Random crashes in conquest; help appreciated

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Master Fionwë
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Random crashes in conquest; help appreciated

Post by Master Fionwë »

After adding in the dwarfspider and geo fighter, my conquest map crashes randomly after a few minutes of play. The last error shown is always the
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityHover.cpp(3723)
Unable to build EntityHover
I do not know why it's crashing, nor is there anything that should make it crash. Memory pools are filled out right, the script is correct, the dwarfspider works fine, except the animations for it don't.
Any ideas...
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RE: Random crashes in conquest; help appreciated

Post by Penguin »

post the whole log >.>
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Post by theITfactor »

Are you sure your EntityFlyer and EntityHover memory size is big enough?
Also does it crash when you get in a vehicle or when you fire a weapon or enter a region or what? Randomly doesn't help much :wink:
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Post by Master Fionwë »

It doesn't matter where I am, I could be running around the chasm bend, flying in my shuttle, running around the crahs site, attacking the CIS base cp... There is no particular place that it crashes in, plus I haven't done anything special with regions. The whole log is really big though. I'll post what I can of it.
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1564

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "rep_weap_force_bubble_ord" missing geometry "bubble"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2119)
Weapon "rep_weap_inf_orbital_attack" missing fire point "hp_fire"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (acb15032)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2119)
Weapon "rep_weap_inf_repairkit" missing fire point "hp_fire"

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1296

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1660

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4219)
Walker 'cis_walk_spider' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_2" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "geo_walk_dwarfspider" unknown terrain collision "collision15"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityFlyer.cpp(5652)
Flyer "geo_fly_geofighter_sc" destruct explosion "cis_fly_droidfighter_exp" not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(1932)
Memory pool "WeaponDispenser" not found

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(180)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(476)
Label "level.geo1.Arena CP" not localized

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\CommandPost.cpp(476)
Label "level.geo1.Great Spire CP" not localized

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VehicleSpawn.cpp(140)
Vehicle spawn outside command post "cp10" control region

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap obiwan_melee

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'rep_weap_inf_force_wave' is not localized for stats page

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap obiwan_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap kiadimundi_melee

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'rep_weap_inf_force_pull' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'rep_weap_inf_force_push' is not localized for stats page

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap obiwan_melee

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'rep_weap_inf_force_blast' is not localized for stats page

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap aalya_melee
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Post by Penguin »

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityFlyer.cpp(5652)
Flyer "geo_fly_geofighter_sc" destruct explosion "cis_fly_droidfighter_exp" not found

Tadah!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap aalya_melee

Tadah!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap obiwan_melee

Tadah!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap kiadimundi_melee

Tadah aswell!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "rep_weap_force_bubble_ord" missing geometry "bubble"

Tadah aswell!
Master Fionwë
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Post by Master Fionwë »

Some of those don't do anything. I have a hunt mode, and get those animap errors as well, but I've never had a crash on hunt except for an addme mistake. **knock on wood** The force bubble one, again, it's in the hunt mode as well. Also, nowhere have I found that mesh.
Would the missing explosion cause a crash?
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Post by MercuryNoodles »

What about these?

Code: Select all

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(180)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format! 
Honestly, I'm not familiar with errors relating to textures, but I recall something about RLE compression....yaddayadda... :P
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Post by Master Fionwë »

Those are in just about every error log for this map.
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Post by trainmaster611 »

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "rep_weap_force_bubble_ord" missing geometry "bubble"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Aimer.cpp(684)
Aimer "(null)" mount node "hp_gun_2" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityFlyer.cpp(5652)
Flyer "geo_fly_geofighter_sc" destruct explosion "cis_fly_droidfighter_exp" not found

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap obiwan_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap kiadimundi_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap obiwan_melee

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(96)
Weapon failed to find animmap aalya_melee
Ok, as for the melee errors, it sounds like you have AI somewhere that have weapons calling for melee attacks but something is missing. Therefore, when they try to use their melee weapons, it makes the game crash.

Obviously, you need to go hunt down the ord.odf for the bubble attack and put it in your sides folder.

