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*SOLVED*Map Crashing With No Important Severity 3 Errors

Posted: Sun Sep 09, 2007 7:59 pm
by Challenger33
Well, my map is crashing in CW Conquest-but I am not getting any important/meaningful Severity 3 Errors. Here is the BFront2.txt file, if it helps (btw, the last thing I changed was removing a line from the lua that I didn't need anymore):

-Since I stopped it from crashing, I deleted the BFront2.txt file.

- :royal:

Re: Map Crashing With No Important Severity 3 Errors

Posted: Sun Sep 09, 2007 8:02 pm
by BountyHunterV
lol...if you look closely, there are lots of Message Severity 3 Errors, especially near the top


Challenger33 wrote:
Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "rep_fly_blkstarfighter BODY WEAPON1" mount node "hp_gun_2" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_4" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "rep_fly_blkstarfighter BODY WEAPON2" mount node "hp_gun_1" not found

Message Severity: 3
.\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_3" not found

that's just a few of them

Re: Map Crashing With No Important Severity 3 Errors

Posted: Sun Sep 09, 2007 8:11 pm
by trainmaster611
The errors regaurding your weapon nodes and what not shouldn't crash your map.

Re: Map Crashing With No Important Severity 3 Errors

Posted: Sun Sep 09, 2007 8:21 pm
by -_-
Well, for one thing, add some memory pools for "aimer" so we don't have to look at 50 lines of that.

Re: Map Crashing With No Important Severity 3 Errors

Posted: Sun Sep 09, 2007 8:34 pm
by RepSharpshooter

Code: Select all

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "hoth_bldg_shieldgenerator_exp" missing effect "hot_sfx_shieldgenerator_exp"
Don't think this would crash it but it's worth fixing.

And every color of your star fighters has the other message severity: 3 errors.

Re: Map Crashing With No Important Severity 3 Errors

Posted: Sun Sep 09, 2007 10:48 pm
by Teancum
When exactly does it crash? If it crashes while still on the loading screen usually you can find the error in the log. If it's a few seconds after getting in-game it's usually a bad secondary weapon on a unit. The game runs until one of the AI try to use it.

Re: Map Crashing With No Important Severity 3 Errors

Posted: Sun Sep 09, 2007 10:53 pm
by Penguin
Fix the aimer on the ship, its crashing the game when trying to find the HP for the weapon aimers.

Re: Map Crashing With No Important Severity 3 Errors

Posted: Mon Sep 10, 2007 2:55 pm
by Challenger33
1) I have the effect for the shield generator, don't know why it's not being found.
2) I have had those starfighter errors for a while and they never affected the map...but how do I fix them?
3) It crashes when it is done loading.
4) I will add the aimer memorypool now.

- :royal:

Re: Map Crashing With No Important Severity 3 Errors

Posted: Mon Sep 10, 2007 6:45 pm
by Challenger33
Sorry for the bump/double post, but solving this is essential to the Beta Release of Hoth: Frontal Assault. Here is my lua if it helps:

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams") 
	
	--  REP Attacking (attacker is always #1)
    REP = 1;
    CIS = 2;
    --  These variables do not change
    ATT = REP;
    DEF = CIS;


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"}
    
    
    
    --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:Start()

    EnableSPHeroRules()
    
    ActivateRegion("anim1") 

region1 = OnEnterRegion( 
function(region, player) 
if IsCharacterHuman(player) then 

PauseAnimation("koltotank") 
RewindAnimation("koltotank") 
PlayAnimation("koltotank") 
end 
end, 
"anim1" 
) 

ActivateRegion("anim2") 

region2 = OnEnterRegion( 
function(region, player) 
if IsCharacterHuman(player) then 

PauseAnimation("koltotank1") 
RewindAnimation("koltotank1") 
PlayAnimation("koltotank1") 
end 
end, 
"anim2" 
) 

ActivateRegion("anim3") 

region3 = OnEnterRegion( 
function(region, player) 
if IsCharacterHuman(player) then 

PauseAnimation("koltotank2") 
RewindAnimation("koltotank2") 
PlayAnimation("koltotank2") 
end 
end, 
"anim3" 
) 

ActivateRegion("anim4") 

region4 = OnEnterRegion( 
function(region, player) 
if IsCharacterHuman(player) then 

PauseAnimation("koltotank3") 
RewindAnimation("koltotank3") 
PlayAnimation("koltotank3") 
end 
end, 
"anim4" 
) 

 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(700)
    SetMaxPlayerFlyHeight (700)
    
    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",52)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",662)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",665) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",665)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",558)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",6500)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",100)     -- should be ~1x #combo  
    
