Map Crashing [Solved]

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Zango
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Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Map Crashing [Solved]

Post by Zango »

Well, to get the point, whenever I try to test my map it crashes when the bar is 1 to 2 "dots" away from finishing loading.

Re-occuring warnings in my munge's: (None of the ODF's in it are actually in the map though.)
Hidden/Spoiler:
WARNING[PC_modelmunge world1\msh\com_icon_spaceflag_carried.msh]:com_icon_spaceflag_carried has 1160 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\end_prop_foliage_clump1.msh]:end_prop_foliage_clump1 has 1444 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\logs.msh]:logs has 1088 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge world1\msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge world1\msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge world1\msh\tat3_bldg_jabba.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge world1\msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge world1\msh\tat3_bldg_rancor.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge world1\msh\tat3_prop_CZ1droid_parts.msh]:tat3_prop_CZ1droid_parts has 1588 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 11 Warnings
No "BFront2.log" appears anywhere that I know of, and even if it did I have no idea where it saves to, and even after searching the internet multiple times I have not seen one person even mention where it saves to. Might I also add that in the map I do use all 3 pieces of the Endor Bunker. I mentioned this because I've never seen it in another modded map before, so I'm not sure if it causes crashes or what-not.

Here's my LUA:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Alliance Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

EnableSPHeroRules()

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()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_chewbacca")


ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_walk_atst",
"imp_hover_speederbike")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser",
"tur_bldg_built_chaingun")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_chewbacca")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 1) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:TTA\\TTA.lvl", "TTA_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Also, while I'm here, how would you go about only making one era playable? I kind'a figured that you could just delete the LUA's, but I wasn't sure and didn't wanna screw anything up.

EDIT: I also have several ammo and health droids throughout the map, and as you can see they're not entered into the lua. I wasn't sure if you had to put something into the lua for them, so tell me if I do.

BFront2.log (Thanks to Marvel's help :D):
Hidden/Spoiler:
Opened logfile BFront2.log 2010-07-19 1823
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: Found custom_gc_6.lvl
custom_gc_6: Entered
ifs_freeform_init_jcws.lua
ifs_freeform_start_jcws.lua
custom_gc_6: Taking control of custom_GetGCButtonList()...
custom_gc_6: Taking control of custom_PressedGCButton()...
custom_gc_6: Exited
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_6: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_6: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\TCR\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit



ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
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
custom_AddMapNew()
custom_printTable(): table: 040D6EB4
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: TTA<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CC6AEC
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: TTAg_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil


game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO




Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "tur_bldg_built_chaingun" unknown vehicle collision "p_base"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall9"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_cylindergun"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_spawn"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall9"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: all_inf_rifleman
uf_updateClassIndex(): Added class: all_inf_rocketeer
uf_updateClassIndex(): Added class: all_inf_sniper
uf_updateClassIndex(): Added class: all_inf_engineer
uf_updateClassIndex(): Added class: all_inf_officer
uf_updateClassIndex(): Added class: all_inf_wookiee
uf_updateClassIndex(): Added class: imp_inf_rifleman
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_inf_sniper
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_chewbacca
uf_updateClassIndex(): Added class: imp_hero_bobafett
utility_functions2: ReadDataFile(): This map's code, mode: tta tta_conquest

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "spa_prop_frigate_destruct_exp" missing effect "spa2_sfx_prop_antenna_descruct_exp"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"


Also, just to clarify, I understand the problem with the spa_frig now, I think all I have to do is edit the ODF a bit so it doesn't need that...
Last edited by Zango on Mon Aug 02, 2010 3:43 pm, edited 3 times in total.
User avatar
Marvel4
Rebel Colonel
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Posts: 556
Joined: Mon Jun 21, 2010 12:57 pm
Projects :: Marvel4s BF1 Conversion Pack + Era Mod

Re: Map Crashing

Post by Marvel4 »

http://www.gametoast.com/forums/viewtop ... 27&t=13806

Read the 4th Question and you'll know how to create an error log :wink:
User avatar
SW_elite
Filthy Thief
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Posts: 507
Joined: Sat Jan 02, 2010 6:43 pm
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Location: Australia!!!

