Map Crashing with NO log errors of note

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somen00b

Map Crashing with NO log errors of note

Post by somen00b »

I am trying to make a map with the hoth assets, after I fixed the memory pools it crashes with no errors of note it still crashes the same way with different side files, though my different side files don't have "all_hero_master_summoner" wouldn't it say that if that was the problem?

Here is my lua:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("Ambush")
-- Empire Attacking (attacker is always #1)
ALL = 2
IMP = 1
-- These variables do not change
ATT = 1
DEF = 2
Jedi = 5
JED = Jedi
Acklay = 6
ACK = Acklay
LesserJedi = 7
LJD = LesserJedi
MagicSquad = 8
MAG = MagicSquad
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptPostLoad()

isUberMode = true

AddDeathRegion("fall")
DisableBarriers("atat")
DisableBarriers("bombbar")

--CP SETUP for CONQUEST
SetProperty("shield", "MaxHealth", 222600.0)
SetProperty("shield", "CurHealth", 222600.0)
SetObjectTeam("CP3", 1)
SetObjectTeam("CP6", 1)
KillObject("CP7")

EnableSPHeroRules()

cp1 = CommandPost:New{name = "CP3"}
cp2 = CommandPost:New{name = "CP4"}
cp3 = CommandPost:New{name = "CP5"}
cp4 = CommandPost:New{name = "CP6"}
-- cp5 = CommandPost:New{name = "CP7"}

conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
-- conquest:AddCommandPost(cp5)

conquest:Start()

-- KillObject("shield");

-- \/ I turned these off and it still crashed I would like them on

--OnCharacterDispensePowerup
--function(character)
--Ambush(cp3ambush, 3, 5)
--Ambush(cp4ambush, 2, 6)
--Ambush(cp5ambush, 4, 7)
--Ambush(cp6ambush, 3, 5)
--Ambush(shieldambush, 3, 8)
--end
--)
end

function ScriptInit()
StealArtistHeap(1150*1024)

-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(2097152 + 65536 * 8)
SetMemoryPoolSize("Combo", 30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize("Combo::State", 360) -- should be ~12x #Combo
SetMemoryPoolSize("Combo::Transition", 377) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Combo::Condition", 377) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize("Combo::Attack", 360) -- should be ~8-12x #Combo
SetMemoryPoolSize("Combo::DamageSample", 4320) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize("Combo::Deflect", 30) -- should be ~1x #combo
SetMemoryPoolSize("SoldierAnimation", 2300)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1470)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1800)

-- Empire Attacking (attacker is always #1)
--local ALL = 2
--local IMP = 1
-- These variables do not change
--local ATT = 1
--local DEF = 2

--SetAttackingTeam(ATT)


SetMaxFlyHeight(70)
SetMaxPlayerFlyHeight(70)
SetGroundFlyerMap(1);

ReadDataFile("sound\\hot.lvl;hot1gcw")
ReadDataFile("SIDE\\all.lvl",
"all_fly_snowspeeder",
"all_inf_rifleman_snow",
"all_inf_rocketeer_snow",
"all_inf_engineer_snow",
"all_inf_sniper_snow",
"all_inf_officer_snow",
"all_hero_master_summoner",
"all_inf_wookiee_snow",
"all_walk_tauntaun")
ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman_snow",
"imp_inf_rocketeer_snow",
"imp_inf_sniper_snow",
"imp_inf_dark_trooper",
"imp_inf_engineer_snow",
"imp_inf_officer",
"imp_hero_darthvader",
"imp_walk_atat",
"imp_walk_atst_snow")

ReadDataFile("SIDE\\jed.lvl",
"jed_master_01",
"jed_master_02",
"jed_master_03",
"jed_knight_01",
"jed_knight_02",
"jed_knight_03",
"jed_knight_04")

ReadDataFile("SIDE\\geo.lvl",
"geo_inf_acklay")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_hoth_dishturret",
"tur_bldg_hoth_lasermortar")

