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Crash without severity 3s

Posted: Thu Mar 18, 2010 2:05 pm
by B.I.G_Cookie
i added the emp launcher to my ingame.req, munged and the map crashed. i tried to remove the emp launcher and a clean, but it didnt change anything. :S

ingame.req

Code: Select all

ucft
{
    REQN
    {
        "config"
        "com_sfx_powerup_blue"
        "com_sfx_powerup_red"
        "com_sfx_powerup_green"
        "com_sfx_buff_offense"
        "com_sfx_buff_defense"
        "com_sfx_buff_regen"
        "com_sfx_buff_poison"
        "com_sfx_chargeup"
    }

    REQN
    {
        "model"
        "com_item_powerup_dual"
    }

    REQN
    {
        "class"
        "com_item_powerup_ammo"
        "com_item_powerup_health100"
        "com_item_powerup_health25"
        "com_item_powerup_dual"
        "com_item_powerup_offense"
        "com_item_powerup_defense"
        "com_item_powerup_energy"
    }
}
lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script --
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptPostLoad()

DisableBarriers("dropship")
DisableBarriers("shield_03")
DisableBarriers("shield_02")
DisableBarriers("shield_01")
DisableBarriers("ctf")
DisableBarriers("ctf1")
DisableBarriers("ctf2")
DisableBarriers("ctf3")
DisableBarriers("coresh1")

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp4 = CommandPost:New{name = "CP4_CON"}
cp5 = CommandPost:New{name = "CP5_CON"}
cp7 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
--conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp7)
--conquest:AddCommandPost(cp8)

conquest:Start()

end

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(2048 * 1024)
SetPS2ModelMemory(4000000)
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:ingame.lvl")

ReadDataFile("sound\\myg.lvl;myg1cw")

ReadDataFile("dc:SIDE\\qwe.lvl",
"cis_inf_rifleman")



ReadDataFile("SIDE\\rep.lvl",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
"rep_hero_kiyadimundi")

ReadDataFile("dc:SIDE\\lal.lvl",
"rep_inf_marine",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_engineer",
"rep_inf_ep3_jettrooper",
"rep_fly_assault_dome")

ReadDataFile("dc:SIDE\\qwe.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_engineer",
"cis_inf_sbd",
"cis_inf_droideka",
"cis_inf_magnaguard",
"cis_inf_elite",
"cis_inf_commander",
"cis_hero_grievous",
"cis_fly_droidgunship",
"cis_hover_aat")



ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_recoilless_lg")


SetupTeams{

rep={
team = REP,
units = 32,
reinforcements = 150,
soldier = {"rep_inf_marine", 9, 25},
assault = {"rep_inf_ep3_rocketeer", 1, 4},
engineer = {"rep_inf_ep3_engineer", 1, 4},
sniper = {"rep_inf_ep3_sniper", 1, 4},
officer = {"rep_inf_officer", 1, 4},
special = {"rep_inf_ep3_jettrooper", 1, 4},


},

cis={
team = CIS,
units = 32,
reinforcements = 150,
soldier = {"cis_inf_rifleman", 9, 25},
assault = {"cis_inf_rocketeer", 1, 4},
engineer = {"cis_inf_engineer", 1, 4},
sniper = {"cis_inf_sniper", 1, 4},
officer = {"cis_inf_sbd", 1, 2},
special = {"cis_inf_droideka", 1, 2},
special1 = {"cis_inf_magnaguard", 1, 1},
special2 = {"cis_inf_elite", 1,2},
special3 = {"cis_inf_commander", 1,1},
}
}


-- Hero Setup Section --

SetHeroClass(REP, "rep_hero_kiyadimundi")
SetHeroClass(CIS, "cis_hero_grievous")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 4)
AddWalkerType(2, 0)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 60)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityHover", 7)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntitySoundStream", 1)
SetMemoryPoolSize("EntitySoundStatic", 76)
SetMemoryPoolSize("MountedTurret", 16)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 500)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 500)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:MGT\\myg1.lvl", "myg1_conquest")
SetDenseEnvironment("false")
AddDeathRegion("deathregion")
SetMaxFlyHeight(20)
SetMaxPlayerFlyHeight(20)

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
OpenAudioStream("sound\\myg.lvl", "myg1")
OpenAudioStream("sound\\myg.lvl", "myg1")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\myg.lvl", "myg1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Repleaving")
SetOutOfBoundsVoiceOver(2, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_myg_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_myg_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2,"rep_myg_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_myg_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_myg_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2,"cis_myg_amb_end", 2,1)

SetVictoryMusic(REP, "rep_myg_amb_victory")
SetDefeatMusic (REP, "rep_myg_amb_defeat")
SetVictoryMusic(CIS, "cis_myg_amb_victory")
SetDefeatMusic (CIS, "cis_myg_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")


