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I have no clue what I should even name this...

Posted: Wed May 23, 2007 9:55 am
by Caleb1117
Ok a few days ago I tried to put a hunt mode in my map which failed do to some "can't read mission.lvl" error.

While I was still trying to make it work, I tried one of my regular modes, this is when I found they were getting the same error and wouldn't play eather.

This freaked me out, so I rolled back all the changes I made to get hunt mode to work.

Now, it loads the map, hangs for a moment then CTD without an error message. (in all game modes)

From what I can tell, I see nothing in the log that should cause this, but I will post it anyway.

Opened logfile BFront2.log 2007-05-23 0928
ingame stream movies\crawl.mvs

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MOS\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
play movie B1M 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment B1M0.000000ly

EraSelection.subst = c era_c
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 11
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie B1M 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment B1M0.000000ly

this.CurButton = nil
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
this.CurButton = check_mode2
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: AIAc_ctf idx: 1
Adding map: AIAg_ctf idx: 2
play movie B1M 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment B1M0.000000ly

this.CurButton = Launch
cur_button = nil

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
.\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk all_fly_xwing_sc in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AIA\Data\_lvl_pc\SIDE\all.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\all.lvl


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier rep_hero_luminara has geometry collision

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1078

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1084

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1087

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier cis_hero_ventress has geometry collision

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1093

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1096

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1102

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1105

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1111

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1114

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1117

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1123

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1126

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7eca4d4e)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1129

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1132

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1135

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1138

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1141

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1540

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1147

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1544

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1546

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1150

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1548

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1550

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1552

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1153

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1554

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1556

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1558

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1560

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1562

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1159

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1564

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1162

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1566

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1568

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1165

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1570

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1572

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1574

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1576

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1578

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1580

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1171

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1582

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1584

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1174

Message Severity: 2
.\Source\GameModel.cpp(221)
Model "imp_weap_inf_rifle" already loaded in ather level file

Message Severity: 2
.\Source\CollisionMesh.cpp(550)
Duplicate collision mesh name exists in another level file: 41a0dcb2

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1586

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1588

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "sat_bldg_glass_exp" missing effect "small_explosion"

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "bandu_sep_bunker1" geometry "bandu_sep_bunker1" not found

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5b046eec: trying to replace "bes1_bldg_console_b" with "bes1_bldg_console_b1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=eafd02d7: trying to replace "bes1_bldg_console_a" with "bes1_bldg_console_a1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0b784199: trying to replace "box3" with "box30"
The thing about couch chunks in the ALL.lvl, you can ignore, its been there for a long time and has caused no problems.

Can an a memory pool cause a SP crash?

Edit: I HAVE already cleaned and remunged.

RE: I have no clue what I should even name this...

Posted: Wed May 23, 2007 11:00 am
by FragMe!
Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "sat_bldg_glass_exp" missing effect "small_explosion"

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [kas2_bldg_oilrefinery]

Message Severity: 3
.\Source\EntityProp.cpp(539)
Prop "bandu_sep_bunker1" geometry "bandu_sep_bunker1" not found
How about these errors?

Also what did you change back on you addme.lua? You were initially adding a clone wars eli right? The only things that would need to be done would be change the addme to include the eli which you did, create the AIAc_eli.req which you did. Create an AIAc_eli.lua. That should be all you needed to do if you were using the same command posts as in the GCW eli. The .mrq would have already existed as well as the game modes. As for adding in the Hunt mode when I get home and check through my notes as to all the things that need to be done (file wise) to get it going, I went through the same thing for adding it to one of my maps.

RE: I have no clue what I should even name this...

Posted: Wed May 23, 2007 11:38 am
by Caleb1117
The glass has been like that too, no affect.
The bandu bunker missing msh been there, no affect.
The oil refinrey stuff might be it... I could delete that object...
But I doubt thats it.

It was going to be c_eli but I changed to a g_hunt I:

Made a hunt lua
added hunt to both mode calls in the addme
Added hunt to the mission.req
added a hunt layer in ZE
which created the .mrq

thats what I did to try and implement a hunt, and I rolled back all those changes.

RE: I have no clue what I should even name this...

Posted: Wed May 23, 2007 12:19 pm
by Hebes24
What about this?:
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk all_fly_xwing_sc in C:\Program Files\LucasArts\Star Wars Battlefront II\GameData\AddOn\AIA\Data\_lvl_pc\SIDE\all.lvl


Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk in dc:SIDE\all.lvl

RE: I have no clue what I should even name this...

Posted: Wed May 23, 2007 12:31 pm
by Caleb1117
I haven't touched my core.lvl :?
if your refering to:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\MOS\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit
then thats in ALL my error logs, and it never has messed with me before.

