Modifications still causing crashes

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
Andromachus
Private Recruit
Posts: 18
Joined: Tue Dec 23, 2008 11:43 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Greenwood the Great

Modifications still causing crashes

Post by Andromachus »

OK, I have posted about this several times, so I apologize. I haven't posted for a while on this because I think I needed to go back over the tutorials (Jedi Side creation) and see what was going wrong. This all started with wanting to change the CIS, which I am still not able to do.

I have been able to switch models around, both unit and weapons, I have been able to edit odf's and req files and still not have the game crash. I was even able to give Clone troopers lightsabers and everything worked great. I looked at the BFront2.log and I am still getting the Severity 3 errors with certain anim banks missing (clone commander, maul and mace).

I am posting some BFront2 logs that I have had problems with. One thing I have noticed is that I get Severity 3 errors for Obi_wan on the Tatooine map, yet he still plays just fine???

I have tried cleaning and re-munging. I have read over the The Combo File and Animations section of the Jedi Creation tutorial and modified the munging bats for remunging the anims for CIS, but this did not work either.

I know this is the place to get answers. If any of you are willing to patiently walk through this with me, your time is not taken for granted. I really need some help. Please look at these BFront2.logs and let me know if you can help.

Thank you in advance for your help and patience.

CIS crash (Try #4 - sames errors every time)
Hidden/Spoiler:
Opened logfile BFront2.log 2009-01-11 0633
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
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: 03DB494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03DB494C
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_mode2
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_era2
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03DB494C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = nil
clonewar_visable = true galactic_visable = true
Adding map: cor1c_con idx: 1
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

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: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_hero_macewindu" missing animation bank "mace"

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\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: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "rep_inf_default_officer" missing animation bank "clonecommander"

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\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
.\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 1036

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

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[ATTACK3]::Transition: failed to add Combo::Transition to state 'ATTACK3-B' [707141c5] (86 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[ATTACK3]::Transition: failed to add Combo::Transition to state 'ATTACK3_LAND' [a0cb4a42] (87 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[ATTACK3_LAND]::Transition: failed to add Combo::Transition to state 'RECOVER3' [74ae3d38] (88 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[ATTACK3-B]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (89 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[RECOVER3]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (90 needed)

Message Severity: 2
.\Source\Combo.cpp(2674)
Combo[0fa87c00]::State[DASHATTACK]::AnimatedMove::If failed to add Combo::Condition (71 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (91 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (92 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (93 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_END' [b8430a5b] (94 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (95 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (96 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (97 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[0fa87c00]::State[JUMPATTACK_LAND]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (98 needed)

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "cis_hero_darthmaul" missing animation bank "maul"

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

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
.\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"
Hoth GCW Crash
Here is a Hoth crash with errors on the wookie, and also memory issues with Soldier Animations - any help on this is good too.
Hidden/Spoiler:
Opened logfile BFront2.log 2009-01-11 0650
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
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: 03DB494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = _opt_hero
cur_button = hero
this.CurButton = _opt_playlist
cur_button = nil
num, Selection = 1 table: 03DB494C
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_mode2
cur_button = nil
this.CurButton = check_era1
cur_button = nil
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03DB494C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 7
EraSelection.subst = g era_g
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

this.CurButton = check_mode3
cur_button = nil
this.CurButton = check_mode5
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
EraSelection.subst = g era_g
num, Selection = 1 table: 03DB494C
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = nil bEra_Galactic = 1
clonewar_visable = false galactic_visable = true
Adding map: hot1g_con idx: 1
play movie cor1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment cor1fly

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
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (all3_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (wok1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "all_inf_wookiee_snow" missing animation bank "wookie"

Message Severity: 3
.\Source\EntitySoldier.cpp(10536)
EntitySoldier "all_inf_wookiee_snow" missing lowres animation bank "wookielz"

Message Severity: 3
.\Source\EntityWalker.cpp(4241)
Walker 'all_walk_tauntaun' has FootBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4255)
Walker 'all_walk_tauntaun' has LegBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4269)
Walker 'all_walk_tauntaun' has LegBoneTopLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4282)
Walker 'all_walk_tauntaun' has LegBoneTopRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4207)
Walker 'all_walk_tauntaun' has FootBoneLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4216)
Walker 'all_walk_tauntaun' has FootBoneRight tag before AnimationName or SkeletonName!

