Problem with the intro(s)

WrpTool island creator utility

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klavan
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Posts: 38
Joined: 2005-12-03 16:41:34

Problem with the intro(s)

Post by klavan » 2006-03-13 19:56:29

Hi all.
My problem is simple: i cant see the intro of my island. to say the truth i can't see any intro of any island except the BIS ones.
Here's the part of the config file:

Code: Select all

// Umm Qasr

#define TEast 0
#define TWest 1
#define TGuerrila 2
#define TCivilian 3
#define TSideUnknown 4
#define TEnemy 5
#define TFriendly 6
#define TLogic 7

#define true 1
#define false 0

#define private 0
#define protected 1
#define public 2


class CfgPatches
{
      class UmmQasr
      {
            units[] = {KLA_EffectsBase,KLA_DesertStormScript1,KLA_DesertStormScript2,KLA_DesertStormScript3,
                     KLA_DesertStormScript4,KLA_DesertStormAmbient,KLA_DesertStormAmbient2,catafghanbuildingo27s,
                     catafghanbuildingo219s,House_des4s,House_des6s,House_des7s,House_des13s,House_des15s};
            weapons[] = {};
            worlds[] = {"UmmQasr"};
            requiredVersion = 1.91;
      };
};

#include <KLA_Umm_QasrcfgSounds>

class CfgVehicles
{
      class All {};
        class AllVehicles: All {};
        class Land: AllVehicles {};
        class Static : Land {};
        class Building : Static {};
        class NonStrategic : Building {};
        class House : NonStrategic {};
      class Strategic : Building {};
      class Camp: Strategic {};
      class MASH: Camp {};

      #include <KLA_Umm_QasrklaEffects>

class Kla_BuiBASE:house
      {
            scope=private;
            vehicleClass="KLA Umm Qasr Buildings";
            side=TCivilian;
            cost=600;
            accuracy=1000;
            hideunitinfo = 1;
            hasDriver=0;
      };

class UQBuild1:Kla_BuiBASE
      {
            DisplayName="Afghan Building 02 (I Shaped)";
            model="kla_umm_qasrcatafghanbuildingo27s.p3d";
            ladders[]={{"start","end"}};
            scope=2;
      };
class UQBuild2:Kla_BuiBASE
      {
            scope=2;
            DisplayName="Afghan Vegetable Store 2";
            model="kla_umm_qasrcatafghanbuildingo219s.p3d";
            ladders[]={{"start","end"}};
      };
class UQBuild3:Kla_BuiBASE
      {
            model = "kla_umm_qasrHouse_des4s.p3d";
            scope = 2;
            displayName = "Mogadishu house (4)";
                ladders[]={{"start","end"}};
      };
class UQBuild4:Kla_BuiBASE
      {
            model = "kla_umm_qasrHouse_des6s.p3d";
            scope = 2;
            displayName = "Mogadishu house (6)";
                ladders[]={{"start","end"}};
      };
class UQBuild5:Kla_BuiBASE
      {
            model = "kla_umm_qasrHouse_des7s.p3d";
            scope = 2;
            displayName = "Mogadishu house (7)";
                ladders[]={{"start","end"},{"start2","end2"}};
      };
class UQBuild6:Kla_BuiBASE
      {
            model = "kla_umm_qasrhouse_des13s.p3d";
            scope = 2;             
            displayName = "Mogadishu house (11)";
               ladders[]={{"start1","end1"}};
      };
class UQBuild7:Kla_BuiBASE
      {
            model = "kla_umm_qasrhouse_des15s.p3d";
            scope = 2;             
            displayName = "Mogadishu house (13)";
                ladders[]={{"Start","End"}};
            animated =1;
            class Animations
               {
               class door1
                           {
                                    type="rotation";
                                    animPeriod=1;
                                    selection="door1";
                                    axis="axis_door1";angle0=0;
                                    angle1="1.50000";
                              };
                        class door_group1
                           {
                                    type="rotation";
                                    animPeriod=7;
                                    selection="door_group1";
                                    axis="axis_door_group1";angle0=0;
                                    angle1="2.0000";
                              };
                        class door_group2
                           {
                                    type="rotation";
                                    animPeriod=7;
                                    selection="door_group2";
                                    axis="axis_door_group2";angle0=0;
                                    angle1="-2.0000";
                              };
                     };
             class UserActions
           {
                class Action1
                              {
                                       displayName="open door";
                                       position="pos_open_door1";
                                       radius=3.000000;
                           condition="this animationPhase ""door1"" < 0.5";
                           statement="this animate [""door1"",1]";
                    };
                         class Action3
                              {
                                       displayName="open doors";
                                       position="pos_open_door2";
                                       radius=3.000000;
                           condition="this animationPhase ""door_group1"" <0>= 0.5";
                           statement="this animate [""door_group1"",0];this animate [""door_group2"",0]"
                    };
               };
      };      

