*sigh* Crash again

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Master Fionwë
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*sigh* Crash again

Post by Master Fionwë »

My map is crashing again. This is the only thing that I can see in the erro log to make it crash.
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]
It crashes about five or six seconds after it's done loading.

EDIT: I'm beginning to wonder if this map is more trouble than it's worth, because this thing is getting to be a pain. I even went back to the state I had it in before it started this last string of problems, and it still had the issues.
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trainmaster611
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RE: *sigh* Crash again

Post by trainmaster611 »

Have you remebered to clean and then munge?
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RE: *sigh* Crash again

Post by Teancum »

It's probably an issue with a unit's weapon. If it's a secondary weapon it won't crash until a unit tries to use it, usually a few seconds into the game.
Master Fionwë
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RE: *sigh* Crash again

Post by Master Fionwë »

Well, I can check the units weapons. I have cleaned and remunged already. I'll check them later. I just got on right now to see if I got a reply. I should point out that nothing about units shows up in the erro log.

EDIT: It's not units. I just tried playing the assault mode, it's XL. It works just fine, so I'm posting the conquest and assault luas, in order.

Conquest:
--
-- 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)
cp0 = CommandPost:New{name = "cp0"}
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"}

--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(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(CP2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(CP8)
conquest:AddCommandPost(cp9)

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 ("ClothData",100)
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, 0.7)
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\\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("SIDE\\geo.lvl",
"geo_inf_acklay",
"gen_inf_geonosian")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 40) -- 40 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 6) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 2) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 265)
SetMemoryPoolSize("AmmoCounter", 1540)
SetMemoryPoolSize("AcklayData", 34)
SetMemoryPoolSize("BaseHint", 480)
SetMemoryPoolSize("CommandFlyer", 2)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("EnergyBar", 1540)
SetMemoryPoolSize("EntityCloth",65)
SetMemoryPoolSize("EntityFlyer", 15)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 57)
SetMemoryPoolSize("Navigator", 305)
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", 290)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("RedShadingState", 25)
SetMemoryPoolSize("TreeGridStack", 580)
SetMemoryPoolSize("UnitAgent", 345)
SetMemoryPoolSize("UnitController", 355)
SetMemoryPoolSize("WalkerBlend", 35)
SetMemoryPoolSize("WalkerBlendUnit", 85)
SetMemoryPoolSize("Weapon", 1545)
SetMemoryPoolSize("WeaponDispenser", 80)
SetMemoryPoolSize("SoldierAnimation", 2000)

SetSpawnDelay(5.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 120,
reinforcements = 500,
soldier = { "rep_inf_ep3_rocketeer",10, 20},
pilot = { "rep_inf_ep3_sniper",10, 20},
assault = {"rep_inf_ep3_engineer",10, 20},
sniper = { "rep_inf_ep3_pilot",8, 15},
marine = { "rep_inf_ep3_officer",5, 12},
engineer = { "rep_inf_ep3_jettrooper",5, 12},
officer = {"rep_inf_ep2_commander",3, 6},
special = { "rep_inf_ep3_arctrooper",1, 3},
AddUnitClass(1, "rep_inf_ep3_rifleman",20, 40)
},
cis = {
team = CIS,
units = 180,
reinforcements = 450,
soldier = { "cis_inf_rifleman",30, 80},
assault = { "cis_inf_rocketeer",12, 20},
engineer = { "cis_inf_engineer",12, 20},
sniper = { "cis_inf_sniper",12, 20},
officer = {"cis_inf_marine",20, 40},
special = { "cis_inf_droideka",10, 30},
}
}

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, 85)
AddUnitClass(3, "geo_inf_geonosian", 70)
AddUnitClass(3, "geo_inf_acklay", 15)
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, 71)
AddUnitClass(4, "rep_hero_shaakti",1)
AddUnitClass(4, "rep_inf_ep2_jettrooper_sniper",35)
AddUnitClass(4, "rep_inf_ep2_jettrooper_rifleman",35)
SetTeamAsFriend(4, ATT)

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

SetDenseEnvironment("false")
SetMinFlyHeight(-100)
SetMaxFlyHeight(125)
SetMaxPlayerFlyHeight(175)



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

-- load the gametype script
ScriptCB_DoFile("ObjectiveTDM")
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(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true,
isUberMode = true,
uberScoreLimit = 350,
}
TDM:Start()



EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

KillObject("cp1")
KillObject("cp2")
KillObject("cp3")
KillObject("cp4")
KillObject("cp6")
KillObject("cp7")
KillObject("cp8")

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

-- 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, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)

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_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_hover_barcspeeder",
"rep_walk_atte")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_engineer",
"cis_hero_countdooku",
"cis_inf_droideka",
"cis_tread_hailfire",
--"cis_hover_stap",
"cis_walk_spider")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 50)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 9)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)


