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Strange Crash [SOLVED]

Posted: Fri Oct 03, 2008 11:02 pm
by YTF
When I play my map ingame, it loads just fine. But after it loads, about 30 seconds in, it just randomly crashes. Can anyone take a look at my BFront.log and tell me if I'm doing anything wrong?

BFront.log
Hidden/Spoiler:
Opened logfile BFront.log 2008-10-03 1118

Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0xc38c6313 does not exist in movie 0xb86e8e36

Message Severity: 2
.\source\EntityGeometry.cpp(790)
Entity "all_fly_bwing" unknown terrain collision "p_buildingsphere"

Message Severity: 2
.\source\EntityGeometry.cpp(797)
Entity "all_fly_bwing" unknown building collision "p_buildingsphere"

Message Severity: 2
.\source\EntityGeometry.cpp(805)
Entity "all_fly_bwing" unknown vehicle collision "p_buildingsphere"

Message Severity: 3
.\source\Explosion.cpp(276)
Explosion "all_fly_falcon_exp" missing effect "com_sfx_vehicle_exp"

Message Severity: 3
.\source\Explosion.cpp(276)
Explosion "imp_fly_tiedefender_exp" missing effect "com_sfx_vehicle_exp"

Message Severity: 3
.\source\Ordnance.cpp(274)
Ordnance base class "" not found
LUA
Hidden/Spoiler:
function ScriptInit()
-- Empire Attacking (attacker is always #1)
local ALL = 1
local IMP = 2
-- These variables do not change
local ATT = 1
local DEF = 2

AddMissionObjective(IMP, "red", "level.ENDD.objectives.1");
AddMissionObjective(IMP, "orange", "level.ENDD.objectives.2");
AddMissionObjective(IMP, "orange", "level.ENDD.objectives.3");
AddMissionObjective(ALL, "red", "level.ENDD.objectives.1");
AddMissionObjective(ALL, "orange", "level.ENDD.objectives.2");
AddMissionObjective(ALL, "orange", "level.ENDD.objectives.3");


ReadDataFile("sound\\tat.lvl;tat1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_basicdesert",
"all_inf_lukeskywalker",
"all_fly_ywing",
"all_fly_xwing",
"all_inf_smuggler");

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_basic_tie",
"imp_inf_darthvader",
"imp_fly_tiefighter",
"imp_fly_tiebomber",
"imp_inf_dark_trooper");

ReadDataFile("dc:SIDE\\shp.lvl",
"imp_fly_tiedefender",
"imp_fly_tieinterceptor",
"all_fly_falcon",
"all_fly_bwing",
"all_fly_awing")

SetAttackingTeam(ATT);

-- Alliance Stats
SetTeamName(ALL, "Alliance")
SetTeamIcon(ALL, "all_icon")
AddUnitClass(ALL, "all_inf_soldierdesert",10)
AddUnitClass(ALL, "all_inf_vanguard",1)
AddUnitClass(ALL, "all_inf_pilot",2)
AddUnitClass(ALL, "all_inf_marksman",2)
AddUnitClass(ALL, "all_inf_smuggler",1)
SetHeroClass(ALL, "all_inf_lukeskywalker")

-- Imperial Stats
SetTeamName(IMP, "Empire")
SetTeamIcon(IMP, "imp_icon")
AddUnitClass(IMP, "imp_inf_storm_trooper",10)
AddUnitClass(IMP, "imp_inf_shock_trooper",1)
AddUnitClass(IMP, "imp_inf_pilottie",2)
AddUnitClass(IMP, "imp_inf_scout_trooper",2)
AddUnitClass(IMP, "imp_inf_dark_trooper",1)
SetHeroClass(IMP, "imp_inf_darthvader")

-- Attacker Stats
SetUnitCount(ATT, 16)
SetReinforcementCount(ATT, 200)
-- AddBleedThreshold(ATT, 31, 0.0)
-- AddBleedThreshold(ATT, 21, 0.75)
AddBleedThreshold(ATT, 11, 0.75)
AddBleedThreshold(ATT, 10, 1.5)
AddBleedThreshold(ATT, 1, 3.0)