Like MNoodles said, I don't know what those two errors mean but I know that using RLE compression on a TGA file when saving it renders it unusable.
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Post by Master Fionwë »

I have the ord.odf in my side, that isn't causing the crash. My conquest mode, xl mode, and hunt mode all have a few of the samethinggs in them. Conquest and xl are exactly the same, except for my ally side for teh rep. Hunt has all them of though, so it's not my jedi. Xl doesn't have the dwarfspider in it, yet, so it might be that. Here is my lua:

Code: Select all

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

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
	AddAIGoal(3, "Deathmatch", 100)
	AddAIGoal(4, "Deathmatch", 100)
    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"}
    cp7 = CommandPost:New{name = "cp7"}
    CP8 = CommandPost:New{name = "CP8"}
    cp9 = CommandPost:New{name = "cp9"}
    cp10 = CommandPost:New{name = "cp10"}
    
    --This sets up the actual objective.  This needs to happen after cp's are defined
    conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.geo1.objectives.conquest", 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:AddCommandPost(cp7)
    conquest:AddCommandPost(CP8)
    conquest:AddCommandPost(cp9)  
    conquest:AddCommandPost(cp10)

    
    conquest:Start()    

    SetUberMode(1);  
  
    EnableSPHeroRules()
    
    AddDeathRegion("deathregion")
    AddDeathRegion("deathregion2")
    AddDeathRegion("deathregion3")
    AddDeathRegion("deathregion4")
    AddDeathRegion("deathregion5")
    
 end
function ScriptInit()
    StealArtistHeap(800*1024)
    -- Designers, these two lines *MUST* be first.
    SetPS2ModelMemory(3500000)
    ReadDataFile("ingame.lvl")

    SetMemoryPoolSize ("Combo",50)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",500)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",520) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",520)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",500)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",4750)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",160)     -- should be ~1x #combo
  
  
    --  REP Attacking (attacker is always #1)
    local REP = 1
    local CIS = 2
    --  These variables do not change
    local ATT = 1
    local DEF = 2

    SetTeamAggressiveness(CIS, 0.9)
    SetTeamAggressiveness(REP, 1.0)

    SetMemoryPoolSize("Music", 45)

    ReadDataFile("sound\\geo.lvl;geo1cw")
    ReadDataFile("dc:SIDE\\rep.lvl",
                             "rep_bldg_forwardcenter",
                             "rep_fly_assault_dome",
                             "rep_fly_command",
                             "rep_fly_commandship",
                             "rep_fly_gunship",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_sc",
                             "rep_inf_ep2_jettrooper_sniper",
                             "rep_inf_ep2_jettrooper_rifleman",
                             "rep_inf_ep2_commander",
                             "rep_inf_ep3_arctrooper",
                             "rep_inf_ep3_pilot",
                             "rep_inf_ep3_rocketeer",
                             "rep_inf_ep3_rifleman",
                             "rep_inf_ep3_jettrooper",
                             "rep_inf_ep3_sniper",
                             "rep_inf_ep3_officer",
                             "rep_inf_ep3_engineer",
                             "rep_hero_macewindu",
                             "rep_hero_aalya",
                             "rep_hero_kiyadimundi",
                             "rep_hero_obiwan",
                             "rep_hero_anakin",
                             "rep_hero_shaakti",
                             "rep_hero_plokoon",
                             "rep_hero_luminara",
                             "rep_hover_barcspeeder",
                             "rep_walk_sphat",
                             "rep_walk_atte")
                             
    ReadDataFile("SIDE\\rep.lvl",
                             "rep_fly_gunship_dome",
                             "rep_fly_jedifighter_dome",
                             "rep_inf_ep2_rifleman",
                             "rep_inf_ep2_jettrooper",
                             "rep_inf_ep2_sniper")

    ReadDataFile("SIDE\\cis.lvl",
                             "cis_fly_droidfighter_dome",
                             "cis_inf_rifleman",
                             "cis_inf_rocketeer",
                             "cis_inf_sniper",
                             "cis_inf_marine",
                             "cis_inf_engineer",
                             "cis_hero_countdooku",
                             "cis_inf_droideka",
                             "cis_tread_hailfire",
                             "cis_hover_stap",
                             "cis_walk_spider")
    ReadDataFile("dc:SIDE\\geo.lvl",
                             --"geo_walk_dwarfspider",
                             "geo_fly_geofighter",
                             --"geo_fly_geofighter_sc",
                             "geo_inf_acklay",
                             "geo_inf_geonosian")
    
