Author Topic: 2_weaponloadout-m cannot be loaded in  (Read 487 times)

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Offline Bryan See

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2_weaponloadout-m cannot be loaded in
Hello,

When I tried to switch to Weapons Loadout screen from Mission Briefing or Ship Selection after loading. I get this:

Code: [Select]
Error: Could not load in '2_weaponloadout-m'!
File: missionweaponchoice.cpp
Line: 2016

ntdll.dll! ZwWaitForSingleObject + 20 bytes
KERNELBASE.dll! WaitForSingleObjectEx + 159 bytes
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
fs2_open_3_7_5_20170724_1743e5f_x64_SSE2-FASTDBG.exe! <no symbol>
KERNEL32.DLL! BaseThreadInitThunk + 20 bytes
ntdll.dll! RtlUserThreadStart + 33 bytes

I checked in the contents of the mod, and 2_weaponloadout-m is still in the Interface directory.

Enclosed here is the FS2_Open.log file.

I am developing a total-conversion mod, perhaps an original one, powered by the FSO engine.

EDIT: I thought three years ago that the weapons loadout screen is the root of all problems caused by FSO in the past.

[attachment stolen by Russian hackers]
« Last Edit: July 27, 2017, 11:16:06 am by Bryan See »
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Offline The E

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Re: 2_weaponloadout-m cannot be loaded in
You are missing at least one, if not more, of the mask files (identifiable by the -m in their filename) from the retail interface. You can extract them from the interface folders in sparky_fs2.vp and sparky_hi_fs2.vp.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Bryan See

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Re: 2_weaponloadout-m cannot be loaded in
Even I got at least one, if not more, of the mask files from the retail interface, I still could not as it was unable to load one of their own.

Here is another log, this time when in presence of the sparky_fs2.vp and sparky_hi_fs2.vp files.

[attachment stolen by Russian hackers]
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

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GTS Hygeia, GTT Argo, SC Raguel

 

Offline The E

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Re: 2_weaponloadout-m cannot be loaded in
Please check your mod directory to see if it contains that mask file. If it does, delete it and replace it with the one from the VP.
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Bryan See

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Re: 2_weaponloadout-m cannot be loaded in
I did double check the mod, delete and replace it with the one from the VPs, no doubt. But it doesn't work anyway. The attached fs2_open.log file says so.

The mod I'm working on is on Github.

[attachment stolen by Russian hackers]
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Campaigns:
FreeSpace: Reunited - Shattered Stars

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GTS Hygeia, GTT Argo, SC Raguel

 

Offline ngld

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Re: 2_weaponloadout-m cannot be loaded in
You're probably missing 2_WeaponLoadout-MB.pcx. Extract that file from a VP and see if it solves your problem.

 

Offline The E

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Re: 2_weaponloadout-m cannot be loaded in
Yep, that's exactly what he's missing; the error message just wasn't adapted to include that file. You can find it in the MediaVPs' mv_root.vp. And while you're in there, copy over all the other -mb files as well.
« Last Edit: July 28, 2017, 02:01:55 am by The E »
Let there be light
Let there be moon
Let there be stars and let there be you
Let there be monsters and let there be pain
Let us begin to feel again
--Devin Townsend, Genesis

 

Offline Bryan See

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Re: 2_weaponloadout-m cannot be loaded in
I've put in the mask files from the MediaVP's mv_root.vp and put it accordingly and it worked perfectly.

Thank you for your help, The E! BTW, I've invited you on Skype.
Bryan See - My FreeSpace Wiki User Page (Talk, Contributions)

Campaigns:
FreeSpace: Reunited - Shattered Stars

Ships:
GTS Hygeia, GTT Argo, SC Raguel