Please report all bugs here. This will help everyone since there's one place where folks can see "Oh, so that IS a bug"
REPORTING A BUG HERE DOES NOT GUARANTEE THAT YOU WILL SEE A PATCH!
We're merely compiling a list so everyone knows. There *might* be a patch if there's enough serious bugs, but don't count on it. We're only going to fix what needs to be fixed if we release a Hotfix Patch.
That being said, please fire away with the bugs, but be VERY specific. Here's a good example:
Endar Spire: GCW - Game crashes when you unlock Lowbacca as the hero.
Playable Units:
Kit Fisto's head is the only part of him that has a shadow
Bossk's first person mode has human hands (no custom FPV)
Bossk's Concussion Rifle has no explosion sound
Vehicles:
Cloud Car collision is missing - you have to hit the unit flying it to destroy it
Cloud Car doesn't explode - it just falls and falls (like the SWBF1 way of crashing)
DarthD.U.C.K.'s vehicle chunks not implemented (like V-19)
V-19 Torrent - effect of the mid wing engine is already into place when the wing itself still has to move down (hex edit heirarchy)
Maps:
Naboo: Prototype -- Random crashes (due to turret files missing)
Rattatak -- Random crashes in CW
Endar Spire -- Door near bridge is off center
Alderaan -- Classic Conquest crashes (era unknown)
Kamino-Tipoca City -- Clone Wars has no weapon sounds
Endar Spire: GCW -- Game crashes when you unlock Lowbacca as the hero
Ord Ibanna: King -- random crash in the middle of the battle
Utapau: Hunt-- Cliff Wampas get three points for every kill and the other side only gets one (should be the other way around)
Naboo: Hero Assault -- unplayable because the AI's don't spawn and there is unlimited reinforcements instead of score counters (also exits like a Galactic Conquest match)
Endar Spire: CTF -- unplayable because the AI's don't spawn and it's set up like Conquest
Geonosis: Spire KoTOR era -- No hero for Sith. Also the Old Republic spawns with all but 2 of the CP's controlled
Concord Dawn :Uber GCW -- crashes --also random CTDs
Felucia: KotOR hunt (HUDtags)?
Rhen Var: Harbor (KotOR heroes?)
Space Endor (tur.lvl)
GLOBAL -- memory pools need filling
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 11:51 am
by tsurugi13
On alderann hero assault, Kit Fisto's head is the only part of him that has a shadow. That might not be fixable though.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 12:53 pm
by Nova Hawk
On Bespin Platforms CW & GCW Conquest I sometimes see ships flying backwards, like they'll be flying forwards but they'll be shooting backwards. Also, when I try to shoot at a Cloud Car with my missiles, they are like indestructible. Sometimes they may get throu, but most times they just fly around it.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 1:42 pm
by DarthD.U.C.K.
you forgot to give some vehicles the correct chunks i sent you (like v19 torrent)
bossks fsp has human skin and one stouker (the kotor or bossk one) has no explosionsound
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 2:37 pm
by bokkenblader56
Bespin Platforms. Not sure if this is exactly a bug, but as far as I can see, they're only destructible by directly hitting the pilot inside of them.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 2:40 pm
by Teancum
bokkenblader56 wrote:Bespin Platforms. Not sure if this is exactly a bug, but as far as I can see, they're only destructible by directly hitting the pilot inside of them.
What's only destructible?
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 2:46 pm
by bokkenblader56
Sorry, that was a big confused mistake. The Cloud Cars; they tend not to get hit even by locked-on missiles of any kind.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 4:32 pm
by RED51
About the cloud cars, when there killed, they don't explode. Instead, they just keep flying down to the bottom, perventing the respawn.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 5:08 pm
by obiboba3po
this may be just my game but naboo: prototype crashes no matter what. (like on last loading circle)
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 5:12 pm
by Ping
For Rattatak, every time I try to do it in Clone wars era, the game crashes. It works fine in every other era except Clone wars
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 5:16 pm
by DarthD.U.C.K.
in endar spire, the door before the door to the cockpit (is you start a clone) does not perororate with the wall
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 5:53 pm
by Teancum
I should add that if you're experiencing crashes that nobody else is try having less than 10 mod maps aside from the pack and see if that helps.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 6:20 pm
by obiboba3po
i only have my 2 maps im working on and coruscant: city plus the convo. pack. ill try and get a bfront2.log if that helps.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 6:29 pm
by Teancum
That'd be great, thanks!
