Lightsabre Color

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Lightsabre Color

Post by Coley »

I tried to change the color of a lightsaber, and It seems it works, but when I try to make a sprint attack, the characterbecomes very slow for a time and if I try to make a jumpattack the game crashs.
A missing jump animation? How to fix that? :(
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Re: Lightsabre Color

Post by mswf »

Error log, please :P

My first guess is that you made a mistake in your lightsaber .odf, try using a new one and apply the changes to the colour. It'd be best if you'd give the error log first though.
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Re: Lightsabre Color

Post by sampip »

What did you do to edit the colour of the lightsaber? All it requires is a change of skin and a different glow and trail colour in the odf.
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Re: Lightsabre Color

Post by computergeek »

sampip wrote:All it requires is a change of skin and a different glow and trail colour in the odf.
Check the trail color and see if it is ok, my guess is that it was messed up, as the saber has a trail on the jump attack and sprint.
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Re: Lightsabre Color

Post by Fiodis »

The color has nothing to do with the crash. Either you messed up and deleted a few reference lines in the saber's odf or your combo memory pools aren't high enough.
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Re: Lightsabre Color

Post by Coley »

Erm. It´s a bit complicated.
If I play it in-game, it crashs.
If I run it in the errorlog, just the graphic of the jump is "crashed".
It looks like you jump between yourself.
So I don´t get an errorlog.
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Re: Lightsabre Color

Post by Fiodis »

I'm afraid I couldn't quite understand you. You did play the map in the debuging utility, right? As written in the FAQ? And the error log is BF2log.txt?
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Re: Lightsabre Color

Post by mswf »

I think hes's saying that when he plays as that unit with the normal .exe he crashes and when he plays it in the debug mode the unit doesn't crash, but freezes in movement when doing a jump-attack.

Did I understand that right Coley? If so, I suggest you try to reverse-engineer what you changed to the .odf and see when your unit starts working again. (or you could start with a fresh original from the assets and then redo your changes)
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Re: Lightsabre Color

Post by Coley »

I don´t get an errorlog.
The game just crashes in the game.
With the thing where I get the errorlog it doesn´t crash....
there looks the person just annoying.
I try to make a pic. Can I make screenshots in the nomodtools?

EDIT
You understand it.
In the debug mode it doesn´t freeze it, it looks like a...big rubbish? xD
But let´s say it freezes... I copypasted the odf, req, mshs, tgas, options but it still doesn´t work...

EDIT
Maybe not a lightsabre fail.
I tried it with obiwan now and it happens the same.
With the cis hero everything works.
What could THAT be?
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Re: Lightsabre Color

Post by mswf »

Did you try raising the memorypools of your .lua and did you make sure you really included ALL of the necessary animations?

Oh and FYI, the "thing were you get the errorlog" is called the "modtools" or the "debug version of the game". (using those terms helps keeping away from misunderstandings, one of the most common things on the net :) )
Last edited by mswf on Tue Jan 26, 2010 12:54 pm, edited 1 time in total.
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Re: Lightsabre Color

Post by Fiodis »

Is the CIS hero a melee-user? It sounds like your memory pools aren't high enough. Memory pools being too low most certainly can hurt your map. Some don't cause a crash, some do, but it's better to be on the safe side and fill in even the memory pools that aren't supposed to cause crashes.
Last edited by Fiodis on Tue Jan 26, 2010 12:55 pm, edited 1 time in total.
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Re: Lightsabre Color

Post by Coley »

What do you mean with included shouldn´t they be in?
And the memorypools:
I thought they doesn´t hurt anything?
(BF2 errorlogs explained)
But then I will search a way to raise

EDIT thanks mswf. debug, remember, debug...^^

so i raise like this?
SetMemoryPoolSize("SoldierAnimation", 500)
Last edited by Coley on Tue Jan 26, 2010 12:56 pm, edited 1 time in total.
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Re: Lightsabre Color

Post by mswf »

In your mode .lua, you can find a part where it saying:

soldieranimationpool = number
comboanimationpool = number
etc. (I can't check if I used the right terms, just look for something similar)

Then, if you found the thingy with the "combo", try raising the number behind that one (from 50 to 200 for example, you wouldn't want to overdo it :) )

EDIT:
Oh, you reply to quick :P
Yes, you're right, raise that one.
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Re: Lightsabre Color

Post by Coley »

Okay, try.

Doesn´t work.
Should I put a higher number in?
Not 500....maybe 1000? xD
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Re: Lightsabre Color

Post by Fiodis »

Wrong memory pool. Check out a stock eli LUA (Hero assault). Look at the memory pool lines in the beginning of the ScriptInit section.
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Re: Lightsabre Color

Post by Coley »

and?
Hidden/Spoiler:
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
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Re: Lightsabre Color

Post by Fiodis »

Fiodis wrote:Look at the memory pool lines in the beginning of the ScriptInit section.
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Re: Lightsabre Color

Post by Coley »

:oops: :oops: :oops:
SOrry :(

EDIT
À la?
Hidden/Spoiler:
conquest:Start()

EnableSPHeroRules()
end

function ScriptInit()
StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3100000)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("ingame.lvl")




ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_obiwan",
"rep_walk_oneman_atst")
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Re: Lightsabre Color

Post by Fiodis »

Yep; but only the ones with "combo" in them.
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Re: Lightsabre Color

Post by Coley »

So I have to delete the clothes line? xD
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