@Hebes24
Thats just the furnature chunks, its been there since I got the couch ingame.

RE: I have no clue what I should even name this...

Posted: Wed May 23, 2007 11:01 pm
by FragMe!
Post your current addme.lua (the one you rolled back) just to see if we can get the original modes going again. You didn't change anything other than trying to add the hunt mode right and when you said you rolled back the changes does that include what you did in ZE?

Made a hunt lua
added hunt to both mode calls in the addme
Added hunt to the mission.req
added a hunt layer in ZE
which created the .mrq

Also as mentioned in the prior topic you still need to make the AIAc_hunt.req and AIAg_hunt.req files in the data_AIA/common/mission folder.

Posted: Wed May 23, 2007 11:35 pm
by Caleb1117
Ok 1) addme.lua
--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "AIA%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1, mode_ctf_g = 1, mode_ctf_c = 1, mode_eli_g = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("AIA","AIAg_con",4)
AddDownloadableContent("AIA","AIAc_con",4)
AddDownloadableContent("AIA","AIAg_ctf",4)
AddDownloadableContent("AIA","AIAc_ctf",4)
AddDownloadableContent("AIA","AIAg_eli",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\AIA\\data\\_LVL_PC\\core.lvl")
yes I rolled back what I did in ZE I deleted the layer.

As per the hunt.req's yes, forgot to metion them, I only made a g_hunt.req, but I deleted it.

Posted: Thu May 24, 2007 10:25 am
by FragMe!
Is the above indicated addme.lua a copy of the orginal just pasted back or is it the modified one unmodified.
It looks just fine and should work no problem but I know with munge it is date sensitive so if this is the original just pasted back it won't recognize it when remunging. You did say you cleaned right? Maybe after doing a clean go into the data_AIA/_LVL_PC folder and make sure it deleted the .LVL files properly and if it didn't delete them manually.
Do you get to the side selection screen when it crashes or does it do it right after all the dots load?

Posted: Thu May 24, 2007 1:18 pm
by Caleb1117
the above is the original, which was changed, then rolled back, I have not made a copy of my addme.
To what .LVL file do you refer to? mission.lvl, ingame.lvl, ECT?
Are you suggesting I back them up, delete them, munge, and see if there is a change

In answer to the last question, I do not make it to the side select screen.
It loads all the dots, hangs for a moment(which is not unusual) then crashes.

Posted: Thu May 24, 2007 1:57 pm
by FragMe!
Yes all the LVL files a Clean is actually supposed to delete them but sometimes it doesn't. I was suggesting to check after a clean, before remunging, that it did actually do what it is supposed to. It supposed to get rid of most of if not all the files it creates in the data_AIA/_LVL_PC folder if I am not mistaken but if it is holding on to something it could bugger you up.

Disclaimer Warning: As with anything related to computers and especially these modtools if you are unsure about something you are about to do make a back up copy of the directory and/or files in question Disclaimer Warning.

As for the point of crash that is a bummer place to have it happen cause as you've seen it doesn't report why, just trying to remember I think I have had it happen from missing objects to a misplaced comma in one of the first set of files it trys to load. I am not sure of file load order though but obviously it is something related to side selection or just before it.
You could try and get rid of the Severity 3 errors and fill the memory pools as the log suggests that way you can be certain they are not causing the problem. Don't worry about the duplicate effect errors or the InVehicle ones etiher. The probelm may have been there waiting and only surfaced once you tried to add the additional modes.

One last measure you could try is delete the AIA folder in the Addon directory do a clean of common and sides (everything), assuming those are the only things every checked during any munge session.
Then do a total munge of the common and sides (everything) run it and see what errors if gives. I can sympathize with how frustrating this can be but stick with it cause it is a good map.

Posted: Thu May 24, 2007 3:52 pm
by Teancum
Do what the vets call a 'manual clean'.

Delete all files in the following folders:
data_***/_BUILD/SIDE/***/MUNGED/PC --do this for each side you've munged
data_***/_BUILD/WORLDS/***/MUNGED/PC

Delete any LVL and REQ files in the following folders
data_***/_BUILD/SIDE/***
data_***/_BUILD/WORLDS/***
data_***/_LVL_PC/SIDE
data_***/_LVL_PC/*** --Your world name

Finally delete your map from
/Star Wars Battlefront II/Gamedata/Addon

That's a manual clean. Try munging again after that.

Posted: Thu May 24, 2007 11:32 pm
by Caleb1117
Ok I tried, the "Manual Clean".
It had the same effect as a clean alright, I started the munge, then closed everything other than the munge, and when upstairs to watch a 2 hour BBC thing about Silas Maraner.
When I came down the munge was done, however nothing is changed it seems.

