I've been working on a new space map recently, and I seem to be having mutliple space related issues with the map.
First, i'm getting an odd lighting related error. The problem is undetectable and causes no lag ingame, but i get a debug log full of this error:
Message Severity: 3
.\Graphics\Pc\pcRedRenderer.cpp(2206)
Out of space in lighting state pool!
I think that it might be causing problems for other machines i've tested it on, but I can't seem to fix the error, and yes I have added more memory to the lua.
Next on the list is a sound error. In GCW, the sound file will load and all of the GCW sounds will work. In CW, I get this error, and no sound.
Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk spa1cw in sound\spa.lvl;spa1cw
I haven't tampered with the CW lua other than adding a couple more units, So I don't see why this shouldn't work by default.
Finally, I'm getting an odd AI error where they won't use any of the turrets i've set down. The turrets are the bespin turrets from swbf1, and they've been set to the correct team for each side. I've tested the guns, and they work, however, the AI won't touch them.
Any ideas?
Space-related problems.
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Astute
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darthtrogsasea
RE: Space-related problems.
well i cant get the turret bug
but you should post the luas
but you should post the luas
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Astute
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RE: Space-related problems.
Code: Select all
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--
ScriptCB_DoFile("setup_teams")
-- Republic Attacking (attacker is always #1)
REP = 1
CIS = 2
-- These variables do not change
ATT = 1
DEF = 2
function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine")
ReadDataFile("dc:SIDE\\ATS.lvl",
"rep_fly_arc170fighter_sc",
"rep_fly_jedifighter_sc",
"rep_fly_anakinstarfighter_sc",
"cis_fly_droidfighter_sc",
"cis_fly_greviousfighter",
"cis_fly_tridroidfighter")
end
myTeamConfig = {
rep = {
team = REP,
units = 32,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",26},
--marine = { "rep_inf_ep3_marine",6},
},
cis = {
team = CIS,
units = 32,
reinforcements = -1,
pilot = { "cis_inf_pilot",26},
--marine = { "cis_inf_marine",6},
}
}
-- adjust extents to fit cap ship
function ScriptPreInit()
end
---------------------------------------------------------------------------
-- 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 ScriptInit()
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMinFlyHeight(-280)
SetMaxFlyHeight(320)
SetMinPlayerFlyHeight(-280)
SetMaxPlayerFlyHeight(320)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa1cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
SetMemoryPoolSize("Aimer", 190)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 89)
SetMemoryPoolSize("Combo::DamageSample", 0)
SetMemoryPoolSize("SoldierAnimation", 180)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityFlyer", 75)
SetMemoryPoolSize("EntityLight", 600)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
SetMemoryPoolSize("MountedTurret", 56)
SetMemoryPoolSize("EntityPortableTurret", 20)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 135)
SetMemoryPoolSize("PathNode", 80)
SetMemoryPoolSize("PathFollower", guyCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 240)
SetMemoryPoolSize("UnitAgent", 65) -- guyCnt*2
SetMemoryPoolSize("UnitController", 65)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end
ReadDataFile("dc:NMS\\NMS.lvl", myGameMode)
SetDenseEnvironment("false")
-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")
SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)
SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_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 Stats Battle over Felucia
-- Rep ship from behind
AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
-- CIS ship from behind
AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
-- Overall from right side of map
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);
AddLandingRegion("allland1")
AddLandingRegion("allland2")
AddLandingRegion("allland3")
AddLandingRegion("impland1")
AddLandingRegion("impland2")
AddLandingRegion("impland3")
end-
Syth
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Astute
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