Well, I finally got my map working and my unit in-game. Overall it's pretty bad, but for me that's an improvement. Anyway, the (new) problem that I have is that the game keeps freezing up temporarily. It's almost like lag. I've done some experimentation and it seems that it mostly happens when my reticule is somewhat aimed at the sky. I've added the following lines to the lua file after reading BFront2.log
[code]Opened logfile BFront2.log 2008-10-30 1555
shell_interface: Entered
shell_interface: Reading in custom strings
ifs_era_handler - Entered
ifs_era_handler - Exited
custom_GetSPMissionList()
custom_GetMPMissionList()
custom_EraButtonList(): Building era button table
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Building era table
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Building game mode table
custom_GetGMapModes(): Finished building game mode table Known Modes: 38
custom_GetMPGameModeList(): Building game mode list table
custom_GetMPGameModeList(): Finished building game mode list table List Length: 39
custom_SetMovieLocation()
custom_AddEraBoxes()
custom_SetMovieLocation()
custom_AddEraBoxes()
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03CC116C
The key, value is: era_g 1
The key, value is: isModLevel 1
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: 123<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03CC66CC
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: 123g_con idx: 1
this.CurButton = _map_add
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO
Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter: The award settings file does not exist[/code]
DarthD.U.C.K. wrote:NO doubleposts please
No offense, but you didn't notice it until I did...
That might be due to an effect. Make sure that your odfs can find all the effects they need, and that your .fx files have all the TGA files they need (they open with notepad)
Teancum wrote:That might be due to an effect. Make sure that your odfs can find all the effects they need, and that your .fx files have all the TGA files they need (they open with notepad)
Yep, everything's there.
Aman/Pinguin wrote:Did you change the fire range for those weapons? If they are set too high the game starts lagging in some cases.
Yes, I changed one of those weapons to a very long range. I'll try halving it and see if the problem continues.
*EDIT* Ok, I've halved the range several times over, even to the point that the range was an eighth of its original value. No change. I also tried changing it so that there was only one one-shot salvo. Still nothing. Of course, all of this was changed in the main weapon ODF file. I haven't tried changing anything in the ordnance file. Should I change it so that the max range in the main ODF file is the same (Velocity)*(Lifespan) in the ordnance file? Or is there something else I need to do?
Alright, I finally solved this by reducing the Lifespan in the Ordnance ODF. I still can't use too many shots per salvo, but the weapon's working without lag. Thanks for the help.