SetupTeams{

all={
team = ALL,
units = 60,
reinforcements = 1500,
soldier = {"all_inf_rifleman_snow",9, 25},
assault = {"all_inf_rocketeer_snow",1, 4},
engineer = {"jed_knight_01",4, 4},
sniper = {"all_inf_sniper_snow",1, 4},
officer = {"all_inf_officer_snow",1, 4},
special = {"all_inf_wookiee_snow",1, 19},

},

imp={
team = IMP,
units = 120,
reinforcements = 3000,
soldier = {"imp_inf_rifleman_snow",50, 100},
assault = {"imp_inf_rocketeer_snow",2, 4},
engineer = {"imp_inf_engineer_snow",2, 4},
sniper = {"imp_inf_sniper_snow",2, 4},
officer = {"imp_inf_officer",2, 4},
special = {"imp_inf_dark_trooper",2, 4},
},

JED={
team = JED,
units = 3,
reinforcements = -1,
soldier = {"jed_master_01",1, 1},
assault = {"jed_master_02",1, 1},
engineer = {"jed_master_03",1, 1},
},

ACK={
team = ACK,
units = 2,
reinforcements = -1,
soldier = {"geo_inf_acklay",2, 2},
},

LJD={
team = LJD,
units = 4,
reinforcements = -1,
soldier = {"jed_knight_01",1, 1},
assault = {"jed_knight_02",1, 1},
engineer = {"jed_knight_03",1, 1},
sniper = {"jed_knight_04",1, 1},
},
MAG={
team = MAG,
units = 3,
reinforcements = -1,
soldier = {"all_inf_rocketeer_snow",3, 3},
}
}


--Setting up Heros--

SetHeroClass(IMP, "imp_hero_darthvader")
SetHeroClass(ALL, "all_hero_master_summoner")


SetTeamAsFriend(5,2)
SetTeamAsEnemy(5,1)
SetTeamAsFriend(2,5 )
SetTeamAsEnemy(1, 5)
SetTeamAsFriend(5,6)
SetTeamAsFriend(5,7)
SetTeamAsFriend(5,8)
SetTeamAsFriend(6,5)
SetTeamAsFriend(7,5)
SetTeamAsFriend(8,5)
ClearAIGoals(JED)
AddAIGoal(JED, "Deathmatch", 100)
SetTeamAsFriend(6,2)
SetTeamAsEnemy(6,1)
SetTeamAsFriend(2,6 )
SetTeamAsEnemy(1, 6)
SetTeamAsFriend(6,5)
SetTeamAsFriend(6,7)
SetTeamAsFriend(6,8)
SetTeamAsFriend(5,6)
SetTeamAsFriend(7,6)
SetTeamAsFriend(8,6)
ClearAIGoals(ACK)
AddAIGoal(ACK, "Deathmatch", 100)
SetTeamAsFriend(7,2)
SetTeamAsEnemy(7,1)
SetTeamAsFriend(2,7 )
SetTeamAsEnemy(1, 7)
SetTeamAsFriend(7,6)
SetTeamAsFriend(7,5)
SetTeamAsFriend(7,8)
SetTeamAsFriend(6,7)
SetTeamAsFriend(5,7)
SetTeamAsFriend(8,7)
ClearAIGoals(LJD)
AddAIGoal(LJD, "Deathmatch", 100)
SetTeamAsFriend(8,2)
SetTeamAsEnemy(8,1)
SetTeamAsFriend(2,8 )
SetTeamAsEnemy(1, 8)
SetTeamAsFriend(8,6)
SetTeamAsFriend(8,7)
SetTeamAsFriend(8,5)
SetTeamAsFriend(6,8)
SetTeamAsFriend(7,8)
SetTeamAsFriend(5,8)
ClearAIGoals(JED)
AddAIGoal(JED, "Deathmatch", 100)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 0 droidekas
AddWalkerType(1, 5) -- 6 atsts with 1 leg pairs each
AddWalkerType(2, 2) -- 2 atats with 2 leg pairs each

