My spawns have disappeared, no remedies work!

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Astute
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My spawns have disappeared, no remedies work!

Post by Astute »

Title says all. My spawnpoints have disappeared, and none of the remedies that worked before work now. It seems that this bug is random, and has no relation to a specific change(ex. lua change, adding objects).

In the debugger I found this though.

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'

All I can guess is that either the script used to create spawn points on the map is busted(possible?), or that the command posts aren't being munged. Please post if you have the answer, helpful info, or even just speculation.

Just a Note, I noticed that if I copy all my files except my .wld, it works, but when I copy the .wld it screws up. Could this be a layer problem?
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Post by EraOfDesann »

I have this exact same problem! As Astute said it seems to just randomly happen. I've made no changes to the lua or anything that would affect spawning. Also as Astute did, I took all my vital files and tried to make a new map but the problem is still there.

But I get error messages like this:
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027
Message Severity: 2
.\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ClothData" is full; raise count to at least 23
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 1032
I'm pretty sure I know how to fix the memory pool errors and I think those are what cause the problem so I'll give it a try and post the results here.

Astute, are you getting these messages too?
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Post by Astute »

Similar, but very few of them are the same. Question, how many objects do you have on your map? This problem only seems to happen for me late into the creation of my map(usually by that time i've got mabye 200 objects)
xwingguy

Post by xwingguy »

Object count ain't a problem. I can garantee it. I've got ~= 500 objects and 12 cps running.
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Post by Astute »

Well... it's the only thing i can suspect at this point. I add enough objects and then I get this error about how it can't load up the cps. EraOfDesann might be on to something though with the memory.
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Post by EraOfDesann »

I'm pretty sure it doesn't have anything to do with objects. I just started this map and don't have that many objects, however I am using legos so it might be more than I think.
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Post by [RDH]Zerted »

Astute, just to be sure, please post your Lua and the names of your CPs from ZeroEdit.

Maybe your CPs are in a layer not included in the game mode you are trying to run. If you registered them in the Lua and they are not included in the mode, those CPs would have nil values.
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Post by Astute »

Well, I haven't made any new spawn points.. in fact i haven't even moved them from there initial starting position. The lua is the same. In fact, in a desperate attempt to fix this, i generated a new set of lua's in a different world(of the same name) and plugged them in.

Not sure about the legos, i'll have to test(since i have legos in both my glitched maps)
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Post by Astute »

Well, i can confirm that it's a certain object on my map that's messing with the cps. Here is my test. I made a new level with the same name.. and the only thing i plugged in was the .wld, and nothing more. All my spawns showed up. However, when i added in all of the accompaning objects and effects(effects, munged, odf, and msh folders), it screws with my spawns.

EDIT: If I was to guess, i would say that one of these objects registers as a cp instead of a prop, which messes up the lua.
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Post by EraOfDesann »

Well I added in the necessary memory pool lines and it didn't do a darn thing. So Astute I guess it is related to objects as you've proven.
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Post by Astute »

So, removing the objects worked for you too? Is your map very object intensive? and what varieties of objects are you using(ex, yavin 4, naboo, coruscant?)
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Post by EraOfDesann »

Astute wrote:So, removing the objects worked for you too? Is your map very object intensive? and what varieties of objects are you using(ex, yavin 4, naboo, coruscant?)


I haven't tried removing the objects yet. I'll be doing that sometime today.

I'm using Legos, crates from various worlds, Naboo props, Felucia props, some Jai Nollan props, and Bandu's Saleucami plants. I think the Legos may have something to do with the problem because I used those first and the problem occured before I added any of the other objects I mentioned.
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Post by Astute »

I can't look into the lego problem. My map has stopped updating.. so my changes don't take effect. Hopefully you have had better luck.
Big_rich

Post by Big_rich »

so deleting all the spawn points , regions and remaking them has no effect?
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Post by Astute »

No, because the cp's are never recongnized in the lua. Basically all the spawn points come back as null, and their never put on the screen. I was able to get my spawns back by removing all the objects(the folders) from my level, but i've run into another problem with my munge tool not updating.
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Post by [RDH]Zerted »

Astute wrote:...My map has stopped updating.. so my changes don't take effect...
Make sure your files aren't read-only. Delete your map from the addon folder. Clean everything. Then try munging again.
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Post by t551 »

Also, delete the <yourmodnamehere> folder from the battlefront 2 addon folder, sometimes the copy-over operation desn't always work perfectly.
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Post by Ace_Azzameen_5 »

Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(3767)
Command Post "cp1" not found

Message Severity: 3
.\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to perform arithmetic on a nil value
stack traceback:
(none): in function `AddCommandPost'
(none): in function `ScriptPostLoad'

I've had the same problem many times before while attempting to converty bf1 maps. I never generated a bf2log for them before becuase Zerted's server debug output trick didn't work yet. It seems to have just occured at random on my map, too, which is very lego intensive. But it occured at random after I created a large animation in ZeroEdit. For which I added to new objects, the vehicle laat mesh and the atte mesh . . .BRB!

*EDIT*Swapped out the laat for a random boulder in the anim, then deleted from my map and saved. Then I removed both the msh and odfs for the atte and laat prop. Now cleaning and munging. Hoping too. The msh's I used showed up really funny in the editor, so I think it could be them.

Still doesn't work. Is there a more thorough clean, or is it time to say goodbye to my odf and msh folders, and move each and every file back one at at time. . .wait . . .I didn't add any new ones other than those two!

*YELLS SO LOUD THAT THEY CAN HEAR HIM AT PANDEMIC Inc. *

These tools are supported unlike the bf2 ones right? Maybe someone should email them. I mean, someone could take a look at it after work even . . .
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Post by Astute »

Hmm, interesting suggestion Zerted, as legos are from Rhen Var, and the Rhen Var assets in battlefront 1 are all read only.
Big_rich

Post by Big_rich »

also delete data_modid\lvl_PC folder clean everything. Delete the folder created in lucasarts\battlefront II\data\modid. Munge everything. Post your lua if possible. I know you said you did no editing in it. But at least we can look at it.

here is a dumb question.. have you added any commandwalkers, commandbuildings, or anything else that would act as another spawn point. Like atat, atte, some buildings are commandposts/commandbuildings, commandhover. If so you need to add a memory pool for those things ex:

SetMemoryPoolSize("CommandWalker", 2) --for say like atat, or atte.

check the questioned odfs/vehicle spawns for anything with command in the classlabel. Adding those things without adding memory pools could cause this error. It's happend to me before when adding a commandhover vehicle.
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