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 6:45 pm
by tsurugi13
I've had hardware issues with my graphics card before, so if you're getting consistent crashes, try setting all graphics options to low and then bumping them up one by one once the match starts.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 7:03 pm
by obiboba3po
bfront2.log
also, i noticed the GCW_con crashes on last load bubble, and CW_con crashes when i try to spawn.
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2008-10-14 1900
shell_interface: Entered
shell_interface: Reading in custom strings
ifs_era_handler - Entered
ifs_era_handler - Exited
custom_GetSPMissionList()
custom_GetMPMissionList()
custom_EraButtonList(): Building era button table
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Building era table
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Building game mode table
custom_GetGMapModes(): Finished building game mode table Known Modes: 38
custom_GetMPGameModeList(): Building game mode list table
custom_GetMPGameModeList(): Finished building game mode list table List Length: 39
custom_SetMovieLocation()
custom_AddEraBoxes()
custom_SetMovieLocation()
custom_AddEraBoxes()
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = nil
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 04EDE814
The key, value is: mode_eli_k 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: NPT<A>_<B>
The key, value is: mode_con_k 1
The key, value is: bSelected 1
The key, value is: mode_hctf_g 1
The key, value is: era_c 1
The key, value is: mode_1flag_k 1
The key, value is: mode_hctf_c 1
The key, value is: era_k 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: mode_con_g 1
The key, value is: mode_bf1_g 1
The key, value is: mode_bf1_c 1
custom_printTable(): Returning
custom_printTable(): table: 04CD66CC
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: NPTg_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_bldg_gunturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(642)
Building "com_bldg_vehicle_recharge" missing destroyed geometry "com_item_vehicalrecharge_dst"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_bldg_gunturret_exp"
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1570
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1572
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1574
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1576
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1578
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 0, that does not have an .odf file associated with it
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.Ruins" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.AirTerminal" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.Orchard" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.LandingZone" not localized
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_walk_atlt"
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.CentralBridge" not localized
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [05b8ceee] has no hardpoint '' [93815de0]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [05b8ceee] has no hardpoint '' [5cb77282]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [05b8ceee] has no hardpoint '' [ce549e69]
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 30, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 4, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b3c5c5a5: trying to replace "nab1_bldg_largehangar" with "nab1_bldg_largehangar1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2ea0c3c2: trying to replace "nab1_prop_retainingwall" with "nab1_prop_retainingwall1"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_walk_atlt"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, , that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 33
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 34
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 35
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 37
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 3, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 38
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 39
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 41
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 40, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 42
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 43
Message Severity: 2
.\Source\PathFinder.cpp(662)
Adding a barrier outside the world. You neet to call at least SetWorldExtents(1496. from the lua script and make it bigger, otherwise AI pathing and collision will be wrong.
Message Severity: 2
.\Source\PathFinder.cpp(662)
Adding a barrier outside the world. You neet to call at least SetWorldExtents(1541.7) from the lua script and make it bigger, otherwise AI pathing and collision will be wrong.
Message Severity: 2
.\Source\PathFinder.cpp(662)
Adding a barrier outside the world. You neet to call at least SetWorldExtents(1897.0) from the lua script and make it bigger, otherwise AI pathing and collision will be wrong.
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\light_attack_speeder.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\nabproto.lvl
[/code]
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 7:13 pm
by computergeek
I can't add Alderann Hero Assault to the map list, no matter what
It's probably just my install or somthing, but someone else may have the same problem
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 7:17 pm
by Teancum
obiboba3po wrote:bfront2.log
also, i noticed the GCW_con crashes on last load bubble, and CW_con crashes when i try to spawn.