};


class CfgSurfaces
{
      class Default {};
};

class CfgWorldList
{
      class UmmQasr{};
};


class CfgWorlds
{
      class DefaultWorld {};
      class Intro : DefaultWorld {};
      class  UmmQasr: Intro
      {
            access=3;
            description="Umm Qasr";
            icon="Kla_Umm_QasrUmmQasr.paa";
            worldName="UmmQasr.wrp";
            cutscenes[] = {"..resaddonsUmmQasr_animintro"};
            plateFormat="UQ$ - #####";
            plateLetters="ABCDEGHIKLMNOPRSTVXZ";
            startTime="7:30";
            startDate="08/1/90";
            startWeather=0.400000;
            startFog=0.000000;
            forecastWeather=0.400000;
            forecastFog=0.000000;
            seagullPos[]={8897,4349,100};
            ilsPosition[]={1425,2156,0};
            ilsDirection[]={0,0.08,1};
            ilsTaxiIn[]={1525,1424,
                       1525,2153,
                         1507,2174,
                             1456,2174,
                       1424,2131,
                             1424,2106,
                       1424,2081,
                             1424,2056,                   
                      };
            ilsTaxiOff[]={1425,2156,
                        1424,1250,
                        1454,1225,
                        1506,1225,
                        1525,1248, 
                              1525,1424,
                       };
            centerPosition[]={9735,3964,0};

            
      class Sounds
            {
                  sounds[]={};
            };
            
            class Animation
            {
                  vehicles[]={};
            };
            
      class Names
      {
            class Umm_Qasr
            {
                  name="Umm Qasr";
                  position[]={6322.7529, 8580.1797, 0};
            };
            class UN_Border_Crossing_Post
            {
                  name="UN Border Crossing Post";
                  position[]={8683.3057, 2613.4976, 0};
            };
            class Camp_Udairi
            {
                  name="Camp Udairi";
                  position[]={1809.5017, 2328.3708, 0};
            };
            class Iraqi_Naval_Facility
            {
                  name="Iraqi Naval Facility";
                  position[]={9372.3516, 7780.5034, 0};
            };
            class to_al_Basrah
            {
                  name="to al-Basrah";
                  position[]={3559.8796, 12443.2324, 0};
            };
            class to_Sawfan
            {
                  name="to Sawfan";
                  position[]={573.5165, 12312.5830, 0};
            };
            class to_Kuwait_City
            {
                  name="to Kuwait City";
                  position[]={8124.0342, 537.7169, 0};
            };
            class IraqA
            {
                  name="Iraq";
                  position[]={3054.3965, 7253.4312, 0};
            };
            class IraqB
            {
                  name="Iraq";
                  position[]={6780.3730, 6178.2573, 0};
            };
            class KuwaitA
            {
                  name="Kuwait";
                  position[]={6269.8906, 5578.6655, 0};
            };
            class KuwaitB
            {
                  name="Kuwait";
                  position[]={1754.2872, 6785.2349, 0};
            };
            class Abandoned
            {
                  name="Abandoned airfield";
                  position[]={6168.2100, 6359.1821, 0};
            };
            };
};
};


And here's where i put the folder.