    ReadDataFile("sound\\yav.lvl;yav1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_engineer",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_jettrooper",
                             "rep_hover_barcspeeder",
                             "rep_fly_redstarfighter",
                             "rep_fly_orgstarfighter",
                             "rep_fly_anakinstarfighter_sc",
                             "rep_fly_grnstarfighter",
                             "rep_fly_blustarfighter",
                             "rep_fly_purstarfighter",
                             "rep_fly_blkstarfighter",
                             "rep_fly_whistarfighter",
                             "rep_fly_pnkstarfighter",
                             "rep_fly_escapepod",
                             "rep_fly_arc170fighter_sc")
    ReadDataFile("dc:SIDE\\cis.lvl",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_engineer",
                             "cis_inf_sniper",
                             "cis_inf_officer",
                             "cis_inf_droideka",
                             "cis_hero_darthmaul",
                             "cis_fly_droidfighter_sc",
                             "cis_hover_mtt",
                             "cis_inf_magnagaurd")
    ReadDataFile("SIDE\\tur.lvl", 
    			"tur_bldg_laser",
    			"tur_bldg_tower")  
    ReadDataFile("dc:SIDE\\PLO.lvl",
                             "plo_plokoon")
    ReadDataFile("dc:SIDE\\Astromech.lvl",
                             "all_droid_r2d1")
	SetupTeams{
		rep = {
			team = REP,
			units = 35,
			reinforcements = 200,
			soldier  = { "rep_inf_ep3_rifleman",9, 25},
			assault  = { "rep_inf_ep3_rocketeer",3, 4},
			engineer = { "rep_inf_ep3_engineer",3, 4},
			sniper   = { "rep_inf_ep3_sniper",3, 4},
			officer = {"rep_inf_ep3_officer",3, 4},
			special = { "rep_inf_ep3_jettrooper",3, 4},
	        
		},
        
                        
		cis = {
			team = CIS,
			units = 35,
			reinforcements = 200,
			soldier  = { "cis_inf_rifleman",9, 25},
			assault  = { "cis_inf_rocketeer",3, 4},
			engineer = { "cis_inf_engineer",3, 4},
			sniper   = { "cis_inf_sniper",3, 4},
			officer = {"cis_inf_magnagaurd",2, 4},
			special = { "cis_inf_droideka",4, 5},
		}
	}
       
    AddUnitClass(REP, "all_droid_r2d1",1,3)

    SetHeroClass(CIS, "cis_hero_darthmaul")
    SetHeroClass(REP, "plo_plokoon")
    

    --  Level Stats
    --  ClearWalkers()
    AddWalkerType(0, 4) -- 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 = 1024
    SetMemoryPoolSize("Aimer", 200)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 1024)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
	SetMemoryPoolSize("EntityCloth", 32)
	SetMemoryPoolSize("EntityFlyer", 60)
    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)
    SetMemoryPoolSize("CommandHover", 4)
    SetMemoryPoolSize("SoldierAnimation", 1500)
    
    SetSpawnDelay(10.0, 0.25)
    --ReadDataFile("dc:HFA\\HFA.lvl", "HFA_conquest")
    ReadDataFile("dc:HFA\\HFA.lvl", "HFA_conquest")
    SetDenseEnvironment("false")




    --  Sound
    
    SetSoundEffect("ScopeDisplayZoomIn",  "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

    voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
    
    voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)
    
    OpenAudioStream("sound\\global.lvl",  "cw_music")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1")
    OpenAudioStream("sound\\yav.lvl",  "yav1_emt")

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

    SetOutOfBoundsVoiceOver(2, "cisleaving")
    SetOutOfBoundsVoiceOver(1, "repleaving")

    SetAmbientMusic(REP, 1.0, "rep_yav_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_yav_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_yav_amb_victory")
    SetDefeatMusic (REP, "rep_yav_amb_defeat")
    SetVictoryMusic(CIS, "cis_yav_amb_victory")
    SetDefeatMusic (CIS, "cis_yav_amb_defeat")

    SetSoundEffect("ScopeDisplayZoomIn",      "binocularzoomin")
    SetSoundEffect("ScopeDisplayZoomOut",     "binocularzoomout")
    --SetSoundEffect("BirdScatter",             "birdsFlySeq1")
    --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")


--OpeningSateliteShot
    AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

    AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
    AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
    AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
    AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
    AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
    AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
    AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
    AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
    AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end


Re: Map Crashing With No Important Severity 3 Errors

Posted: Mon Sep 10, 2007 8:34 pm
by Xavious
Challenger33 wrote:1) I have the effect for the shield generator, don't know why it's not being found.
Go recheck the ODF name for the exp file and the reference in the shield generator ODF and make sure they match up.

Re: Map Crashing With No Important Severity 3 Errors

Posted: Tue Sep 11, 2007 1:06 am
by Penguin
Max units is 32 not 35 unless you enable uber mode. (Won't crash game, just telling you)

Re: Map Crashing With No Important Severity 3 Errors

Posted: Tue Sep 11, 2007 4:07 pm
by Challenger33
Ok, thanks for that info Penguin :D . But it still crashes :x