--Camera Shizzle--

-- Collector Shot
AddCameraShot(0.008315, 0.000001, -0.999965, 0.000074, -64.894348, 5.541570, 201.711090);
AddCameraShot(0.633584, -0.048454, -0.769907, -0.058879, -171.257629, 7.728924, 28.249359);
AddCameraShot(-0.001735, -0.000089, -0.998692, 0.051092, -146.093109, 4.418306, -167.739212);
AddCameraShot(0.984182, -0.048488, 0.170190, 0.008385, 1.725611, 8.877428, 88.413887);
AddCameraShot(0.141407, -0.012274, -0.986168, -0.085598, -77.743042, 8.067328, 42.336128);
AddCameraShot(0.797017, 0.029661, 0.602810, -0.022434, -45.726467, 7.754435, -47.544712);
AddCameraShot(0.998764, 0.044818, -0.021459, 0.000963, -71.276566, 4.417432, 221.054550);
end
error log d-load link:
http://www.filefront.com/15865217/BFront2.log

Re: crash without sev3s

Posted: Thu Mar 18, 2010 2:14 pm
by 501st_commander
Hidden/Spoiler:
cp1 = CommandPost:New{name = "CP1_CON"}
cp2 = CommandPost:New{name = "CP2_CON"}
--cp3 = CommandPost:New{name = "CP3_CON"}
cp3 = CommandPost:New{name = "CP4_CON"}
cp4 = CommandPost:New{name = "CP5_CON"}
cp5 = CommandPost:New{name = "CP7_CON"}
--cp8 = CommandPost:New{name = "CP8_CON"}
maybe?

Re: crash without sev3s

Posted: Thu Mar 18, 2010 4:37 pm
by FragMe!
For one you have this:
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:ingame.lvl")

only need one ReadDataFile("dc:ingame.lvl")

also if you doing a read dc on it did you manually copy it to your maps folder in addon, it doesn't automatically copied there on a munge.

Re: crash without sev3s

Posted: Thu Mar 18, 2010 5:01 pm
by Deviss
FragMe! wrote:For one you have this:
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
ReadDataFile("dc:ingame.lvl")

only need one ReadDataFile("dc:ingame.lvl")

also if you doing a read dc on it did you manually copy it to your maps folder in addon, it doesn't automatically copied there on a munge.
anyway don't work :S
offtopic: Frag i suggest him use both because using only:
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
anyway floating icons appear :S

Re: Crash without severity 3s

Posted: Fri Mar 19, 2010 5:02 pm
by lucasfart
Have you made any other changes to the ingame.lvl? because if not you ca probably just get rid of the dc: version.......that might fix it. also, try a manual clean with every change or 2 if it doesn't work....

Re: crash without sev3s

Posted: Fri Mar 19, 2010 6:50 pm
by AQT
Deviss wrote:anyway don't work :S
offtopic: Frag i suggest him use both because using only:
ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")
anyway floating icons appear :S
Well according to his ingame.req it is not referencing any custom .hud files anyway so that should not matter.

Re: Crash without severity 3s

Posted: Sun Mar 21, 2010 5:44 am
by B.I.G_Cookie
lucasfart wrote:Have you made any other changes to the ingame.lvl? because if not you ca probably just get rid of the dc: version.......that might fix it. also, try a manual clean with every change or 2 if it doesn't work....
both didnt help.
also if it helps, the map crashes after 1 or 2 seconds.

Re: Crash without severity 3s

Posted: Sun Mar 21, 2010 6:06 am
by lucasfart
man, your log is absolutely MASSIVE!! once you get this fixed, i would reccomend going through and fixing every problem as you see it on the list...there is definitely gonna be a reference to the cause in there somewhere. Also, its totally possible, even likely, that the crash is caused by a sev 2. They may not be as major, but the bad ones can still crash your map.... if its 1-2 seconds in, its definitely gonna be a unit issue, may not be to do with your weapon however.....

Did you do anything else before munging your changes at the same time as the weapon?

Could possibly be all this:
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_drive
Are you using the greivous anims for anything?

Re: Crash without severity 3s

Posted: Sun Mar 21, 2010 7:11 am
by DarthD.U.C.K.
the grievous anim errors are common, they dont crash a map

Re: Crash without severity 3s

Posted: Sun Mar 21, 2010 10:36 am
by B.I.G_Cookie
lucasfart wrote: Did you do anything else before munging your changes at the same time as the weapon?
unfortunately i cant remember :S

Re: Crash without severity 3s

Posted: Sun Mar 21, 2010 10:47 am
by Darth_Spiderpig
That's great. :|

Re: Crash without severity 3s

Posted: Mon Mar 22, 2010 3:17 am
by lucasfart
try loading the stock sides and see if it works them.

Re: Crash without severity 3s

Posted: Mon Mar 22, 2010 4:25 pm
by jangoisbaddest
Just to add to the discussion, I would also like to know what crashes a map without Severity 3 errors (besides animation and side issues). I've been trying for many moons now to figure out why my Kashyyyk map crashes randomly, and have gotten nowhere. Something to do with too many severity 2 errors maybe?

Edit: Holy cow, I just figured out my problem.

Ok, so in my experience, crashes without severity 3s usually mean one of these:

-You have some sort of side bug (in my case just now, it was that I had award weapon lines in the weapon ODFs even though they weren't set up as award weapons and the values were negative).

-You left out animations (in other words, you didn't copy the proper anim files into your MUNGED folder for an object you added in game, such as a door).

I'm pretty sure that all of my pesky mysterious crashes have turned out to be one of these. Hope that helps.