Re: Map Crashing

Post by SW_elite »

You do not need to change anything in your lua script's if your adding health and ammo droids.

For your one only era thing your after, I think you go into your mission.req and take out the lines near the bottom saying what eras and game modes get loaded. For instance, if you wanted the Clone Wars only, then you'd take out every other line but the one for the Clone Wars era.

By the way, does your map still crash?

And may I be the first to say, Welcome to Gametoast and I hope this helps!
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: Map Crashing

Post by Zango »

SW_elite wrote:You do not need to change anything in your lua script's if your adding health and ammo droids.

For your one only era thing your after, I think you go into your mission.req and take out the lines near the bottom saying what eras and game modes get loaded. For instance, if you wanted the Clone Wars only, then you'd take out every other line but the one for the Clone Wars era.

By the way, does your map still crash?

And may I be the first to say, Welcome to Gametoast and I hope this helps!
Thanks for letting me know about the Health & Ammo droids, but my map is still crashing. The only message severity 3 message i'm getting is this:
Hidden/Spoiler:
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "spa_prop_frigate_destruct_exp" missing effect "spa2_sfx_prop_antenna_descruct_exp"
I tried putting the spa2_sfx_prop_antenna_descruct_exp file in my map folder, and all it's varients, but it still crashes. I'm also getting these, which may or may not have something to do with it:
Hidden/Spoiler:
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "tur_bldg_built_chaingun" unknown vehicle collision "p_base"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_wall9"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_cylindergun"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "tur_bldg_built_chaingun" unknown soldier collision "p_spawn"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_armor1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_armor2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall1"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall2"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall3"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall4"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall5"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall6"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall7"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall8"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "tur_bldg_built_chaingun" unknown ordnance collision "p_wall9"

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
Not sure what to do with these exactly. I'm also getting a variety of missing VO errors, and for the regular VO. (Not with the invehicle modifier) I think I can just replace the frig explosion fx with some other thing, so I'll give that a try.
CressAlbane
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Projects :: CTF Arenas
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Re: Map Crashing

Post by CressAlbane »

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\TCR\data\_LVL_PC\core.lvl

This is your problem. Is there a core.lvl in that directory?
If so, do a manual clean and remunge.
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: Map Crashing

Post by Zango »

CressAlbane wrote:Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\TCR\data\_LVL_PC\core.lvl

This is your problem. Is there a core.lvl in that directory?
If so, do a manual clean and remunge.
Yeah, that's actually not my map (TCR). It was another failed past map of mine that I deleted, but for one reason or another it keeps showing up in the mission list and such. I'll just try to get rid of it.

EDIT: Not sure how to get rid of it as the TCR folder is already deleted from my Addon folder. Anyways, the map I'm working on is TTA, but thx anyways :D
User avatar
lucasfart
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Re: Map Crashing

Post by lucasfart »

Are you sure thats the last error in the log? Because the error that crashes a game before loading is always last on the list, and the last error here doesn't matter at all.
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: Map Crashing

Post by Zango »

lucasfart wrote:Are you sure thats the last error in the log? Because the error that crashes a game before loading is always last on the list, and the last error here doesn't matter at all.
Yeah, that's the last error. I even tried running it without the frig and it still crashes; with the last error then being
Hidden/Spoiler:
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"
I'm now also getting a bunch of these:
Hidden/Spoiler:
Message Severity: 2
.\Source\GameModel.cpp(221)
Model "com_weap_gunturret" already loaded in ather level file

Message Severity: 2
.\Source\CollisionMesh.cpp(550)
Duplicate collision mesh name exists in another level file: 0a95f845

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1f16202f

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1e161e9c

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 21162355

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 201621c2

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1b1619e3

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1a161850

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1d161d09

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 1c161b76

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 27162cc7

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 26162b34

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 08d248c4

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 09d24a57

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 0ad24bea

Message Severity: 2
.\Source\CollisionBody.cpp(250)
Duplicate collisionbodyprimitive exists in another level file: 0bd24d7d
Though those ones don't seem to matter much. I also took out the tur_bldg_built_chaingun(s) out of my map, but it's still giving me those errors.
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Zango
Private Recruit
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Re: Map Crashing

