Game crashing cause of moving mouse too fast? [Solved]
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- Eagle Eye
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Game crashing cause of moving mouse too fast? [Solved]
My game crashes when i move to fast with my mouse when i playing a unit... so if i move my mouse slow it dont crash
Can someone explain me why this happens plz? Maybe there are to many objects in my game and it lagg and crash when i move to fast?
Can someone explain me why this happens plz? Maybe there are to many objects in my game and it lagg and crash when i move to fast?
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Aman/Pinguin
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Re: game keeps crashing cause of moving mouse too fast
Does this happen on all maps? or on a specific map?
- Pinguin/Aman
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Re: game keeps crashing cause of moving mouse too fast
well i have created a new map and there it does not happen, only to the that one map, also not at the normal maps like: tantive IV, death star... enz
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MercuryNoodles
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Re: game keeps crashing cause of moving mouse too fast
This sounds like a hardware issue. What are your system specs?
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Re: game keeps crashing cause of moving mouse too fast
no i dont think so because i can perfectly play all other maps without problems. Its specific to this map... Maybe the reason is that my map has too many objects? Is there a limit on the number of objects that can be placed?
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Taivyx
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Re: game keeps crashing cause of moving mouse too fast
Are you sure it isn't because you're looking at a certain part of the map?
That may or may not cause crashes sometimes.
That may or may not cause crashes sometimes.
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Re: game keeps crashing cause of moving mouse too fast
no the problem is not related to a certain place on the map. It happens everywhere on the map.
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Caleb1117
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Re: game keeps crashing cause of moving mouse too fast
There is a limit on objects, but it wouldn't cause this.
Did You make this map?
If so, get us an error log, and maybe then we can find out whats wrong.
Did You make this map?
If so, get us an error log, and maybe then we can find out whats wrong.
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MercuryNoodles
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Re: game keeps crashing cause of moving mouse too fast
So, you can play other mod maps without problems, too? The reason I suggested a hardware issue is because mod maps generally are a bit more geared for higher end systems. Anyway, like Caleb said, the error log may provide clues.
- Eagle Eye
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Re: game keeps crashing cause of moving mouse too fast
This is the PC_MungeLog under the directory data_***/_Build that i get:
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 145,146,133
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 132,133,135
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 145,142,143
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 273,274,276
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 262,264,274
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 262,266,265
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 275,276,261
WARNING[PC_modelmunge world1\END\msh\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\END\msh\end_prop_foliage_clump1.msh]:end_prop_foliage_clump1 has 1444 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\END\msh\logs.msh]:logs has 1088 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\kas2_bldg_tree_leaves.msh]:kas2_bldg_tree_leaves has 5264 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\kas2_prop_canopy.msh]:kas2_prop_canopy has 3948 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\UTA\msh\uta1_bldg_rep_ground.msh]:uta1_bldg_rep_ground has 1064 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 13 Warnings
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 145,146,133
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 132,133,135
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 145,142,143
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 273,274,276
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 262,264,274
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 262,266,265
WARNING[PC_modelmunge world1\YAV\msh\yav_bldg_ruins_reflectionpool.msh]:_CreateShadowMesh(bone:yav_bldg_ruins_reflectionpool,lod:0): ignoring duplicate tri 275,276,261
WARNING[PC_modelmunge world1\END\msh\end_prop_fernclump_2.msh]:end_prop_fernclump_2 has 1036 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\END\msh\end_prop_foliage_clump1.msh]:end_prop_foliage_clump1 has 1444 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\END\msh\logs.msh]:logs has 1088 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\kas2_bldg_tree_leaves.msh]:kas2_bldg_tree_leaves has 5264 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\msh\kas2_prop_canopy.msh]:kas2_prop_canopy has 3948 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge world1\UTA\msh\uta1_bldg_rep_ground.msh]:uta1_bldg_rep_ground has 1064 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 13 Warnings
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MercuryNoodles
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Re: game keeps crashing cause of moving mouse too fast
This doesn't really tell us anything. We need the error log to get information on the cause of the crash. Play the map using the bf2_modtools.exe, let it crash, then find and open bfront2.log. The information in this file should give us something to go on.
- Eagle Eye
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Re: game keeps crashing cause of moving mouse too fast
I cant run BF2_modtools.exe
, he gives me a error that he cant find binkw32.dll. The error suggest also to re-install the BF2 Modtools..so i re-installed and he stay gives me the error again...
