Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 192 bytes failed - no free blocks left in Heap 5 (Runtime)
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 10:21 am
by Noobasaurus
You've hit a game limit. All Redmemory errors are game limits. Most are not able to be raised by any Memory Pool.
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 10:29 am
by JimmyAngler
How???? I have not even got the unit's models ingame yet!!! Let alone only half of the weapons.
Is there a way to find what kind of limit?
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 11:01 am
by LRKfm946
The best thing to do is retrace your steps preceding the crash.
I'm confused as to why it's complaining about only 192 bytes. Usually it's some ridiculous number
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 11:16 am
by JimmyAngler
Yes, I've narrowed it down to these three odf's. Don't take them, just tell me why they crash the game. The model is fine, I am able to play the world when I use an old (working) odf uses this model.
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "64 224 64 255" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "64 224 64 255" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "64 224 64 255" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "64 224 64 255" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.
Missing another one right here. Other than that, I don't see anything that should cause a problem. It wouldn't be a bad idea to go through and make sure you didn't make any more syntax or spelling errors. I find that those kinds of mistakes are usually the cause of wierd errors like the one you got.
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 11:38 am
by JimmyAngler
Nope, still crashes.
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 12:27 pm
by Anakin
looks like these three odfs are all from an other weapon. Why don't you try to use just one of them?? Maybe it's just one of them and not all three. And if the problem are all of these files we just have to find what they have in common
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 12:38 pm
by JimmyAngler
The problem lies in the first odf. The main one describing the charge.
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 12:40 pm
by Anakin
try to remove the 2nd ord and try again
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 12:42 pm
by Bob
When does your game crash? Right on launching the map or can you play a bit before it happens?
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 12:54 pm
by JimmyAngler
Hmm, so I thought that was the problem, but after a manual clean, the map crashes even after I removed the pistol's odf's and all references to it. The map crashes on loading at about 3/4 the way done. Funny thing is, my log looks fine...
Hidden/Spoiler:
Opened logfile BFront2.log 2014-04-15 1153
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl
Cannot find side\rvs.lvl. Skipping BGL's extra KotOR missions
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Skipping BGL's extra Dark Times missions
Cannot find side\rvs.lvl. Skipping BRO's extra KotOR missions
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Skipping BRO's extra Dark Times missions
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 2
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 3
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 4
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 4
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 6
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 6
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 8
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 6
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 10
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 12
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 8
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 9
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 14
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 16
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 10
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 12
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 18
ME5_ConfigCheck: Checking configuration parameters...
ME5_ConfigCheck: Custom GUI is ENABLED
ME5_ConfigCheck: Mass Effect: Unification is ENABLED
ME5_ConfigCheck: Checking configuration parameters... Done!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\PIO\data\_LVL_PC\PIO\core.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era8 clicked
this.CurButton = check_era8
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 054F5678
The key, value is: change table: 054F56A4
The key, value is: blue 149
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_con_h 1
The key, value is: green 110
The key, value is: era_h 1
The key is mapluafile, the formated value is: HLO<A>_<B>
The key, value is: red 0
custom_printTable(): Returning
custom_printTable(): table: 052ED72C
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_h Era = era_h subst = h
Adding map: HLOh_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c17ab11a)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (28b9f3ac)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule" already loaded in ather level file
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_bullseye" already loaded in ather level file
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_hit" already loaded in ather level file
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_outline" already loaded in ather level file
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_criticalhit" already loaded in ather level file
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_rocketlockon_active" already loaded in ather level file
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_lightsaber" already loaded in ather level file
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\PIO\data\_LVL_PC\PIO\core.lvl
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
Seams you also have some problem with other game mods
To find the problem you could try to remove your sides and load some working (stock) units instead. Just one (the rifleman for example will do) and than you add you own classes one after the other. Than you can see where the problem is.
these seam to be loaded correctly. If there are some more units you should start with them:
uf_updateClassIndex(): Added class: cov_inf_elite
uf_updateClassIndex(): Added class: cov_inf_elite_ultra
uf_updateClassIndex(): Added class: cov_inf_elite_zealot
uf_updateClassIndex(): Added class: cov_inf_elite_specops
uf_updateClassIndex(): Added class: unsc_inf_rifleman
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 2:03 pm
by JimmyAngler
Ok, so I messed around with a million things, and got it to load the map. It shows the spawn screen, I choose a side, and then click spawn. Then it crashes...
Edit: Fixed it. There were a number of problems going on. Thanks guys for helping me through that crazy moment. I still would like to know how to get rid of the FPM error though... Is it possible?
Re: Message Severity: 3
Posted: Tue Apr 15, 2014 4:57 pm
by Anakin
Yes you can make the more complicate solution for custom fpm. But the way you did it is just fine. So there is no need to fix it