Image

Where the hell the error is???
Thanks
Klavan
Last edited by klavan on 1970-01-01 00:00:00, edited 1 time in total.

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-13 20:44:45

To me it looks ok... but if it doesn't work hmm. Try moving the cutscenes line up under the worldName, like this:

worldName = "PMC_RugenPMC_Rugen.wrp";
cutscenes[] = { "..x_pmcaddonsPMC_animsintro1"};

klavan
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Posts: 38
Joined: 2005-12-03 16:41:34

Re: Problem with the intro(s)

Post by klavan » 2006-03-13 21:17:16

Nothing..... :-/
I've tested some more islands and i discovered that Tonal's intro works, but not Cat_Afghanistan or DMA Libya ones.
After decrypting Tonal i've checked the config but i didn't find nothing particular different from my own....
???
Klavan
Last edited by klavan on 1970-01-01 00:00:00, edited 1 time in total.

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-13 21:19:28

I suggest you start with the WrpTool example configs, then add line by line your own stuff in there.

klavan
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Posts: 38
Joined: 2005-12-03 16:41:34

Re: Problem with the intro(s)

Post by klavan » 2006-03-13 21:53:08

The WRPToo example config is where i've started from.
Btw i've updated the first topic with the complete config, maybe it might help in some way....
Klavan

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Gnat
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Posts: 120
Joined: 2004-01-07 08:46:56

Re: Problem with the intro(s)

Post by Gnat » 2006-03-14 12:44:46

My understanding was that cutscenes ONLY work when they are in the OFPRoot/ADDONS directory.
Hence trying to force them from there to the RES/ADDONS directory may not work.

As a test you could rename you CUTSCENE config to use another Islands working Intro, just to prove its not you intro thats actually causing the problem. Sure, land units may end up placed in water (and vice vesa), but it should work in part, enough to prove either the config or cutscene.

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-14 12:48:48

My understanding was that cutscenes ONLY work when they are in the OFPRoot/ADDONS directory. Hence trying to force them from there to the RES/ADDONS directory may not work.
Thats not the case as can be seen from my PMC Rugen example where I'm using OFPRootx_pmcaddons directory.

klavan
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Posts: 38
Joined: 2005-12-03 16:41:34

Re: Problem with the intro(s)

Post by klavan » 2006-03-14 17:37:30

@Gnat
I've tried, but without success.....What really disappoint me is that i've got the same problem with other maps.
But as i've already said Tonal works fine, for example. I don't know what to think, really.
:(
Klavan

klavan
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Posts: 38
Joined: 2005-12-03 16:41:34

Re: Problem with the intro(s)

Post by klavan » 2006-03-15 17:57:59

Well i've decided to release the map anyway.
Thread on bis forums
Klavan

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-15 19:17:42

Hehe you should never give up so easily :)

I'll download it (havent checked the BIS topic yet) and take a look, I can then re-post here the fixed config so you can make prompt patch for it.

Its the small details on islands that make the whole impression, if we start to skip these little things, the overall quality "control" of the addon scene drops and... well people start to accept all kinds of poop (which somewhat happens already, which is real sad). Anyways, we'll fix up the config, dont worry about it.

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-15 20:39:07

This will take some time, the filefront aborts the download for me every time. I'll have to wait for mirrors. I'll post the fixed config here when I finally have downloaded the island.

klavan
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Posts: 38
Joined: 2005-12-03 16:41:34

Re: Problem with the intro(s)

Post by klavan » 2006-03-15 21:15:49

Thank you Snake Man.
Here's an alternate mirror.
http://www.badongo.com/file/295626
Klavan

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-16 00:54:01

I checked the island Intro.ummqasr and thats what is bugging here. You have the units and stuff in the "mission" part of the... mission when they should be in the "intro" part.

