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PostPosted: Tue Aug 10, 2010 2:04 pm 
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Albertosaurus
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I don't think that's the problem, or else the loading bar would have completed then crashed after the dinos would have activated.
If I verify your level with GeomAdd, it tells me that you forgot to import a part of the dilo and this:
Code:
WARNING: Unknown value 'Pathfinding' found in "$AnneBody".
WARNING: Unknown value 'Subdivision' found in "Trig_SLStart_Sky-00".
WARNING: Unknown value 'ActDying' found in "RaptorAcrested".
WARNING: Unknown value 'Wander' found in "Para".


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PostPosted: Tue Aug 10, 2010 2:30 pm 
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-=TresCom Website Manager=-
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The unknown value don't make any crash, it's only what the engine don't recognice and won't care about it

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PostPosted: Tue Aug 10, 2010 5:25 pm 
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Gallimimus
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If it gets to near 90%, that's either a scripting error (something doesn't make sense, such as a stupid mistake I made - told it to apply a push value, but didn't specify the target. :P), or an object is missing something, such as a keypad's .bmps... Probably something to do with those "Unknown" values - they probably don't make sense, but are required.. I didn't explain that very well.

If you put 30000 dinosaurs in one area, it'll handle it and load fine (okay, but it'd load fine with 30), bbut only 3 or so of them would actually be moving..

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PostPosted: Wed Aug 11, 2010 2:13 pm 
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Triceratops
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LtSten wrote:
If it gets to near 90%, that's either a scripting error (something doesn't make sense, such as a stupid mistake I made - told it to apply a push value, but didn't specify the target. :P), or an object is missing something, such as a keypad's .bmps... Probably something to do with those "Unknown" values - they probably don't make sense, but are required.. I didn't explain that very well.

If you put 30000 dinosaurs in one area, it'll handle it and load fine (okay, but it'd load fine with 30), bbut only 3 or so of them would actually be moving..



...Because it can only handle 3 at a time. Thanks, Sten! :mrgreen:

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PostPosted: Wed Aug 11, 2010 7:15 pm 
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T-Rex Killer
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LtSten has the right idea for what sort of errors that level crash spot would suggest..
And yes, those GeomAdd errors are pretty trivial, they are even common to retail levels 'cause the devs didn't have GeomAdd :P It's really not necessary to fix, but in case you are wondering: Pathfinding should be Pathfind; Subdivision should be SubDivision; ActDying should be ActDie (or if ActDie is already there, as it often is, delete ActDying); Wander should be ActWander.
Whatever Nick says you forgot to import with the dilo, sounds like a more likely candidate..

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 Post subject: Re: Jungle Jam V.2
PostPosted: Wed Aug 24, 2011 4:01 pm 
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Triceratops
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Revamped the OP, I hope I can do this right this time.

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 Post subject: Re: Jungle Jam V.2
PostPosted: Sun Jan 02, 2022 4:23 pm 
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Dinosaur egg
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Is there now a functioning version of this level? The one in the levels section of the main site still has the "loads to about 0.9 then crashes" problem..


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 Post subject: Re: Jungle Jam V.2
PostPosted: Sun Jan 02, 2022 5:56 pm 
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Kaplan wrote:
Is there now a functioning version of this level? The one in the levels section of the main site still has the "loads to about 0.9 then crashes" problem..


Unsure. In any case, not sure why the one in the download section is not working. But it is really small and you can view it in TresEd at least!

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