SetupTeams{

rep = {
team = REP,
units = 180,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rocketeer",12, 20},
pilot = { "rep_inf_ep3_sniper",12, 20},
assault = {"rep_inf_ep3_engineer",12, 20},
sniper = { "rep_inf_ep3_pilot",12, 20},
marine = { "rep_inf_ep3_officer",8, 16},
engineer = { "rep_inf_ep3_jettrooper",8, 16},
officer = {"rep_inf_ep2_commander",6, 12},
special = { "rep_inf_ep3_arctrooper",3, 8},
AddUnitClass(1, "rep_inf_ep3_rifleman",50, 80)
},
cis = {
team = CIS,
units = 280,
reinforcements = 1000,
soldier = { "cis_inf_rifleman",80, 120},
assault = { "cis_inf_rocketeer",22, 45},
engineer = { "cis_inf_engineer",22, 45},
sniper = { "cis_inf_sniper",22, 45},
officer = {"cis_inf_officer",10, 25},
special = { "cis_inf_droideka",15, 30},
}
}

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, 40)
AddUnitClass(3, "geo_inf_geonosian", 40)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("dc:BOG\\geo1.lvl", "geo1_xl")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(175)



-- 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
Maybe you guys can find out what's wrong with the conquest that it crashes. It's not the acklays, becasue I did nothing to them when I had no rep or cis spawning, and the when I got them to spawn again, it started crashing. So the acklays are not the issue, and there is no local team five anymore. The jedi also worked fine, the same way as the acklays. So I doubt it's either one of those two teams.
By guys, I'll be back Thursday.
Hope you can figure this out, I'll be thinking about it myself, try and come up with any ideas. I'll need to upload by Friday if I'm to enter the contest, so thanks in advance very much to anyone who finds out the cause of the crashing.
Ciaw
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RE: *sigh* Crash again

Post by Master Fionwë »

Sorry for the double post.
Well, it seems no one has been able to figure this out, so I'm releasing the map still, but only the galactic civil war era assault is playable with my stuff in it. I shall keep working on the error, though.
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RE: *sigh* Crash again

Post by Teancum »

Start commenting out characters until it works. That's the best way to debug. It helps to figure which character is your problem.
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RE: *sigh* Crash again

Post by FragMe! »

conquest:AddCommandPost(cp0)
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(CP2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(CP8)
conquest:AddCommandPost(cp9)
One possible problem cp2 and 8 you have in caps CP as opposed to cp.

Code: Select all

team = CIS, 
units = 180, 
reinforcements = 450, 
soldier = { "cis_inf_rifleman",30, 80}, 
assault = { "cis_inf_rocketeer",12, 20}, 
engineer = { "cis_inf_engineer",12, 20}, 
sniper = { "cis_inf_sniper",12, 20}, 
officer = {"cis_inf_marine",20, 40}, 
special = { "cis_inf_droideka",10, 30}, 
Also check your unit counts, if I am not mistaken the numbers on the far right, ie for soldier 80 totalled up connot or should not exceed units=#. The 2 numbers represent min (30) and max (80) and given certain situations you may be filling the max's before you finish filling all the mins which may be causing the crash. (speculation)
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RE: *sigh* Crash again

Post by Master Fionwë »

Well, that hasn't been an issue before. Same with the unit numbers, xl works fine, and the unit max exeeds the number of units on the team.
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RE: *sigh* Crash again

Post by Hebes24 »

Aren't the AddUnitClass lines supposed to come after SetupTeams? (before the SetHeroClass lines)

Like this:
rep = {
team = REP,
units = 180,
reinforcements = 1000,
soldier = { "rep_inf_ep3_rocketeer",12, 20},
pilot = { "rep_inf_ep3_sniper",12, 20},
assault = {"rep_inf_ep3_engineer",12, 20},
sniper = { "rep_inf_ep3_pilot",12, 20},
marine = { "rep_inf_ep3_officer",8, 16},
engineer = { "rep_inf_ep3_jettrooper",8, 16},
officer = {"rep_inf_ep2_commander",6, 12},
special = { "rep_inf_ep3_arctrooper",3, 8},
},
cis = {
team = CIS,
units = 280,
reinforcements = 1000,
soldier = { "cis_inf_rifleman",80, 120},
assault = { "cis_inf_rocketeer",22, 45},
engineer = { "cis_inf_engineer",22, 45},
sniper = { "cis_inf_sniper",22, 45},
officer = {"cis_inf_officer",10, 25},
special = { "cis_inf_droideka",15, 30},
}
}

AddUnitClass(1, "rep_inf_ep3_rifleman",50, 80)

SetHeroClass(REP, "rep_hero_macewindu")
SetHeroClass(CIS, "cis_hero_countdooku")
Master Fionwë
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RE: *sigh* Crash again

Post by Master Fionwë »

But I have it set up that way in xl mode as well, and it works fine. This is what is so frustrating about it, conquest and xl have the same things in them. So it's not any objects that are crashing it. The sides are set up the same way in both. The acklays are in both, the geonosians. I can try removing the 4th team from the conquest, see what happens. I'll be right back.

EDIT: Okay, well, oddly enough, it was the fourth team that caused the crashing. I'm not sure why, since shaakti is the same exact way in another map, a testing one that I have set up. So I've removed the fourth team, and am trying something different. I'll get back on whether or not it works. Thanks guys.
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