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2008-10-14 1900
shell_interface: Entered
shell_interface: Reading in custom strings
ifs_era_handler - Entered
ifs_era_handler - Exited
custom_GetSPMissionList()
custom_GetMPMissionList()
custom_EraButtonList(): Building era button table
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Building era table
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Building game mode table
custom_GetGMapModes(): Finished building game mode table Known Modes: 38
custom_GetMPGameModeList(): Building game mode list table
custom_GetMPGameModeList(): Finished building game mode list table List Length: 39
custom_SetMovieLocation()
custom_AddEraBoxes()
custom_SetMovieLocation()
custom_AddEraBoxes()
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = nil
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 04EDE814
The key, value is: mode_eli_k 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: NPT<A>_<B>
The key, value is: mode_con_k 1
The key, value is: bSelected 1
The key, value is: mode_hctf_g 1
The key, value is: era_c 1
The key, value is: mode_1flag_k 1
The key, value is: mode_hctf_c 1
The key, value is: era_k 1
The key, value is: mode_1flag_g 1
The key, value is: mode_1flag_c 1
The key, value is: mode_con_g 1
The key, value is: mode_bf1_g 1
The key, value is: mode_bf1_c 1
custom_printTable(): Returning
custom_printTable(): table: 04CD66CC
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: NPTg_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_bldg_gunturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(642)
Building "com_bldg_vehicle_recharge" missing destroyed geometry "com_item_vehicalrecharge_dst"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_bldg_gunturret_exp"
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1570
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1572
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1574
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1576
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1578
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 0, that does not have an .odf file associated with it
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.Ruins" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.AirTerminal" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.Orchard" not localized
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.LandingZone" not localized
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_walk_atlt"
Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.nabproto.CentralBridge" not localized
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [05b8ceee] has no hardpoint '' [93815de0]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [05b8ceee] has no hardpoint '' [5cb77282]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [05b8ceee] has no hardpoint '' [ce549e69]
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 30, that does not have an .odf file associated with it
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 4, that does not have an .odf file associated with it
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b3c5c5a5: trying to replace "nab1_bldg_largehangar" with "nab1_bldg_largehangar1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=2ea0c3c2: trying to replace "nab1_prop_retainingwall" with "nab1_prop_retainingwall1"
Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "all_walk_atlt"
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, , that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 33
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 34
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 35
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 37
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 3, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 38
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 39
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 41
Message Severity: 3
.\Source\LoadUtil.cpp(1172)
Could not find odf "com_weap_gunturret"!
Message Severity: 3
.\Source\LoadUtil.cpp(1222)
Attempting to build an object, 40, that does not have an .odf file associated with it
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 42
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "EntitySoundStatic" is full; raise count to at least 43
Message Severity: 2
.\Source\PathFinder.cpp(662)
Adding a barrier outside the world. You neet to call at least SetWorldExtents(1496. from the lua script and make it bigger, otherwise AI pathing and collision will be wrong.
Message Severity: 2
.\Source\PathFinder.cpp(662)
Adding a barrier outside the world. You neet to call at least SetWorldExtents(1541.7) from the lua script and make it bigger, otherwise AI pathing and collision will be wrong.
Message Severity: 2
.\Source\PathFinder.cpp(662)
Adding a barrier outside the world. You neet to call at least SetWorldExtents(1897.0) from the lua script and make it bigger, otherwise AI pathing and collision will be wrong.
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\light_attack_speeder.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\infantry\infantry.lvl
Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\nabproto.lvl
[/code]
Thanks for that -- It's a turret issue. If we ever make a hotfix it'll definitely be on the list.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 8:19 pm
by Grev
Alderaan Classic Conquest crashed.
Re: BUG REPORTS - Conversion Pack v2.0
Posted: Tue Oct 14, 2008 8:39 pm
by Teancum
CW or GCW, and WHEN did it crash?
Sorry to be blunt, but we gotta have more info than that.
NOTES TO ALL:
If you know how to get a BFront2.log (using BF2_modtools.exe) please post a log of these crashes. It makes hunting down the problem a lot faster, and increases the chances of everyone getting a hotfix. (Basically if it's easy for us to find and fix, it's more motivation for us)
Also -- to be fair to other map/mod makers we may remove a mode here and there to make room for others. Is that cool with everyone? I'm not talking cutting some major stuff, but just a trim here and there. Say if there's 200+ modes between Eras/Maps, we might cut ~30-40. That really 'trims the fat' so to speak and would probably improve stability as well.