local weaponCnt = 221
SetMemoryPoolSize("Aimer", 80)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 175)
SetMemoryPoolSize("CommandWalker", 2)
SetMemoryPoolSize("ConnectivityGraphFollower", 56)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 41)
SetMemoryPoolSize("EntityFlyer", 10)
SetMemoryPoolSize("EntityLight", 110)
SetMemoryPoolSize("EntitySoundStatic", 16)
SetMemoryPoolSize("EntitySoundStream", 5)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 54)
SetMemoryPoolSize("MountedTurret", 30)
SetMemoryPoolSize("Navigator", 63)
SetMemoryPoolSize("Obstacle", 400)
SetMemoryPoolSize("OrdnanceTowCable", 40) -- !!!! need +4 extra for wrapped/fallen cables !!!!
SetMemoryPoolSize("PathFollower", 63)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitController", 63)
SetMemoryPoolSize("UnitAgent", 63)
SetMemoryPoolSize("Weapon", weaponCnt)

ReadDataFile("HOT\\hot1.lvl", "hoth_conquest")
--ReadDataFile("tan\\tan1.lvl", "tan1_obj")
SetSpawnDelay(10.0, 0.25)
SetDenseEnvironment("false")
SetDefenderSnipeRange(170)
AddDeathRegion("Death")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")
OpenAudioStream("sound\\hot.lvl", "hot1gcw")

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, IMP, "all_hot_transport_away", .75, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .5, 1)
-- SetLowReinforcementsVoiceOver(ALL, IMP, "all_hot_transport_away", .25, 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_hot_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_hot_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_hot_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_hot_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_hot_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_hot_amb_end", 2,1)

SetVictoryMusic(ALL, "all_hot_amb_victory")
SetDefeatMusic (ALL, "all_hot_amb_defeat")
SetVictoryMusic(IMP, "imp_hot_amb_victory")
SetDefeatMusic (IMP, "imp_hot_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")


-- Camera Stats
--Hoth
--Hangar
AddCameraShot(0.944210, 0.065541, 0.321983, -0.022350, -500.489838, 0.797472, -68.773849)
--Shield Generator
AddCameraShot(0.371197, 0.008190, -0.928292, 0.020482, -473.384155, -17.880533, 132.126801)
--Battlefield
AddCameraShot(0.927083, 0.020456, -0.374206, 0.008257, -333.221558, 0.676043, -14.027348)


end
the only errors are:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(857)
Lua ReadDataFile: Could not open sound\hot.lvl;hot1gcw

Message Severity: 3
.\Source\Explosion.cpp(323)
Explosion "all_fly_snowspeeder_exp" missing effect "com_sfx_explosion_lg"

Message Severity: 3
.\Source\Explosion.cpp(362)
Explosion "all_fly_snowspeeder_exp" missing chunk geometry "com_mediumchunk1"
Any ideas?
Darth_Z13
Jedi High Council
Jedi High Council
Posts: 2275
Joined: Sat Jun 17, 2006 9:51 am
xbox live or psn: Xanthius Wylon
Location: Canada

RE: Map Crashing with NO log errors of note

Post by Darth_Z13 »

Well if you're trying to load a hero that doesn't exist you are going to have problems. You need to A) make sure that that hero is actually in all.lvl and B) Get rid of the line thats loading the Hoth sounds because there seems to be a problem there.
Rekubot
Jedi
Jedi
Posts: 1080
Joined: Wed Apr 05, 2006 12:34 pm
Projects :: No Mod project currently.
Games I'm Playing :: Shadow Complex
xbox live or psn: Rekubot
Location: UK

RE: Map Crashing with NO log errors of note

Post by Rekubot »

To be honest, it could be any side issue, as the BFrontII log rarely reports any side problems. Do you have the Common folder in your Sides folder?
somen00b

Post by somen00b »

the side files run fine on my other map but I can't test all hero master summoner because he isn't called
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