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Combo Memory Pool Problems/CTDs [Solved]

Posted: Mon Jul 16, 2012 3:12 am
by CalvaryCptMike
Hello, I've recently tried to make one of those Coruscant temple Jedi vs. Clone mods, just for fun. :)

The problem I'm having is that when I add the 4 jedi from the stock "jed" side plus one republic jedi hero (total of 5 jedi units), the game crashes as soon as it finishes loading. Now I figured out a while back that simply not loading two of the jedi and instead only having a total of three jedi units will keep the game from crashing. However there are still some issues with the combos and animations (units hop about uncontrollably, endless attack loops, all this only happening with jedi units) that seem really weird which I'm assuming is related to the combo memory pools not being set properly. What's confusing me is that I've already added this code snippet:

Code: Select all

    SetMemoryPoolSize ("ClothData",20)
    SetMemoryPoolSize ("Combo",30)              -- should be ~ 2x number of jedi classes
    SetMemoryPoolSize ("Combo::State",500)      -- should be ~12x #Combo
    SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Condition",500)  -- should be a bit bigger than #Combo::State
    SetMemoryPoolSize ("Combo::Attack",400)     -- should be ~8-12x #Combo
    SetMemoryPoolSize ("Combo::DamageSample",4000)  -- should be ~8-12x #Combo::Attack
    SetMemoryPoolSize ("Combo::Deflect",88)     -- should be ~1x #combo
from the Tatooine Hero Assault script to my .lua file, so everything should work, right? I don't know if I'm missing something, even without taking away some of the units that use lightsabers the map should still work just fine with this code in it right? I'm confused, :? I know other people have gotten this to work just fine, it can't be that hard.

Anyways what I'm asking is if anyone knows how to fix this plz help, I'd really appreciate it. Heck if they can explain what to do with all of memory pools to maximize map stability that'd be great. I've always been a bit confused with the memory pool stuff.

Thanks, I know that's quite a text wall. :wink:

Re: Combo Memory Pool Problems/CTDs

Posted: Mon Jul 16, 2012 3:26 am
by AceMastermind
Standard procedure for crashing maps is to post your BFront2.log, you should also post your LUA since you edited it. Did you edit any .combo files? Have a look at the retail Coruscant campaign LUA to compare.

Re: Combo Memory Pool Problems/CTDs

Posted: Mon Jul 16, 2012 4:07 am
by CalvaryCptMike
I have not edited any combo files, and have changed almost nothing except for the sides and said memory pool changes made to the .lua, the log has errors that just say to increase my combo pools, but they're already higher than the log is telling me to set them. I already looked at the cor1c_c and tat2g_eli .lua files.

EDIT: Went back and played around with the code, plus read over the tat2g_eli file again, tried some random stuff, I upped the pools even higher, that didn't help, then I moved the code, which I had placed at the end of the list of memory pools, to almost the top of ScripInit, right before the sides are loaded, that fixed it. Wow. I realized that that might help when I saw that all the stock codes have the combos setup before the sides are loaded. So I guess the combo pools have to be loaded before the sides are setup or the game will not register the change. If this is the case why does it work with all the other memory pools to add them after the sides are setup?

Regardless the map is working now so, kinda, thanks!

Lesson Learned: Load the combo memory pools before not after the sides are loaded and setup in function: ScriptInit. 8)