	ReadDataFile("SIDE\\tur.lvl",
                             "tur_bldg_geoturret")

    --  Level Stats

    ClearWalkers()
    SetMemoryPoolSize("EntityWalker", 19)
    AddWalkerType(0, 60) -- 40 droidekas (special case: 0 leg pairs)
    AddWalkerType(2, 9) -- 2 dwarf spiders with 2 leg pairs each
    AddWalkerType(2, 8) -- 2 spider walkers with 2 leg pairs each
    AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
    local weaponcnt = 240
    SetMemoryPoolSize("Aimer", 295)
    SetMemoryPoolSize("AmmoCounter", 2095)
    SetMemoryPoolSize("AcklayData", 34)
    SetMemoryPoolSize("BaseHint", 480)
    SetMemoryPoolSize ("ClothData",100)
    SetMemoryPoolSize("CommandFlyer", 2)
    SetMemoryPoolSize("CommandWalker", 2)
    SetMemoryPoolSize("EnergyBar", 2095)
    SetMemoryPoolSize("EntityCloth",90)
    SetMemoryPoolSize("EntityFlyer", 18)
    SetMemoryPoolSize("EntityHover", 12)
    SetMemoryPoolSize("EntityLight", 50)
    SetMemoryPoolSize("EntitySoundStream", 4)
    SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
    SetMemoryPoolSize("MountedTurret", 57)
    SetMemoryPoolSize("Navigator", 448)
    SetMemoryPoolSize("Obstacle", 450)
    SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2275)
    SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1850)
    SetMemoryPoolSize("ParticleTransformer::PositionTr", 1450)
    SetMemoryPoolSize("ParticleEmitter", 512)
    SetMemoryPoolSize("ParticleEmitterInfoData", 512)
    SetMemoryPoolSize("PassengerSlot", 18)
    SetMemoryPoolSize("PathFollower", 440)
    SetMemoryPoolSize("PathNode", 100)
    SetMemoryPoolSize("RedShadingState", 25)
    SetMemoryPoolSize("TreeGridStack", 655)
    SetMemoryPoolSize("UnitAgent", 495)
    SetMemoryPoolSize("UnitController", 495)
    SetMemoryPoolSize("WalkerBlend", 115)
    SetMemoryPoolSize("WalkerBlendUnit", 185)
    SetMemoryPoolSize("Weapon", 2095)
    SetMemoryPoolSize("WeaponDispenser", 120)
    SetMemoryPoolSize("SoldierAnimation", 2000)

    SetSpawnDelay(5.0, 0.25)

SetupTeams{
             
        rep = {
            team = REP,
            units = 100,
            reinforcements = 1000,
            soldier  = { "rep_inf_ep3_rocketeer",6, 11},
            pilot  = { "rep_inf_ep3_sniper",6, 11},
            assault  = {"rep_inf_ep3_engineer",6, 11},
            sniper   = {  "rep_inf_ep3_pilot",6, 10},
            marine  = { "rep_inf_ep3_officer",4, 8},
            engineer   = { "rep_inf_ep3_jettrooper",5, 8},
            officer = {"rep_inf_ep2_commander",3, 7},
            special  = {  "rep_inf_ep3_arctrooper",1, 4},
            AddUnitClass(1,  "rep_inf_ep3_rifleman",15, 30)
        },
        cis = {
            team = CIS,
            units = 160,
            reinforcements = 800,
            soldier  = { "cis_inf_rifleman",20, 40},
            pilot  = { "geo_inf_geonosian",10, 20},
            assault  = { "cis_inf_rocketeer",10, 15},
            engineer = { "cis_inf_engineer",10, 15},
            sniper   = { "cis_inf_sniper",10, 15},
            officer = {"cis_inf_marine",15, 30},
            special = { "cis_inf_droideka",15, 25},
        }
     }
   
    SetHeroClass(REP, "rep_hero_macewindu")
    SetHeroClass(CIS, "cis_hero_countdooku")


    --  Attacker Stats
    
    --teamATT = ConquestTeam:New{team = ATT}
    --teamATT:AddBleedThreshold(21, 0.75)
    --teamATT:AddBleedThreshold(11, 2.25)
    --teamATT:AddBleedThreshold(1, 3.0)
    --teamATT:Init()
    SetTeamAsEnemy(ATT,3)
    SetTeamAsEnemy(3,ATT)

