Jump to content

person915

Member
  • Content Count

    57
  • Joined

  • Last visited

  • Medals

Everything posted by person915

  1. After countless threads and attempts, it's still failing to launch. I have the first dir set to just p:\ and it seems to love that. The next is something along the lines of c:\programfiles(x86)/steam/steamapps/common/arma2/arma2.exe -window -bulldozer and that doesn't freaking work. I'm at a loss. I've done what tons of people have told me to do and it's not that they don't work altogether, just don't work for me and I don't know why. First off, my physical hard drive is on my c:\. My parition with my folder is on p:\. my arma2.exe is waaaay inside the freaking directory and I dunno how exactly to write it. Is it case sensitive? What about spaces? What direction do the slashes go? What the hell do I put in? HELP! I'm just trying to launch bulldozer through Visitor 3.\ EDIT: I got the directory correct, but now it's saying there's a shader error (mismatch of .exe and data?) for an error when I try to launch it. What do I do?
  2. person915

    Bulldozer not starting

    How do I activate my @TUT modfolder??? All I can do is make a list of addons and crap ---------- Post added at 23:15 ---------- Previous post was at 22:36 ---------- Still can't get it. ---------- Post added at 23:38 ---------- Previous post was at 23:15 ---------- I have this: as my addons. It detects DayZ and stuff in my folder but doesn't enable them These are my launch options: And this is the same error that I STILL get with these settings: http://i.imgur.com/RQ7MjnI.png (380 kB)
  3. person915

    Bulldozer not starting

    So I got to SGT Ace's tutorial, and I'm on the very last part. I'm trying to open the map on the editor in ArmA 2 OA. And it doesn't work. I run the game on Steam, and use the Operation Arrowhead Beta to launch. Basically, it's just launching OA with the latest beta patch. The map shows up in the editor, but when I set launch parameters -mod=@TUT -window -nosplash it gives me an error on opening the editor that it cannot find the icon for the tut sample map. It will also give me an error on startup of the program that TUT samplemap needs addon.utes.... and when I try and preview it in the editor after placing a player unit, it says it can't find the terrain sounds or something and just won't let me start the preview! If I remove the -mod=@TUT -window -nosplash from launch options and try to start a preview in the editor, it says it can't find the [somedirectory]\layers\p[randomnumbersfollow] and goes to recieving, then turns black, and ArmA OA crashes. What the fuck did I do wrong? I followed the tutorial REALLY closely! Any suggestions? Edit: The full and exact error I get when launching with @TUT enabled in expansions and not using the extra launch parameters (this happens upon opening the map in editor): Cannot load material file tut\tut_samplemap\data\layers\p_000-000_l00.rvmat What do I do????? EDIT 2: I checked in that path, and the file is there. I originally thought the 'l' (it's an L) was a 1, but they all have a p_XXX_XX_LXX (X's are numbers), so it MUST be an L, because it can't be anything else. Anyway, it's there, dunno why it can't load it and why it's causing it to friggen not work.... I didn't even touch that area in the tutorial, so....
  4. person915

    Bulldozer not starting

    Screw that, coffee sucks! -No, I'm gonna do what you said. Goodbye p:\! Until I recreate it. Also, will putting ArmA 2's files in the parition or a parition increase it's performance? I think I may have heard that somewhere, if you know.
  5. person915

    Bulldozer not starting

    Literally the ONLY problem with my P:\ is that somehow when I make a subfolder it leaks out somehow... I don't even know, all I know is I didn't do that to the files and they were like that. I'm going to finish this tutorial first, then just uninstall and reinstall everything but this time use the up-to-date info. ---------- Post added at 02:22 ---------- Previous post was at 01:05 ---------- So when I put the bulldozer.exe as the directory it fails, but when I use ArmA it will launch, even though it fails due to error later. I don't understand.
  6. Please read more below on the copy-pasted post, which fully explains the problem and asks for assistance in fixing it, and has a link to an "evidence post" with the same problem, and same vague solution which doesn't contribute at all, but let's me know what I'm dealing with, atleast. It is copy-pasted from my DayZ forum account and can be found here: dayzmod.com/forum/index.php?/topic/139478-programming-help-needed-to-fix-an-error *BEGIN COPIED CONTENT* I'll cut to the point. I've deduced and tested and I know exactly what problem I face, but near nothing of how to fix it. I'm trying to make an ArmA 2 map. To get set up and acquianted with it, I'm using this tutorial: community.bis...errain_Tutorial Go pretty far down to the Import Satellite and Mask section. Here, it says: 1: Go to Tools -> Import Satellite + Mask.. and browse to P:\TUT\TUT_SampleMap\Source\layer.cfg. 2: Select text mode for saving the rvmats in the next window. 3: Visitor asks now for the SAT file, so browse to P:\TUT\TUT_SampleMap\Source\sat_lco.png. 4: Same with the Mask - point it to P:\TUT\TUT_SampleMap\Source\mask_lco.png. 5: The import process begins right after you hit OK. The issue is that the mask_lco.png cannot be loaded. I do ask the tutorial says, select the layer.cfg as text, select the sat_lco THEN the mask_lco, and it gives me the error: Error loading 'p:\tut\tut_samplemap\source\mask_lco.png" This can be traced back to the layer.cfg, which is written in Java programming language. The .cfg content is as follows: class Layers { class sm_grass { texture = "tut\tut_samplemap\data\sm_grass_mco.png"; material= "tut\tut_samplemap\data\sm_grass.rvmat"; }; }; class Legend { picture="tut\tut_samplemap\source\mapLegend.png"; class Colors { sm_grass[]={{255,255,255}}; }; }; The problem seems to be that one of the classes is declared wrong, so it fails loading the mask_lco.png when I tell it to, or atleast in my mind, that's what's going on, because somehow that makes sense (because I dunno what else it could be). Though more experienced programmers will know what it is in entirety. Evidence of this is also here, on this thread, with a fellow who appears to be having the same problem on the same tutorial as me, but is not gracious enough to tell just HOW the problem is fixed: forums.bistud...sat-mask-import He says there was a class declared wrong somewhere in the layers.cfg. That "somewhere" is not specified, and even if I knew where it was, I would not know how to fix it. So... ....what do I do to fix my layers.cfg so I can continue on my tutorial and journey to making amazing things? ALL help regarding this issue is appreciated. Thank you. *END COPIED CONTENT* I hope this thread will solve the issue once and for all of vague answers for trying to fix it and help the people who want to make a map but just don't know the language quite yet because they're using a tutorial and the tutorial is WRONG....
  7. Yeah, I did that step, and checked it, and it's correct, but there's a problem. You see, it says to register your own OFPEC tag and put that as your folder. When it looks for the mask_lco it looks for a TUT folder, while mine is named after my tag, so of course it can't find it. I can try renaming it, but it might mess it up. I'm really not sure. My texture folder directory is set to search in MY project folder's name, so I've not an idea why it's still trying to find it with a TUT folder name. I'll see what I can do. ---------- Post added at 18:20 ---------- Previous post was at 18:16 ---------- Got it, though another part of the problem was a repeated p:/ in the dir for the textures folder. I'm going to see if it finishes importing the data. Edit: Worked. You're awesome. Thanks for your help!
×