Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2860
If so, how? And yes, I know it doesn't matter or crash my map, but I was just wondering if I could fix it. Thanks in advance.
Last edited by theultimat on Fri Aug 14, 2009 2:25 pm, edited 1 time in total.
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075
All ParticleTransformer memory pool errors can be ignored. When playing the actual game (not the debug exe) the game will automatically update these pools as needed.
are you sure? i put it in my lua and i never got the error again, or at least my map stopped crashing.... it might still be there, i would check it out but i 4got which map had it >.<
MercuryNoodles wrote:I have to be the oddball, here. For me, filling the pool doesn't do anything more than add the "Set item count after being allocated" error.
Yep -- in a cryptic way that's what it does. The game sets that pool automatically, but for some reason the log still reports it.