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Red Faction : [RED] Editing : Crash - level loads, but not ... |
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RED-FROG |
Posted 21st Sep 2005 11:43pm |  |
L4Y Resident Post 569 / 5258
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Got another CENSORED probelm
I've only been testing the singleplayer map (l2s2) throught RED and by the command line.
Finally I let them ran all together. The names are l1s1, l1s2, l1s3, l2s1 and l2s2
All levels load up after each other, but after ending l2s1 the game crashes
The computer loads the map (l2s2), but before I can spawn or see anything the games crashes suddenly
It's not a problem with a spawnpoint or such...it's just when I try to load up the map by load_level from the past level. I know that sounds crazy
I tryed to fix it by modifying the ponr.tbl which tells the game which levels are to save etc (point of no return). I thought probably this makes some trouble, but it doesn't help.
Anyone got an idea why that happens? Perhaps a known bug? I don't know 
I may have to tryout some more things...loading the map without anything but brushes etc. In ponr.tbl the next map was called l2s2A.rfl I should try that...probably hardcoded thing I think
It's just TOO STRANGE that its running but not with the load_level event pfff... wasted hours on this |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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Vidi44 |
Posted 22nd Sep 2005 1:00am |
L4Y Member Post 244 / 668
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Why did you name them the same way the SP levels are named? Perhaps a different name might help (doubtful, but could).
You said you're using load_level, right? Try using a hard level break. If you're good about it, the user shouldn't notice anyway.
Are your levels in the same vpp, or separately? Placing them in the same vpp might work (if they aren't already).
It could be that you've too much stuff in the level for RED to work with in that level. Placing portals would help there.
There's just so much that could be happening, its almost impossible to pinpoint it. Hopefully, however, I've helped. |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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topspins |
Posted 22nd Sep 2005 4:06am |
L4Y Member Post 68 / 102
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CORRUPT MAPS: I know what Red Frog is talking about. When a map gets corrupted, IT JUST REFUSES TO RUN FROM ANOTHER MAP NO MATTER WHAT YOU DO...My Volcano level refused to load back after I had gone into Mushroom world and tried to go back to volcano map, THAT"S when it kept on crashing.
I also had the same trouble with CDK which worked fine when I entered into the map,but as soon as I entered into the computeroom 1 submap and tried to go back into CDK again, CDK kept on crashing and wouldn't load, so to bypass this problem, I added in a second computer room map to skip going back into CDK and go another route. That was the only way I got past the problem.

ALSO KEEP THIS IN MIND WHEN YOU CREATE MAPS.
Not everybody has the latest fastest machine. This is why I believe Red has put in certain limitations for this reason to suit everybody's different computer speeds and power. That's why I think the maps in the game are kept revalitvely small as well with frequent level loading and are not huge (for only fast machines can run bigger maps) But some people with the fast machines have clearly gone crazy over the limitations because they can get away with going past red's limits for what slow machines can handle.
That's why I think the editor will behave different on a slow computer vs a fast computer and that's probably the reason why you have more room, more power on the fast machines to put more things into red, larger capacity than on slow computers, but what good will that do really because anything over Red's limits is gonna crash slow machines.
There were some guys on here boasting in the community about breaking Red's speed barriers with their fast machines, one guy saying he had made a map with tons of riot guards in it.
I was curious and had to see this for myself, so I looked at the screenshot of this map and there was a whole sea of guards running about on his machine HUNDREDS OF RIOT GUARDS, so many they were filling up the screen !!... My machine can't even handle more than 50 of them. No slow machine is gonna be able to have the power to run his map, and that's why I got annoyed when I download a map and found it won't run on my machine because the map was too big for it. |
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Modified Sep 22nd, 05:06am by topspins |
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Predalienator |
Posted 22nd Sep 2005 5:04am |
Welcome! Post 640 / 1
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CENSORED 100 Riot Guards? Post the pic NOW! I want to see it. |
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Vidi44 |
Posted 23rd Sep 2005 12:25am |
L4Y Member Post 249 / 668
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I think I remember that level. Was it Assault-Better? That map pwnd for how complex yet simple it was. Pure AI mastery in that level, although the techniques used were simple (gotos, shoot ats, unhide, cyclic timer, etc). Anyway, I think it had some 50 AI in it (but they appeared at different times). I'll just settle down now... |
"Don't go there. It's ugly, and it never stops being ugly."
"Naps are good" - Visual C++.NET for Dummies, page 1 |
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RED-FROG |
Posted 23rd Sep 2005 10:41pm |  |
L4Y Resident Post 571 / 5258
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I finally fixed that problem...gosh...I have typed in the lvl filename wrong l3s2
WAAH almost gave it up again
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Who said the level with the hundrets of guard ever ran good on any computer?
Red Factions engine has it's limits. You can have the worlds best computer with dual core 64 bit and 2 SLI g-cards and whatever you want...it'll not run as good as you think. The bad engine breaks the performance however.
The engine is simply too weak to handle high polygoned meshes...
The game has nothing compared to other games, which for us is everything |
¤ MARS WARS 3! - Red Faction revamped on the unreal engine. Superiority ¤ |
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