Post by Zango »

Well, still no luck with that, but in the meantime I decided to do a little test/boredom map. And that is also crashing. Ironicially, I've made about 4 or 5 maps now, none of which I have ever gotten to play. Oh wells. Well, anyway, here's my log, with all the irrevalent errors removed:
Hidden/Spoiler:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO




Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO




Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO






Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO



Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO




Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO




Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO




Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO






Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO



Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: all_inf_rifleman
uf_updateClassIndex(): Added class: all_inf_rocketeer
uf_updateClassIndex(): Added class: all_inf_sniper
uf_updateClassIndex(): Added class: all_inf_engineer
uf_updateClassIndex(): Added class: all_inf_officer
uf_updateClassIndex(): Added class: all_inf_wookiee
uf_updateClassIndex(): Added class: imp_inf_rifleman
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_inf_sniper
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_hansolo_tat
uf_updateClassIndex(): Added class: imp_hero_bobafett
utility_functions2: ReadDataFile(): This map's code, mode: tba tba_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
I've seen the "FarSceneRange is in old format" error in other people's logs before, but have no idea what it involves, though I don't think that's what's crashing it. As a matter of fact, from what I'm gathering from around the forums, none of these errors even do anything. I recall seeing the "Message Severity: 2 .\Graphics\Pc\pcRedTexture.cpp(553) Texture 'e11s' [0f20e71f] uses 1.33 MB" on the list of things to take out of the log, but with a lack of relevant errors, I left them in. I've seen the Cloth Data and all the voice-over errors before, but I don't think they cause crashes. I'll also put the entire raw log here, though I'm not sure it'll help:
Hidden/Spoiler:
Opened logfile BFront2.log 2010-07-22 1032
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: Found custom_gc_6.lvl
custom_gc_6: Entered
ifs_freeform_init_jcws.lua
ifs_freeform_start_jcws.lua
custom_gc_6: Taking control of custom_GetGCButtonList()...
custom_gc_6: Taking control of custom_PressedGCButton()...
custom_gc_6: Exited
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_6: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_6: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\TCR\data\_LVL_PC\core.lvl
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_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
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
custom_AddMapNew()
custom_printTable(): table: 040D6EB4
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: TBA<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CC6AEC
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: TBAg_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'a295' [2dbb7264] uses 1.33 MB

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Graphics\Pc\pcRedTexture.cpp(553)
Texture 'e11s' [0f20e71f] uses 1.33 MB

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "com_weap_bldg_gunturret_exp"
uf_updateClassIndex(): Added class: all_inf_rifleman
uf_updateClassIndex(): Added class: all_inf_rocketeer
uf_updateClassIndex(): Added class: all_inf_sniper
uf_updateClassIndex(): Added class: all_inf_engineer
uf_updateClassIndex(): Added class: all_inf_officer
uf_updateClassIndex(): Added class: all_inf_wookiee
uf_updateClassIndex(): Added class: imp_inf_rifleman
uf_updateClassIndex(): Added class: imp_inf_rocketeer
uf_updateClassIndex(): Added class: imp_inf_sniper
uf_updateClassIndex(): Added class: imp_inf_engineer
uf_updateClassIndex(): Added class: imp_inf_officer
uf_updateClassIndex(): Added class: imp_inf_dark_trooper
uf_updateClassIndex(): Added class: all_hero_hansolo_tat
uf_updateClassIndex(): Added class: imp_hero_bobafett
utility_functions2: ReadDataFile(): This map's code, mode: tba tba_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Honestly, if anyone has any advice for EITHER map, some advice would be very much appriciated.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: Map Crashing

Post by Xavious »

Have you added water at all? What did you change between the time you had a working map and the time when it stopped working?
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: Map Crashing

Post by Zango »

Xavious wrote:Have you added water at all? What did you change between the time you had a working map and the time when it stopped working?
Niether map has any water, and niether of them ever worked. The only things they now have in common is a map border, and they both use tat2 assests, but I doubt those are problems.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: Map Crashing

Post by Xavious »

Ever worked? Have you tried creating a map and not modifying it at all? If not, do that, and see if it the map works.
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: Map Crashing