Compare closely your intro.ummqasr and for example any other (working) islands cutscene, or simply check out any of the three WrpTool example anim cutscenes.

You can fix it in mission.sqm file simply by cut paste the mission stuff from the class Mission into the class Intro part.

Heh hope I'm not confusing you here, its somewhat difficult to explain. If you cant get it to work etc, let me know and I'll email you the fixed anim cutscenes and even cleaned up config.cpp file.

klavan
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Posts: 38
Joined: 2005-12-03 16:41:34

Re: Problem with the intro(s)

Post by klavan » 2006-03-16 11:10:48

I checked the island Intro.ummqasr and thats what is bugging here. You have the units and stuff in the "mission" part of the... mission when they should be in the "intro" part.

Compare closely your intro.ummqasr and for example any other (working) islands cutscene, or simply check out any of the three WrpTool example anim cutscenes.

You can fix it in mission.sqm file simply by cut paste the mission stuff from the class Mission into the class Intro part.

Heh hope I'm not confusing you here, its somewhat difficult to explain. If you cant get it to work etc, let me know and I'll email you the fixed anim cutscenes and even cleaned up config.cpp file.

>:(
S**t i'm an idiot. Thank you very much Snake Man.
Klavan

EDIT
I've updated a link to a fixed version on the official thread.... This problem made me realize i'm very rusty with the mission editor. :-[
Yes, if you can send me a cleaned up .ccp it would be great, maybe one day i will decide to release an extendd version of the map. Thank you very much. :)

PS
What do you think about the island? I'm very interested in your opinion.
Last edited by klavan on 1970-01-01 00:00:00, edited 1 time in total.

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-16 13:10:28

I only looked the cutscene so far, meaning I did not use any unit(s) to browse around the island, just wanted to give you the fix for the cutscene. In fact I'm still missing the new AGS harbor pack which I need to install first.

I'll let you know when I take a good look at it.

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-18 02:30:01

Yes, if you can send me a cleaned up .ccp it would be great
I had to merge the cfgSounds.hpp and klaeffects.hpp to accomplish it. But if that doesn't bother you (you can split it up again), then I can send you the cleaned up config. Private message me your email so I can send it to you.
What do you think about the island? I'm very interested in your opinion.
Basically its nice and new look for desert urban area. What I recall the FoxNews live footage from Operation Iraq Freedom, your island looks pretty good. However it has somewhat serious slowdowns/stutters in my computer. I have played other missions/addons recently and they work fine so its not my install. Its playable yes, but its annoying as heck to get the slowdowns. Perhaps is the many addons and especially the ones which need optimizing (I believe you used some black hawk down mogadishu buildings that has horrible LODs etc).

I like the cities but I havent actually studied carefully the harbors yet in 3d, in mapview they look great.

As I'm always against the massive addon usage, its somewhat scary list what I need to install to use this island, but its doable.

Whats the Jack_256.pbo all about? There is O (Nogova) textures resized to 256.

klavan
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Re: Problem with the intro(s)

