No objects ingame and map crashes

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501st_commander
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Re: Help...Please!?

Post by 501st_commander »

this looks like a problem:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restfrontsoft(_upper)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restfrontsoft(_lower)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restbacksoft(_upper)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restbacksoft(_lower)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_forward(_upper)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_forward(_lower)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_backward(_upper)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_backward(_lower)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_left(_upper)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_left(_lower)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_right(_upper)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_right(_lower)


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(2062)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_choking
You are missing animations in the munged folder

also fill that ananimation pool by adding this:

Code: Select all

    SetMemoryPoolSize("SoldierAnimation", 800)
between this:

Code: Select all

    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("SoldierAnimation", 800)
    SetMemoryPoolSize("TreeGridStack", 1024)
in the lua
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Fiodis
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Re: Help...Please!?

Post by Fiodis »

To do hide tages, when typing, click the "Hide" button right under the subject field and type within the two tags that pop up. They start with [] and end with [/], generally. Like such:

Code: Select all

[Hide]Text to hide.[/Hide]
Anyway, a quick search brings up this:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1172)
Could not find odf "myg1_bldg_central_building"!
You're missing an odf file.

I'd also reccomend raising your SoldierAnimation pools, from this line:

Code: Select all

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 1032
I would also reccommend increasing your combo memory pools, since it seems there isn't enough free memory for the game to load Grevious's combo and animations. So either raise your combo animation pools as well (look at stock hero assault luas) or remove Grevious entirely.


EDIT - 501st beat me to it. However, I'd like to point out that his reccomendation,

Code: Select all

    SetMemoryPoolSize("SoldierAnimation", 800)
ought to really be much higher, judging from your error log:

Code: Select all

    SetMemoryPoolSize("SoldierAnimation", 1100)
Plus the Grevious animations may be missing (if they are add them) but if all his .zzabin and .zaafbins are there then do what I sudgested, increasing the combo memory pools.
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Par3210
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Re: Help...Please!?

Post by Par3210 »

I don't understand what you're saying... :?
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Maveritchell
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Re: Help...Please!?

Post by Maveritchell »

Par3210 wrote:I don't understand what you're saying... :?
Your first problem (besides not using the formatting tags) is that you didn't add objects correctly; that is to say that you didn't copy objects to your world folder right. No objects are showing up because you probably don't have .odfs in the right place.

Go ahead and post your .lua file (also in hide tags) and that will help determine why you're getting animation errors as mentioned at the end.

And protip: always fill out SoldierAnimation memory pools as mentioned above (or at least remove them from the log you post).
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Re: Help...Please!?

Post by AceMastermind »

Fiodis wrote:Do not paint the terrain colors with the tools in the "colors" tab in ZE. Use the "terrain" tab instead.
...for the record, there's nothing wrong with painting colors on terrain in Color edit mode, it will not crash your map, and there is no "terrain" tab in ZE unless you meant "texture".

Please try to avoid posting inaccurate information whenever possible, it just creates confusion and misconceptions among the community and tends to lead to more unnecessary topics.
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Fiodis
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Re: Help...Please!?

Post by Fiodis »

AceMastermind wrote:
Fiodis wrote:Do not paint the terrain colors with the tools in the "colors" tab in ZE. Use the "terrain" tab instead.
...for the record, there's nothing wrong with painting colors on terrain in Color edit mode, it will not crash your map, and there is no "terrain" tab in ZE unless you meant "texture".
Please try to avoid posting inaccurate information whenever possible, it just creates confusion and misconceptions among the community and tends to lead to more unnecessary topics.
Sorry about that; I got crashes when I experimented with that long ago, though now I suppose it must have been something else....

Yes I meant textures. I didn't have ZE open at the time and so was working from memory.
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Par3210
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Re: No objects ingame and map crashes

Post by Par3210 »

Hi. Stupidly, I got rid of Mod Tools by mistake >.> Getting them back now.
Could you explain how to get the objects in game ? What do you mean about a missing odf file?
:?

EDIT
Excuse me anyone but could someone tell me how to remove grevious?
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Re: No objects ingame and map crashes

Post by 501st_commander »

remove him from the lua like so:

Code: Select all

	    officer  = { "cis_inf_officer",1, 4},
	    special  = { "cis_inf_droideka",1, 4},
        }
     }

		SetHeroClass(REP, "rep_hero_obiwan")
		SetHeroClass(CIS, "cis_hero_grievous") <------------

    --  Level Stats

Code: Select all

	    officer  = { "cis_inf_officer",1, 4},
	    special  = { "cis_inf_droideka",1, 4},
        }
     }

		SetHeroClass(REP, "rep_hero_obiwan")
                                            <---------------
    --  Level Stats
Last edited by 501st_commander on Tue Jun 16, 2009 4:18 pm, edited 1 time in total.
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Par3210
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Re: No objects ingame and map crashes

Post by Par3210 »

which lua??? Please tell me quick as i have to go in a minute!!
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Re: No objects ingame and map crashes

Post by 501st_commander »

yours


edit:
found in data_***/common/scripts/***/***c_con
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Par3210
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Re: No objects ingame and map crashes

Post by Par3210 »

which one!? the addme one???? i looked in there and nothing was in that except for this
Hidden/Spoiler:
Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "RPM%s_%s", era_g = 1, era_c = 1, mode_eli_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("RPM","RPMg_eli",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\RPM\\data\\_LVL_PC\\core.lvl")
-
501st_commander
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Re: No objects ingame and map crashes

Post by 501st_commander »

501st_commander wrote: edit:
found in data_***/common/scripts/***/***c_con
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Par3210
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Re: No objects ingame and map crashes

Post by Par3210 »

do i just delete the line saying
ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous", <----
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")
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Re: No objects ingame and map crashes

Post by 501st_commander »

yes
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Par3210
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Re: No objects ingame and map crashes

Post by Par3210 »

Do not double post. Edit your old post. Please read the site rules. -Staff
Sorry, staff. I've only been here for a few days and still getting used to the rules. I'm sorry, I'll read the site rules now.

EDIT: please help me someone! I am trying my best to get objects in game but they are NOT APPEARING!!! I tried everything and they are still not appearing!!! PLEASE! HELP! :runaway: :x
Anyone?? Please? :(
EDIT2: Don't worry I've done it all the objects are appearing now YAAAY and I managed to remove grevious
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