    --  Defender Stats
    
    --teamDEF = ConquestTeam:New{team = DEF}
    --teamDEF:AddBleedThreshold(21, 0.75)
    --teamDEF:AddBleedThreshold(11, 2.25)
    --teamDEF:AddBleedThreshold(1, 3.0)
    --teamDEF:Init()
    SetTeamAsFriend(DEF,3)

    --  Local Stats
    SetTeamName(3, "locals")
    SetUnitCount(3, 90)
    AddUnitClass(3, "geo_inf_geonosian", 70)
    AddUnitClass(3, "geo_inf_acklay", 20)
    SetTeamAsFriend(3, DEF)


    --  Attacker Stats
    
    --teamATT = ConquestTeam:New{team = ATT}
    --teamATT:AddBleedThreshold(21, 0.75)
    --teamATT:AddBleedThreshold(11, 2.25)
    --teamATT:AddBleedThreshold(1, 3.0)
    --teamATT:Init()
    SetTeamAsFriend(ATT,4)
    SetTeamAsFriend(ATT,4)
    
    --  Defender Stats
    
    --teamDEF = ConquestTeam:New{team = DEF}
    --teamDEF:AddBleedThreshold(21, 0.75)
    --teamDEF:AddBleedThreshold(11, 2.25)
    --teamDEF:AddBleedThreshold(1, 3.0)
    --teamDEF:Init()
    SetTeamAsEnemy(DEF,4)

    SetTeamName(4, "locals")
    SetUnitCount(4, 100)
    AddUnitClass(4, "rep_inf_ep2_rifleman",93)
    AddUnitClass(4, "rep_hero_aalya",1)
    AddUnitClass(4, "rep_hero_anakin",1)
    AddUnitClass(4, "rep_hero_kiyadimundi",1)
    AddUnitClass(4, "rep_hero_luminara",1)
    AddUnitClass(4, "rep_hero_obiwan",1)
    AddUnitClass(4, "rep_hero_plokoon",1)
    AddUnitClass(4, "rep_hero_shaakti",1)
    SetTeamAsFriend(4, ATT)

    ReadDataFile("dc:BOG\\geo1.lvl", "geo1_conquest")

    SetDenseEnvironment("false")
    SetMinFlyHeight(-120)
    SetMaxFlyHeight(200)
    SetMaxPlayerFlyHeight(205)



    --  Birdies
    --SetNumBirdTypes(1)
    --SetBirdType(0.0,10.0,"dragon")
    --SetBirdFlockMinHeight(90.0)

    --  Sound
    
    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\\geo.lvl",  "geo1cw")
    OpenAudioStream("sound\\geo.lvl",  "geo1cw")

    SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
    SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing",   1)
    SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)
    
    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)    

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

    SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start",  0,1)
    SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end",    2,1)

    SetVictoryMusic(REP, "rep_geo_amb_victory")
    SetDefeatMusic (REP, "rep_geo_amb_defeat")
    SetVictoryMusic(CIS, "cis_geo_amb_victory")
    SetDefeatMusic (CIS, "cis_geo_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")


    --ActivateBonus(CIS, "SNEAK_ATTACK")
    --ActivateBonus(REP, "SNEAK_ATTACK")

    SetAttackingTeam(ATT)

    --Opening Satalite Shot
    --Geo
    --Mountain
    AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
    --Wrecked Ship
    AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
    --War Room  
    --AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end
-Use "code" tags, it cuts down on the smileys-in-luas. -Mav
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
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Post by MercuryNoodles »

It's not saying it's missing the ord. It's saying the ord is calling for missing geometry. I don't know if this geometry named "bubble" is new, or what, but make sure it's present, and being munged properly.
Master Fionwë
Rebel Colonel
Rebel Colonel
Posts: 598
Joined: Wed May 30, 2007 3:33 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
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Location: At RCTC
Contact:

Post by Master Fionwë »

It was there when I downloaded the side. Try playing a map that has Kit Fisto in it, like Coruscant City, with the modtools.exe, and you should be able to find that message in the error log created. But thanks anyways, guys. Okay, I just set the map back to it's former state more or less before the crashing started. It stopped crashing now, so I'm going to try putting the dwarfspiders back in. Be right back.
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