(If i copy the binkw32.dll from the location where i installed Battlefront 2 under gamedata to the BF2_modtools.exe location, he gives me the message i must input the cd1 what i did and not works)
Maybe is the reason i installed the patch 1.1 to Battlefront 2 a time ago... and that he cant find it for that reason... Or maybe he cant find the Battlefront 2 location cause i dont Installed it under C:\Program Files\Lucasarts.... but under D:\
(If i copy the binkw32.dll from the location where i installed Battlefront 2 under gamedata to the BF2_modtools.exe location, he gives me the message i must input the cd1 what i did and not works)
Maybe is the reason i installed the patch 1.1 to Battlefront 2 a time ago... and that he cant find it for that reason... Or maybe he cant find the Battlefront 2 location cause i dont Installed it under C:\Program Files\Lucasarts.... but under D:\
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Taivyx
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Re: game keeps crashing cause of moving mouse too fast
No, it's because you have the DVD version.
BF2_Modtools.exe normally doesn't work for those with the DVD version.
You can try here for a tutorial to get the same error log as those with the CD version get.
BF2_Modtools.exe normally doesn't work for those with the DVD version.
You can try here for a tutorial to get the same error log as those with the CD version get.
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Re: game keeps crashing cause of moving mouse too fast
Ok thanks Taivyx, here is my BFront2.log :
Normal status (without crashing):
Crashing:
Normal status (without crashing):
Hidden/Spoiler:
Hidden/Spoiler:
- phazon_elite
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Re: game keeps crashing cause of moving mouse too fast
It might be that you dont have a SoldierAnimation pool. My Mos Eisley: Apocalypse (yes, its alive, dangit) used to crash from memory errors because of the fiery rain I used. I had to make the pool under here:
The reason you might need this is because whatever you do in the game, you're using an animation of some sort, whether it be walking, looking around, or even jet jumping.
Hope that helps.
- EP-782
Code: Select all
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("[color=#FF0000]SoldierAnimation[/color]", 1500)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)Hope that helps.
- EP-782
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Re: game keeps crashing cause of moving mouse too fast
I dont know what can be wrong in my animations, anyway i tryed to delete all vehicles and animations around it cause i was no sure the animations where right, but nothing changed...
Here is my c_con.lua, maybe is there anything wrong:
g_con.lua:
Here is my c_con.lua, maybe is there anything wrong:
Hidden/Spoiler:
Hidden/Spoiler:
Last edited by Eagle Eye on Sat Nov 03, 2007 2:51 pm, edited 1 time in total.
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Aman/Pinguin
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Re: game keeps crashing cause of moving mouse too fast
-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
did you noticed that SetMemoryPoolSize("SoldierAnimation", 1500) is missing in YOUR lua?
- Pinguin/Aman
ClearWalkers()
AddWalkerType(0, 3) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 230
SetMemoryPoolSize("Aimer", 23)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 325)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 19)
SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("EntityHover", 1)
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 43)
SetMemoryPoolSize("MountedTurret", 15)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 256)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetMemoryPoolSize("TreeGridStack", 325)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponCnt)
did you noticed that SetMemoryPoolSize("SoldierAnimation", 1500) is missing in YOUR lua?
- Pinguin/Aman
- Eagle Eye
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Re: game keeps crashing cause of moving mouse too fast
thank you -=]BFWE[=-Pinguin, didnt saw the chance in the list of phazon_elite.
i added that part to my list, but it doest fix my problem
Thanks anyway... i stay trying to find the error
*EDIT
What i find out is that the BFront2.log gives the next Message Severity: 3errors and can maybe the reason:
Any know what this means?
i added that part to my list, but it doest fix my problem
Thanks anyway... i stay trying to find the error
*EDIT
What i find out is that the BFront2.log gives the next Message Severity: 3errors and can maybe the reason:
Code: Select all
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\shell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_autonet dedicated
AutoNet Main
AutoNet Multi
AutoNet Gamespy
AutoNet multi main
AutoNet Server
AutoNet Game Options
Updating Lobby and attempting to LaunchCode: Select all
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\tat.lvl;tat2gcw
Last edited by Eagle Eye on Sun Nov 04, 2007 8:33 am, edited 1 time in total.
- Eagle Eye
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Re: game keeps crashing cause of moving mouse too fast
I found the error: i used a 100% water brush so i brushed whole my map with water, even under the mountains... 
Anyway, Thanks everyone for helping me
Anyway, Thanks everyone for helping me