One of my most reacent changes was to give my map more than one texture :P
Could this cause thats crashing? I never got to see the newly applied textures ingame, so...

Also I atempted to add a sun to my map.
Could that cause a crash if I did it wrong?
I would think there would be an error in the log if that was so, but none the less.
I'll go ahead and post my .sky file
SkyInfo()
{
Enable(1);

PS2()
{
NearSceneRange(0.100000, 70.000000, 100.000000);
NearSplitScreenRange(0.100000, 50.000000, 60.000000);
FarSceneRange(3000.000000);
}
PC()
{
NearSceneRange(100.0, 150.0, 150.0, 200.0);
FarSceneRange(200.000000, 1000.0);
}
XBOX()
{
NearSceneRange(0.200000, 90.000000, 130.000000);
NearSplitScreenRange(0.200000, 70.000000, 100.000000);
FarSceneRange(3000.000000);
}
}

SunInfo()
{
Angle(150.000000, 0.000000);
Color(70, 78, 80);
Texture("");
Degree(0.000000);
BackAngle(210, 0.000000);
BackColor(0, 0, 0);
BackDegree(0.000000);
}

DomeInfo()
{
Texture("SKY_Tatooine2.tga");
Angle(-90.000000);
Ambient(255.000000, 255.000000, 255.000000);
Filter(1);
Threshold(150);
Intensity(50);
TerrainColorDarkening();

Softness(1);
SoftnessParam(60);

XBOX()
{
TerrainBumpTexture("tat2_bump", 1.0);
}
PC()
{
TerrainBumpTexture("tat2_bump", 1.0);
}

DomeModel()
{
Geometry("tat2_sky_dome");
}

LowResTerrain()
{
Texture("tat2");
PatchResolution(4);
MaxDistance(3000);
}

}

SkyObject()
{
Geometry("rep_fly_assault_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("cis_fly_fedlander_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("all_fly_moncalamari_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}

SkyObject()
{
Geometry("imp_fly_destroyer_DOME");
NumObjects(2);
Height(350, 500);
VelocityZ(30, 50);
Distance(2500);
InDirectionFactor(2.5);
}
BTW I just copied the sun bit from some shipped map, Endor possably, and pasted it in.

Edit: Wow, I just noticed that the sky file is calling star destroyer domes and stuff, I guess I should delete that.

Posted: Fri May 25, 2007 10:20 am
by FragMe!
Oooo you added more than one texture? JK Which textures and where did you place the files?
What you could try and do is make all your added textures the same as the original one within ZE
by assigning it to squares where you put your new textures. Clean and remunge.

Also with the sun try removing the lines you added.

But I will stress this just do one thing at a time, cause if you do two things and the problem goes away you don't know which one was the fix.

Posted: Fri May 25, 2007 8:25 pm
by Caleb1117
I am seriously considering coping my intire AIA_Data folder elsewere, makeing a new map called AIA, with the same modes, and copying everything over.

The textures I applied were all in worlds/***/world1
all of them where proper TGA's
And I already removed the sun, nothing.

Edit:
I am now going to try the plan above.
I have a question though.
What can I do to copy over my localize changes?
Or can I not copy them and am doomed to do ALOT of localizing?

Posted: Fri May 25, 2007 8:48 pm
by FragMe!
Sorry it's come down to that.
You could try copying over the Localize folder from data_AIA/common that is the "raw" version of it that gets munged.


Good Luck

Posted: Sat May 26, 2007 7:02 pm
by Caleb1117
It seems It didn't work, now I'm just going to start unding the most recent chnages one by one untill I find what whent wrong.

Edit: I could swear I asked this before, but for the life of me I don't know where.
What does this mean?

"
"Error (Invalid Parameter): krn
"
"Usage: munge [PC|PS2|XBOX] [<side1> <side2> ...]
Worlds\munge PC

It showed up in the munge, when I tried to munge my custom side krn.

Edit again:
It just struck me, that my munge might not be reading my AIA.req.
also was in the munge:

Munging AIA.req
The system cannot find the path specified.
Munging AIA.req
The system cannot find the path specified.

Every munge I have ever done has had this "error"
But has never troubled me before this.
My AIA.req is in data_AIA/worlds/AIA/world1
Should it be elsewhere?

Posted: Sat May 26, 2007 7:31 pm
by phazon_elite
As always, disregard "The system cannot find the path specified." errors.

As for krn, you must've forgot to add a krn folder in _BUILD\Sides. Copy a munge and clean from one of the other side folders, and paste them in there.

- EP-782

Posted: Sat May 26, 2007 7:40 pm
by Caleb1117
Ah, thats what it was