Post by klavan » 2006-03-18 07:40:52

I had to merge the cfgSounds.hpp and klaeffects.hpp....
It's OK, you can find my mail address in the island readme. Thank you.
Basically its nice and new look for desert urban area. What I recall the FoxNews live footage from Operation Iraq Freedom, your island looks pretty good. However it has somewhat serious slowdowns/stutters in my computer. I have played other missions/addons recently and they work fine so its not my install. Its playable yes, but its annoying as heck to get the slowdowns. Perhaps is the many addons and especially the ones which need optimizing (I believe you used some black hawk down mogadishu buildings that has horrible LODs etc).
I think the slowdons are usual whit urban areas. The first beta versions featured the salang house pak and the TWm_const addons, and it was unplayable due to lag. When honchoblack sennt to me the Libia_o the situation improved substabtially and thanks to it and to my object pack i reduced the objects count of 5000!
To say the truth the number of Mogadishu buildings placed in the island is very low, so i don't think they are the cause.
As I'm always against the massive addon usage, its somewhat scary list what I need to install to use this island, but its doable.
Whats the Jack_256.pbo all about? There is O (Nogova) textures resized to 256.
God knows how i agree with you! In my next island i will cut down addons dependency for sure. In fact if ag-smith will remove the dependancy of the Libya_o from CAT_afghanistan textures there will be a step forward in this direction even for Umm Qasr. I dreamed of include all the buildings/objects needed directly in the island pbo it it was not possible for many reasons (mainly for the permissions needed). But after all the needed addons are quite pupular.
I'm aware of the nogova textures, but they misses a lot of transition textures. Again in my next island i will try to solve this problem in a different way.

Thank you again.
Klavan

Snake_Man

Re: Problem with the intro(s)

Post by Snake_Man » 2006-03-18 14:08:20

if ag-smith will remove the dependancy of the Libya_o from CAT_afghanistan textures
Perhaps you mix up the dependancys here, DMA Libya requires AGS CAT Afghanistan, not the other way around.
I dreamed of include all the buildings/objects needed directly in the island pbo it it was not possible for many reasons (mainly for the permissions needed).
Thats the biggest mistake island maker could do. Why in the WORLD would someone pack lets say... AGS harbor pack into their island pbo when its so common/standard addon. There is absolutely no reason to do that except to increase dowload sizes and OFP memory usage.

That's what pissing me off mostly on released stuff, the re-releasing already existing stuff. Its just waste of space, download time and OFP resources.
I'm aware of the nogova textures, but they misses a lot of transition textures. Again in my next island i will try to solve this problem in a different way.
I heard that its the Snipin-Jacks texture pack and the O textures are resized to cut down "texture load time", I'm not absolutely sure if I agree with this. Is it worth to re-release the same damned textures just to cut down second or two in OFP loading (if that really even happens, I havent tested it).

Btw regarding the re-releasing stuff, the Jack_256 textures can be found on the DMA_Libya.pbo (or DMA_Libya_o was it), so you can leave out that from your next island release. Another space, download time and OFP resource saved (of course I would personally recommend just sticking with O textures).

klavan
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Re: Problem with the intro(s)

Post by klavan » 2006-03-18 14:46:51

Perhaps you mix up the dependancys here, DMA Libya requires AGS CAT Afghanistan, not the other way around.
Both the files (the DMA island and the object pack that comes along with it) requires CAT_Afghanistan, but for my island only the DMA_Libya_o object pack is required. If ag_smith will remove this dependancy CAT_afghanistan will be non longer needed by my island. I'm pretty sure this will happen in the near future, since even honchoblack expressed this desire, but unlucky ag_smith is quite busy.
Thats the biggest mistake island maker could do. Why in the WORLD would someone pack lets say...
I know what you think about this (remember that i read the manuals! ;) ). However if you 're a mission maker you must take in consideration the number of needed addons more than the amount of megabytes , expecially if the island itself is suitable for modern-era (1990+) scenarios. Natuarally if your island if part of a mod (island+opfor), such problems are secondary.
Is it worth to re-release the same damned textures just to cut down second or two in OFP loading (if that really even happens, I havent tested it).
I thought it would increased the overall performance and not only the loading time . :-?
Btw regarding the re-releasing stuff, the Jack_256 textures can be found on the DMA_Libya.pbo (or DMA_Libya_o was it), so you can leave out that from your next island release.
They're part of the island pbo that's why i decided to add the entire file in the .rar archive. I've asked sniping-jack the permission to include only the needed textures directly in the Umm Qasr file, but he answered with a no. :-/

Klavan


PS
Mail received. Thank you very much Snake Man. :)
Last edited by klavan on 1970-01-01 00:00:00, edited 1 time in total.

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