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  • Renegade crashes when using altmat for exterior of buildings


    Forithow
    • Open Severity: Low Game Area: Maps

    Description

    I have a map that I've made and I wanted to mimic how the original style Westwood maps are done, this also includes changing the textures of the buildings when they get destroyed to be all dark and smokey. I've used altmat with an "alive" terrain .w3d, and altmat for a "dead" terrain .w3d to produce mp_citymap_v2.w3d, where the stage 1 texture changes from an 'alive' texture to a 'dead' texture when a building gets destroyed.

    This works flawlessly initially where I destroy the buildings, and the texture changes when they are destroyed. However if I have that map twice in a rotation and it reloads to that map, it will crash the game. I've spoken to Unstoppable and gave him the extended crashdump file and he told me that it's specifically trying to load a texture from W3D that doesn't exist "yet". I was wondering if you guys know a way of solving this issue? I also do wonder if it's because the alive and dead w3d terrains are too large for altmat to handle and would probably be better to separate buildings into their own W3D files but I don't know the inner workings of that application.

    I have noticed other issues which is probably related to this one, such as the interior of the Airstrip randomly disappearing when you enter it.

    Reproduction Steps

    1. Download this CityTest.mix map.
    2. Have CityTest as the only map in rotation in LAN.
    3. Destroy all the enemy buildings so that it game overs naturally (doesn't matter if you're GDI or Nod. I used 'weapon_ultimateweapon' to destroy the enemy buildings quicker)
      1. Note, you'll see the buildings change textures as they get destroyed to be all darker and smokey, just like in stock Westwood maps.
    4. Wait for it to load CityTest.mix again as the next map.
    5. Produces an error message and a crashdump.

    Attachments
    Attachments: CnC_Citytest_beta.zip

    User Feedback

    Recommended Comments

    This is not an area that I am versed in to be able to give much help, but I just wonder what might happen if you switch the textures back to the "alive" versions at gameover. The fact that this is somehow caused by the 2nd run of the map not having the same "clean slate" that the first run has is a bit worrisome. Maybe Unstoppable or another of our gurus can figure this out. Thanks for bringing it to our attention.

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