-- Defender Stats
SetUnitCount(DEF, 16)
SetReinforcementCount(DEF, 200)
-- AddBleedThreshold(DEF, 31, 0.0)
-- AddBleedThreshold(DEF, 21, 0.75)
AddBleedThreshold(DEF, 11, 0.75)
AddBleedThreshold(DEF, 10, 1.5)
AddBleedThreshold(DEF, 1, 3.0)

-- Local Stats
-- SetTeamName(3, "locals")
-- AddUnitClass(3, "gam_inf_gamorreanguard",3)
-- SetUnitCount(3, 3)
-- SetTeamAsEnemy(3, ATT)
-- SetTeamAsEnemy(3, DEF)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0)
-- AddWalkerType(1, 4)
AddWalkerType(2, 0)
--SetMemoryPoolSize("EntityHover", 12)
SetMemoryPoolSize("EntityFlyer", 20)
-- SetMemoryPoolSize("EntityBuildingArmedDynamic", 16)
-- SetMemoryPoolSize("EntityTauntaun", 0)
-- SetMemoryPoolSize("MountedTurret", 22)
SetMemoryPoolSize("PowerupItem", 60)
-- SetMemoryPoolSize("SoundSpaceRegion", 85)
SetMemoryPoolSize("EntityMine", 40)
--SetMemoryPoolSize("Aimer", 200)
-- SetMemoryPoolSize("Obstacle", 725)
--SetMemoryPoolSize("EntityLight", 150)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ENDD\\ENDD.lvl")
SetDenseEnvironment("false")
--AddDeathRegion("Sarlac01")
SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight(300)


-- Sound Stats
OpenAudioStream("sound\\tat.lvl", "tatgcw_music");
-- OpenAudioStream("dc:sound\\mod.lvl", "ENDD");
-- OpenAudioStream("dc:sound\\mod.lvl", "ENDD");
OpenAudioStream("sound\\gcw.lvl", "gcw_vo");
OpenAudioStream("sound\\gcw.lvl", "gcw_tac_vo");
-- OpenAudioStream("dc:sound\\mod.lvl", "ENDD_emt");
--OpenAudioStream("dc:sound\\tat.lvl", "tat3_emt");

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1);
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1);
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1);

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1);
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1);

SetOutOfBoundsVoiceOver(2, "Allleaving");
SetOutOfBoundsVoiceOver(1, "Impleaving");

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1);
SetAmbientMusic(ALL, 0.99, "all_tat_amb_middle", 1,1);
SetAmbientMusic(ALL, 0.1,"all_tat_amb_end", 2,1);
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1);
SetAmbientMusic(IMP, 0.99, "imp_tat_amb_middle", 1,1);
SetAmbientMusic(IMP, 0.1,"imp_tat_amb_end", 2,1);

SetVictoryMusic(ALL, "all_tat_amb_victory");
SetDefeatMusic (ALL, "all_tat_amb_defeat");
SetVictoryMusic(IMP, "imp_tat_amb_victory");
SetDefeatMusic (IMP, "imp_tat_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");

--SetPlanetaryBonusVoiceOver(IMP, IMP, 0, "imp_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 0, "imp_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 2, "imp_bonus_imp_sensors");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 2, "imp_bonus_all_sensors");
SetPlanetaryBonusVoiceOver(IMP, IMP, 3, "imp_bonus_imp_hero");
SetPlanetaryBonusVoiceOver(IMP, ALL, 3, "imp_bonus_all_hero");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 4, "imp_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 4, "imp_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 5, "imp_bonus_imp_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(IMP, ALL, 5, "imp_bonus_all_sabotage");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(IMP, IMP, 7, "imp_bonus_imp_training");--advanced training
--SetPlanetaryBonusVoiceOver(IMP, ALL, 7, "imp_bonus_all_training");--advanced training

