can be a problem of where to place the directories?, Or the s.o.?, I'm using w7 64 ultimate.
Thanks
I just downloaded and tried an MP game with your new scenario, and it functioned fine. How does the problem manifest itself (why can't the game progress?) - I'm going to need more info to see what is wrong.
Cheers
Pip
Maybe an error in john's installation. He just told me that he can't play the scenario.
Posted: Sat May 01, 2010 9:52 pm
by ostwind
adherbal wrote:I would probably be useful to display tile X and Y coordinates in the mouse pointer info box when in editor mode - even if debug mode is not enabled.
I agree. I had to guess the position of the victory points. Also, the X and Y axis are inverted in the position I use to know them...different projection standards maybe?

Posted: Sun May 02, 2010 1:08 am
by pipfromslitherine
Are you sure the functions.bsf file is in the same directory as the file trying to include it? As I say, I put together a script to test exactly that situation, and it worked fine. If it all seems to be in the right place, please RAR up the whole campaign and pop it up somewhere for me to grab if you would and I can see what oddness is going on!
Cheers
Pip
Posted: Sun May 02, 2010 6:04 pm
by ostwind
pipfromslitherine wrote:Are you sure the functions.bsf file is in the same directory as the file trying to include it? As I say, I put together a script to test exactly that situation, and it worked fine. If it all seems to be in the right place, please RAR up the whole campaign and pop it up somewhere for me to grab if you would and I can see what oddness is going on!
Cheers
Pip
Here is the whole folder that the game creates in Documents directory. Hope you could find something.
http://www.filefront.com/16343279/BBCBA.rar/
Regards
Posted: Mon May 03, 2010 9:13 pm
by pipfromslitherine
Hmmm - the actual download page just comes up blank. It might be a glitch at their end so I will try again in a little while.
Alternatively, email me the RAR at
bbcbabeta@gmail.com, having a temp mail address for punting files to me might make it simpler for people and reduce the chances of things getting lost in the spam filter for our core emails.
Hopefully we can work out what is going on
Cheers
Pip
Posted: Tue May 04, 2010 5:57 am
by ostwind
Ok, mail sent with the rar.
Regards
Posted: Tue May 04, 2010 9:57 pm
by pipfromslitherine
Hmmm - very odd. Works fine for me (using the CAMPAIGNS/TEST_CAMPAIGN campaign, which seems to use the Functions.BSF file).
One thing I might guess at would be that it could be a strange file path issue - that is, this one of the few places where we have to work out current paths for the file. Could one of the following be true:
+ you installed the game itself to a different drive than your My Docs folder?
+ you are using UNICODE filenames for (say) your username?
Cheers
Pip
Posted: Wed May 05, 2010 2:25 am
by johnncfb
The test scenario loads and I can play it solo, but when i try to play it in multi...It looks like it is opening and then the game closes without an error message. I saved the files to MYDOC and the Battlefield Academy folder. If there is more I need to do I will try it.
The scenario runs fine as a solo vs the computer, so i'm not sure where the error is.
Posted: Wed May 05, 2010 3:51 am
by pipfromslitherine
I think the version you have is a different one - I gave that a try MP and it seemed to work fine. Maybe I'll punt up a challenge in the morning and we can see how we get on.
Cheers
Pip
Posted: Wed May 05, 2010 8:30 am
by ostwind
pipfromslitherine wrote:Hmmm - very odd. Works fine for me (using the CAMPAIGNS/TEST_CAMPAIGN campaign, which seems to use the Functions.BSF file).
One thing I might guess at would be that it could be a strange file path issue - that is, this one of the few places where we have to work out current paths for the file. Could one of the following be true:
+ you installed the game itself to a different drive than your My Docs folder?
+ you are using UNICODE filenames for (say) your username?
Cheers
Pip
+ Yes, I use to install all the games in a dedicated partiton, in a different drive from the s.o. is installed in.
+ I don't think so...
Posted: Wed May 05, 2010 9:24 pm
by pipfromslitherine
I think that is the culprit - cool that your setup happened to catch the issue

.
I'll get it fixed for the next version.
Cheers
Pip
Posted: Thu May 06, 2010 1:29 pm
by ostwind
Glad to help

Posted: Sat May 15, 2010 3:08 am
by Obsolete
I've been thinking recently, not so much about the editor but about modding. Would it be a simple trick to have the mouse-hover tool also tell me what BURNED-OUT unit is on the highlighted tiles? I think I've seen this suggestion mentioned earlier. Often it would be nice to tell at a quick glance what make/model of a knocked out unit were're looking at. It may not be so easy with scripting, if that's the case then don't worry about it. But if it was a few simple lines of script then I'd like to see such a thing.
To be honest, after zooming in on these wrecks I'm realizing there actually is quite some difference in the modeling, so one can still tell the difference between one Sherman model and another once you know the profiles well. Not so much a problem for us grognards, but the civilian type players may struggle at bit

Posted: Sat May 15, 2010 4:10 am
by pipfromslitherine
It's not something you can do currently, but I can add a command pretty simply to get any wrecks on the tile. As you say though, it might be useful information for people too, so I will add it to the list

Not for this beta but potentially for the next one.
Cheers
Pip
Posted: Sat May 15, 2010 5:00 am
by Obsolete
That's alright. Not to derail this great thread, but also you may want to make ABANDONED vehicles also take on the burned-out form or wreckage. More than once I've exposed my units by moving into position trying to take out these units that are already taken out.
That is, unless there is a logistic behind abandoned vehicles, like being allowed to recapture them later on? Then I understand, though you'd may want to add a special sort of flag or maker for them in that case.
Posted: Sat May 15, 2010 5:47 pm
by pipfromslitherine
Iain just added a bug to 'blow up' bailouts, so that should solve the issue. I don't think we'd allow the recapture of burned-out vehicles - but someone could do it themselves with a custom script
Cheers
Pip
Posted: Tue May 25, 2010 4:43 am
by Obsolete
I can change unit angles by 90 deg with the R hotkey, but how would I do something similar with Tiles and Buildings?
Posted: Tue May 25, 2010 3:05 pm
by pipfromslitherine
I'm pretty sure tiles use the R key too? For objects, use the PgUp and PgDown keys (together with SHIFT for finer control) to rotate, and the HOME/END keys (again with SHIFT if needed) for scale.
There will be documentation for all this eventually, but the modding is so powerful that it will be quite a significant read!
Cheers
Pip