Post by Zango »

Xavious wrote:Ever worked? Have you tried creating a map and not modifying it at all? If not, do that, and see if it the map works.
One time I made a map that didn't crash; was my first. Unfortunately at that point I didn't realize I needed the .odf's and mshs for the assests I used, so it was a bit bare, but it ran. And I've played the "default" map before. I know it can run maps I make, it's just never run a map I've done properly.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: Map Crashing

Post by Xavious »

Try munging a new map. Don't modify it at all, but play it when it's done munging. If it works, do everything you normally do (add objects, etc.), but do these things one at a time, munging after each change. You need to find out at what point your map stops working.
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: Map Crashing

Post by Zango »

Xavious wrote:Try munging a new map. Don't modify it at all, but play it when it's done munging. If it works, do everything you normally do (add objects, etc.), but do these things one at a time, munging after each change. You need to find out at what point your map stops working.
Well, just for the sake of it, I re-munged and tried again and now I'm no longer getting the "farscenerange" error, but now the last error is this:
Hidden/Spoiler:
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"
I'm not entirely sure if this would crash it as it is just severity level 2, but I'm not sure what else it would be.

-Also, kind of off-topic, but when making a custom unit, which .odf parameter defines what .tga for the unit to load/use? Thx in advance for help on either front.
Last edited by Zango on Fri Jul 23, 2010 3:15 pm, edited 1 time in total.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: Map Crashing

Post by Xavious »

Zango wrote:
Xavious wrote:Try munging a new map. Don't modify it at all, but play it when it's done munging. If it works, do everything you normally do (add objects, etc.), but do these things one at a time, munging after each change. You need to find out at what point your map stops working.
Well, just for the sake of it, I re-munged and tried again and now I'm no longer getting the "farscenerange" error, but now the last error is this:
Hidden/Spoiler:
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"
I'm not entirely sure if this would crash it as it is just severity level 2, but I'm not sure what selse it would be.
No, that error doesn't cause a crash.
Zango wrote:-Also, kind of off-topic, but when making a custom unit, which .odf parameter defines what .tga for the unit to load/use? Thx in advance for help on either front.
Some unit models (for instance, the B1 battle droid) have an OverrideTexture parameter that allows a new texture to overwrite the one the msh uses. However, most unit models' textures cannot be changed via an odf parameter.
User avatar
Zango
Private Recruit
Posts: 29
Joined: Fri Apr 02, 2010 11:02 am

Re: Map Crashing

Post by Zango »

Xavious wrote:
Zango wrote:
Xavious wrote:Try munging a new map. Don't modify it at all, but play it when it's done munging. If it works, do everything you normally do (add objects, etc.), but do these things one at a time, munging after each change. You need to find out at what point your map stops working.
Well, just for the sake of it, I re-munged and tried again and now I'm no longer getting the "farscenerange" error, but now the last error is this:
Hidden/Spoiler:
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0677d020: trying to replace "tat2_bldg_medium1" with "tat2_bldg_medium13"
I'm not entirely sure if this would crash it as it is just severity level 2, but I'm not sure what selse it would be.
No, that error doesn't cause a crash.
Zango wrote:-Also, kind of off-topic, but when making a custom unit, which .odf parameter defines what .tga for the unit to load/use? Thx in advance for help on either front.
Some unit models (for instance, the B1 battle droid) have an OverrideTexture parameter that allows a new texture to overwrite the one the msh uses. However, most unit models' textures cannot be changed via an odf parameter.
Thx for the help. I guess my new era can enter Alpha version, as It's no longer generating any errors in my .log, but I'll still need to test it on a stable map. As for the map, it's still crashing, but it was really just a test map for ZE Animation and such anyways... but I do still wanna save them both, not sure what can be done. I'll try taking out the borders and maybe some other things and "report" back.

Edit: Updated Error logs: (With irrevelant errors removed):
Hidden/Spoiler:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!





Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7eca4d4e)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!


.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!



Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
utility_functions2: ReadDataFile(): This map's code, mode: tba tba_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
RAW Version :
Hidden/Spoiler:
Opened logfile BFront2.log 2010-07-23 2058
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: Found custom_gc_6.lvl
custom_gc_6: Entered
ifs_freeform_init_jcws.lua
ifs_freeform_start_jcws.lua
custom_gc_6: Taking control of custom_GetGCButtonList()...
custom_gc_6: Taking control of custom_PressedGCButton()...
custom_gc_6: Exited
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_6: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_6: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\TCR\data\_LVL_PC\core.lvl
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_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
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
custom_AddMapNew()
custom_printTable(): table: 040D6EB4
The key, value is: era_g 1
The key, value is: isModLevel 1
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: TBA<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03CC6AEC
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: TBAg_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc779dfe)!

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7eca4d4e)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1078

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1084

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1087

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1093

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1096

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1102

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1105

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1111

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1540

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1114

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1117

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1123

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1544

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1126

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1546

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1129

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1135

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1548

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1550

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1138

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1141

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1552

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1147

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1554

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
uf_updateClassIndex(): Added class: Now that's classified.
utility_functions2: ReadDataFile(): This map's code, mode: tba tba_conquest

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format


Edit2: Things that aren't crashing it: boundaries. Made a test map, the boundary is fully functional and no crash. Thing No.2: The Tat_lowresterrain. Added to the test map, no crash. Thing No.3: Added all tat odfs and mshs; no crash. Also added 4 "tat3_prop_tabl_small"s. No crash. Added planning, no crash. Added barriers, no crash. Varied terrain heights a bit, no crash. Munged the end odfs and mshs + added end_bldg_hut01; no crash. Added an animation from the map that's crashing, works fine, no crash. Munged the contents of Geo's Odfs and mshs, added a bunker; no crash. Munged Kas's Odfs and mshs, added some bunker thingies; no crashes. Also, I'm going on vacation tomorrow so I won't be able to reply/respond/provide any more info for a week. Any help would still be very much appriciated.



EDIT3
Hey, I'm back from my vacation, and so far several good things have happened: Rising Son was released, and I've actually gotten to play the map! (Sort of) On the test map, I discovered that the end_weap_treesmash (and possibly the tripwire), and the tat3_prop_celldoor were causing it to crash. Despite the fact I had copied the contents of the assests/worlds/tat/MUNGED and assests/worlds/end/MUNGED to my world's munged folder, for one reason or another they still instigated crashing. However, the map still crashed after a couple seconds of play, and I noticed there didn't seem to be any music... but I think I know why it may have randomly crashed. I recall reading a topic called "Why can't I give my Rebels lightsabers?", or something like that, and several of my units also have Guns and Lightsabers in their loadout. However, I only re-call from that topic that someone told him to add the anims of a unit that did use a lightsaber, but no explanation of how. Also, the units I have that also have the guns are re-hashes of some heroes, so I would need to add gunner/regular unit animations. I notice that there is an odf line "animationname = fett", (Or some other hero) so if I wanted to add another animation type so they can use the blaster/lightsaber, would I add another "animationname =" line under that one, with the Anim name being that of a unit that does use a blaster/lightsaber? (Ex:

Code: Select all

animationname    = fett
animationname    =  dooku
Thanks for any help.

Edit4: Yeah, it's defiantly the lack of anims that was crashing it, tried playing it without bots, but when playing as one of my specs with guns and a saber, it crashed...

Edit5: Well actually, I only have one unit with a saber and gun (I think), and when it did crash it was when I used Force Choke...

Edit6: Well, that issue kind of sorted itself out. Turns out the "fett" animation set, which I'm using for my Hero with both the saber and gun, has saber animations in it already. But that itself has some odd errors. Whenever I use a sprint attack, I can't attack again until I switch back to the gun. Also, I can't reload by gun manually. Whenever I press R, it uses my secondary weapon instead of reloading. And about that one attack that's crashing me, anyone know how to fix it? The unit that crashed is a re-skin of sidious, but for one reason or another using force choke as him crashes it.

Edit7: http://www.youtube.com/watch?v=oZTa6RbC ... playnext=1

In case anyone was curious :D

Well, I guess my main issue is now technically solved, so I guess it's case closed for now.
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