--SetPlanetaryBonusVoiceOver(ALL, ALL, 0, "all_bonus_all_medical");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 0, "all_bonus_imp_medical");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 1, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 2, "all_bonus_all_sensors");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 2, "all_bonus_imp_sensors");
SetPlanetaryBonusVoiceOver(ALL, ALL, 3, "all_bonus_all_hero");
SetPlanetaryBonusVoiceOver(ALL, IMP, 3, "all_bonus_imp_hero");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 4, "all_bonus_all_reserves");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 4, "all_bonus_imp_reserves");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 5, "all_bonus_all_sabotage");--sabotage
--SetPlanetaryBonusVoiceOver(ALL, IMP, 5, "all_bonus_imp_sabotage");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, IMP, 6, "");
--SetPlanetaryBonusVoiceOver(ALL, ALL, 7, "all_bonus_all_training");--advanced training
--SetPlanetaryBonusVoiceOver(ALL, IMP, 7, "all_bonus_imp_training");--advanced training


-- Camera Stats
--Tat 3 - Jabbas' Palace
AddCameraShot(0.685601, -0.253606, -0.639994, -0.236735, -65.939224, -0.176558, 127.400444);
AddCameraShot(0.786944, 0.050288, -0.613719, 0.039218, -80.626396, 1.175180, 133.205551);
AddCameraShot(0.997982, 0.061865, -0.014249, 0.000883, -65.227898, 1.322798, 123.976990);
AddCameraShot(-0.367869, -0.027819, -0.926815, 0.070087, -19.548307, -5.736280, 163.360519);
AddCameraShot(0.773980, -0.100127, -0.620077, -0.080217, -61.123989, -0.629283, 176.066025);
AddCameraShot(0.978189, 0.012077, 0.207350, -0.002560, -88.388947, 5.674968, 153.745255);
AddCameraShot(-0.144606, -0.010301, -0.986935, 0.070304, -106.872772, 2.066469, 102.783096);
AddCameraShot(0.926756, -0.228578, -0.289446, -0.071390, -60.819584, -2.117482, 96.400620);
AddCameraShot(0.873080, 0.134285, 0.463274, -0.071254, -52.071609, -8.430746, 67.122437);
AddCameraShot(0.773398, -0.022789, -0.633236, -0.018659, -32.738083, -7.379394, 81.508003);
AddCameraShot(0.090190, 0.005601, -0.993994, 0.061733, -15.379695, -9.939115, 72.110054);
AddCameraShot(0.971737, -0.118739, -0.202524, -0.024747, -16.591295, -1.371236, 147.933029);
AddCameraShot(0.894918, 0.098682, -0.432560, 0.047698, -20.577391, -10.683214, 128.752563);

end

Re: Strange Crash

Posted: Sat Oct 04, 2008 5:14 am
by ANDEWEGET
YTF wrote:Message Severity: 3
.\source\Explosion.cpp(276)
Explosion "all_fly_falcon_exp" missing effect "com_sfx_vehicle_exp"

Message Severity: 3
.\source\Explosion.cpp(276)
Explosion "imp_fly_tiedefender_exp" missing effect "com_sfx_vehicle_exp"

Message Severity: 3
.\source\Ordnance.cpp(274)
Ordnance base class "" not found
i think this is the reason. get this effects or choose other ones and look out for a odf with a "" ordnance base class. ordnance base class is i think the first line in a weapon_ord.odf file.

Re: Strange Crash

Posted: Sat Oct 04, 2008 12:30 pm
by PhantoM
YTF wrote:Message Severity: 3
.\source\Ordnance.cpp(274)
Ordnance base class "" not found
My only guess is you're missing some ordnance for a vehicle.

Re: Strange Crash

Posted: Sat Oct 04, 2008 10:39 pm
by Laserblast
Collision errors are all minor (stock technounion ships create like 10 collision errors).

As far as effects go, I guess "explosion" is a good replacement for that effect. It doesn't cause a crash, though. When the effect would go off, nothing will happen, instead.

I agree with Phantom, though. The game lasts right up to the point someone tries to fire whatever weapon it is, and the game crashes when it can't find the ordnance. Actually, it might just crash when someone even spawns with the weapon. I guess you either search the files, or go in game and fire every new gun you can till one provokes a crash.

Re: Strange Crash

Posted: Mon Oct 06, 2008 10:28 am
by YTF
Thanks, I moved the com_sfx_vehicle_exp and it works now. This can be locked.