game freeze after map loads second time

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Rends
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game freeze after map loads second time

Post by Rends »

Anyone have an idea?
My Coruscant maps runs ok first time but if it loads a second time the Game freeze in "loading" screen and the taskmanager says that battlefront runs at 100 percent CPU time.

Bfront error message doesn´t report something usefull about this bug:

Opened logfile BFront.log 2005-07-07 0013

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0xb4da9edb does not exist in movie 0xb86e8e36

Message Severity: 2
.\source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP1" control region

I have no idea where to start searching for the bug?
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RE: game freeze after map loads second time

Post by Leviathan »

I do not want to be pessimistic, but maybe there are too many entities on your map... :(
Lord-Bandu

RE: game freeze after map loads second time

Post by Lord-Bandu »

If so then it wouldnt load the 1st time ..or at least it would crash.
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RE: game freeze after map loads second time

Post by Leviathan »

It could work the first time, but the CPU charge would be "full". Reload this map a second time - while memory has not been cleaned yet - may crash the computer...
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RE: game freeze after map loads second time

Post by Rends »

Leviathan,
what do you mean with entities?
I´ve no 3rd fraction caracters on the map. Only the Coruscant dome vehicles are 3rd party. From regular troops CIs and Rebs there are only 30 per side on the map.
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RE: game freeze after map loads second time

Post by Leviathan »

Excuse me, I considered entities as Spawn points, Turrets, etc... And buildings ! Maybe those constructions have too many details, or they are two many... :shock:
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RE: game freeze after map loads second time

Post by Rends »

ok thx for clarifying. Hm, will there be a way to check this in sbtest.exe?
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Post by -_- »

too much vehicles i guess. Last time i tried 16 attes that happened to me as well
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Post by Qdin »

Walkers uses MUCH more 'power' than other things in the game :wink: so I 'hope' you game lagged a LOT -_- :wink:
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Post by -_- »

actually 12 attes was still okay... look at this pic first of all

http://i15.photobucket.com/albums/a391/ ... t_0518.jpg

P.S. if u saw this pic on swbffiles, this is MY pic, so dont worry about me stealing someone's pic.
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Post by Rends »

i´ve only a handfull flyers on the map. nothing else except some dome models but even without the dome models the map crashed.
Lord-Bandu

Post by Lord-Bandu »

iv noticed that shadowvolumes make a big difference in 'lag' . Especially complex models ....im currently editing mine so have much less polygons / edges .

Iv noticed in munge that my models have sometimes 4000 edges ...what i was doin was duplicating my model for the shadowvolume ....so thats double that for 1 prop!!!


I should really get a hold of myself when modeling ...but i cant help but add tons of details :)
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Post by Leviathan »

Rends, if I were you, I'd try to remove some buildings from your map to see if it makes a difference...
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Post by Ace_Azzameen_5 »

No! Coruscant is too good to be cursed with a mystery problem! It's going to need to be on servers everywhere! Why is this happening!!!
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Post by Leviathan »

Unfortunately, the problem is there for unknown reasons... :(
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Post by Rends »

Leviathan,
you put me in the right direction.
I deleted half of the odf files so only the basic building would be loaded and it seems to work fine. So i think it is either too many objects on the map or one of the objects made this problem. Now i will go on to put the files back one after one...

I don´t think it´s shadow poly count related because most shadows doesn´t have more than 100-200 edges and only 2 or 3 have more than 400 edges. I guess it will be a wrong odf file or to many cloud clusters i used on the map. we will see...
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Post by Qdin »

yeah - I'm glad its working now :P

good luck Rends :wink:

and Ace: Are you a big Rends Fan or what since you want his maps all over MP? lol JK (well, its not that I dont understand why :P because I'm Rends Fan too :wink: )
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Post by Rends »

It IS the cloud cluster.
Seems that i still miss something.
Maybe someone knows more about the needed files and entries.
I´ve copied so far from the Bespin map:

to ODF folder:
bes1_prop_cloud
bes1_prop_cloud_cluster

to MSH folder:
EDITOR_prop_cloud.msh
cloud.tga
cloud.tga option

and into sky req (dome section)
CloudLayer()
{
// Odf("bes1_prop_cloud_cluster");
Odf("bes1_prop_cloud");
Height(20.0);
}

But it still crash while second load.
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Post by Leviathan »

You should use another cloud effects... (Look at Geonosis, Hoth, Naboo, etc... folders)
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Post by Rends »

I fixed the bug.
Instead of placing the cloudcluster on the map it only need to be activated in the sky Req.
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