Death star crate problem

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Lorul1
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Death star crate problem

Post by Lorul1 »

hello again. im having a big problem with the death star crates. :( Iv'e been editing a shiped geonosis map and loaded in the Death Star crates. when i go throught steam to load up my map it freezes for over 2 minutes. Ive never got aroud to taking away the galactic civil war so when i put in the death star crates on that blank map it works. so it has to eather be something with the clone war era or the geonosis map because it works on my blank galactic civil war map.

sorry for the confusion. If you would like to understand my problem better follow the turtorial here but with the shiped geonosis map ONLY on the clone wars. add in the death stars odf's msh's effects and munged files (like you normaly would). add the death star crate stack 3, then play the map.

thanks for the help :amidala:
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Re: Death star crate problem

Post by Dreadnot9 »

This seems like it isn't really a problem with the crates themselves, could you post 1). your error log, and 2). the lua file for your map. these would really help us understand/solve your problem.

EDIT: Also try a clean and munge, this doesn't always work, but you never know.
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Re: Death star crate problem

Post by Lorul1 »

my lua
Hidden/Spoiler:
--
-- 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)
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"}
cp11 = CommandPost:New{name = "cp11"}

--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:AddCommandPost(cp11)

conquest:Start()

SetUberMode(1);

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

OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"TeleportNode")
end,
"TeleportRegion"
)
ActivateRegion("TeleportRegion")

end
function ScriptInit()
StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)
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, 0.4)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize ("Combo",64) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",256) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",256) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",150) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4086) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",64) -- should be ~1x #combo
SetMemoryPoolSize("Music", 40)

ReadDataFile("sound\\geo.lvl;geo1cw")
ReadDataFile("SIDE\\rep.lvl",
--"rep_bldg_forwardcenter",
"rep_fly_assault_dome",
"rep_fly_jedifighter",
--"rep_fly_gunship",
"rep_fly_vwing",
"rep_fly_arc170fighter_sc",
"rep_fly_anakinstarfighter_sc",
"rep_fly_gunship_dome",
"rep_fly_jedifighter_dome",
"rep_fly_gunship_sc",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_rocketeer",
"rep_inf_ep3_test",
"rep_hero_macewindu",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_walk_atte",
"rep_walk_oneman_atst")

ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_sniper",
"cis_hero_countdooku",
"cis_tread_hailfire",
"cis_tread_snailtank",
"cis_hover_stap",
"cis_hover_aat",
"cis_walk_spider")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_fly_gunship",
"rep_inf_ep3_rifleman",
"rep_inf_ep2_engineer",
"rep_inf_ep2_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_marine",
"cis_inf_officer",
"cis_inf_engineer",
"cis_fly_droidfighter_sc",
"cis_fly_tridroidfighter")
ReadDataFile("dc:SIDE\\vehicles.lvl",
"cis_hover_gat",
"cis_hover_sith_speeder")
ReadDataFile("SIDE\\geo.lvl",
"gen_inf_geonosian")
ReadDataFile("dc:SIDE\\all.lvl",
"all_inf_wookiee")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_01",
"jed_knight_03",
"jed_master_02")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_darthvader")

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

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", 6)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(3, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(6, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 240
SetMemoryPoolSize("Aimer", 170)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 4)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 35)
SetMemoryPoolSize("EntityHover", 30)
SetMemoryPoolSize("EntityLight", 550)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 750)
SetMemoryPoolSize("PathFollower", 120)
SetMemoryPoolSize("PathNode", 200)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("SoldierAnimation", 1880)
SetMemoryPoolSize("Weapon", weaponcnt)

SetSpawnDelay(10.0, 0.25)

SetupTeams{

rep = {
team = REP,
units = 500,
reinforcements = 4000,
soldier = { "rep_inf_ep2_rifleman",198, 200},
assault = { "rep_inf_ep2_rocketeer",47, 50},
engineer = { "rep_inf_ep2_engineer",47, 50},
sniper = { "rep_inf_ep2_sniper",47, 50},
officer = {"rep_inf_ep3_officer",47, 50},
special = { "rep_inf_ep2_jettrooper",47, 50},

},
cis = {
team = CIS,
units = 500,
reinforcements = 4000,
soldier = { "cis_inf_marine",174, 180},
assault = { "cis_inf_rocketeer",37, 40},
engineer = { "cis_inf_engineer",37, 40},
sniper = { "cis_inf_sniper",37, 40},
officer = {"cis_inf_officer",37, 40},
special = { "geo_inf_geonosian",37, 40},
}
}

AddUnitClass(REP,"all_inf_wookiee",47, 50)
AddUnitClass(REP,"jed_knight_03",8, 8)
AddUnitClass(REP,"jed_master_01",4, 5)
AddUnitClass(CIS,"cis_inf_rifleman",37, 40)
AddUnitClass(CIS,"jed_master_02",7, 8)
AddUnitClass(CIS,"imp_hero_darthvader",4, 5)


-- 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, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
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:GZB\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight(500)



-- 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

function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
ill just post my error log file as a download its to many characters

I have only recently figured out how to generate an error log. Ive always ran my game through steam and it works that way but not with the no dvd thing that runs the debug thing, so it might be backed up with errors :?

http://www.mediafire.com/download/uty2g ... Front2.log
AQT
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Re: Death star crate problem

Post by AQT »

Does it freeze on the last loading dot? Sounds like you might have too many objects in your map. Try removing one crate object at a time until your map no longer freezes, just to make sure it is indeed an object count problem.
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Lorul1
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Re: Death star crate problem

Post by Lorul1 »

well i must be going over some kind of count because i removed a lot of important objects and the creates worked, but when i added in more objects i wanted it would stop working so i had to delete more. i guess this could be an object count problem, but is the object count how many objects you have or the complexity if the objects you have. also i dont think its poly limit because my map freezes rather than crashing and going back to the desktop.

if my problem is an object count(complexity) isuee is there ANY posible way to get around this.
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Re: Death star crate problem

Post by AQT »

In my experience, the complexity of the object doesn't seem to matter. As for your problem here, the only way around it is to merge objects together in a modeling problem such as XSI, and then place them in ZE as one object.
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Lorul1
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Re: Death star crate problem

Post by Lorul1 »

so portals and sectors shouldent have anything to do with my problem because they only are to help polys ? and polys dont freeze the map or do they

also i checked my wrl file and i dont think im over the object limit
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Re: Death star crate problem

Post by AQT »

Portals and sectors have to do with helping with the rendering of objects to prevent them from flickering/disappearing/reverting to their low resolution forms.
Lorul1 wrote:also i checked my wrl file and i dont think im over the object limit
Lorul1 wrote:well i must be going over some kind of count because i removed a lot of important objects and the creates worked, but when i added in more objects i wanted it would stop working so i had to delete more.
I'm sorry, but did you not just describe a scenario involving you going over the object limit? You were over the limit; you then removed objects so that it put you under the limit, and then you added more objects, which consequently put you over the limit again. This was why I suggested earlier to remove one object at a time until the freezing is no longer present so that you can be certain where that limit is.
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