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: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "imp_hero_darthvader" missing animation bank "vader"

Message Severity: 3
.\Source\EntitySoldier.cpp(10536)
EntitySoldier "imp_hero_darthvader" missing lowres animation bank "vaderlz"

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
.\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

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: 3
.\Source\EntitySoldier.cpp(10505)
EntitySoldier "imp_inf_default_officer" missing animation bank "impofficer"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (imp2_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
.\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
.\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: 3
.\Source\EntityWalker.cpp(4241)
Walker 'imp_walk_atat' has FootBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4255)
Walker 'imp_walk_atat' has LegBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4269)
Walker 'imp_walk_atat' has LegBoneTopLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4282)
Walker 'imp_walk_atat' has LegBoneTopRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4207)
Walker 'imp_walk_atat' has FootBoneLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4216)
Walker 'imp_walk_atat' has FootBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4241)
Walker 'imp_walk_atat' has FootBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4255)
Walker 'imp_walk_atat' has LegBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4269)
Walker 'imp_walk_atat' has LegBoneTopLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4282)
Walker 'imp_walk_atat' has LegBoneTopRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4207)
Walker 'imp_walk_atat' has FootBoneLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4216)
Walker 'imp_walk_atat' has FootBoneRight tag before AnimationName or SkeletonName!

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: 3
.\Source\EntityWalker.cpp(4241)
Walker 'imp_walk_atst_snow' has FootBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4255)
Walker 'imp_walk_atst_snow' has LegBoneRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4269)
Walker 'imp_walk_atst_snow' has LegBoneTopLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4282)
Walker 'imp_walk_atst_snow' has LegBoneTopRight tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4207)
Walker 'imp_walk_atst_snow' has FootBoneLeft tag before AnimationName or SkeletonName!

Message Severity: 3
.\Source\EntityWalker.cpp(4216)
Walker 'imp_walk_atst_snow' has FootBoneRight tag before AnimationName or SkeletonName!

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=bc2d1c08: trying to replace "hoth_prop_crate_large" with "hoth_prop_crate_large0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=4e0d396c: trying to replace "com_item_weaponrecharge" with "com_item_weaponrecharge0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a0886d9a: trying to replace "hoth_bldg_dish_turret" with "hoth_bldg_dish_turret0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=40470bfc: trying to replace "hoth_prop_command_console_a" with "hoth_prop_command_console_a0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=41470d8f: trying to replace "hoth_prop_command_console_a" with "hoth_prop_command_console_a1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=434710b5: trying to replace "hoth_prop_command_console_a" with "hoth_prop_command_console_a3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=a1886f2d: trying to replace "hoth_bldg_dish_turret" with "hoth_bldg_dish_turret1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9e886a74: trying to replace "hoth_bldg_dish_turret" with "hoth_bldg_dish_turret2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e15eb772: trying to replace "hoth_prop_hangar_bridge" with "hoth_prop_hangar_bridge0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9f886c07: trying to replace "hoth_bldg_dish_turret" with "hoth_bldg_dish_turret3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9c88674e: trying to replace "hoth_bldg_dish_turret" with "hoth_bldg_dish_turret4"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f62b4f6f] has no hardpoint 'hp_light_3' [a19fd6cf]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=9d8868e1: trying to replace "hoth_bldg_dish_turret" with "hoth_bldg_dish_turret5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=50117f4e: trying to replace "hoth_bldg_tunnel_exit" with "hoth_bldg_tunnel_exit0"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=e25eb905: trying to replace "hoth_prop_hangar_bridge" with "hoth_prop_hangar_bridge1"

Message Severity: 2
.\Source\VehicleSpawn.cpp(191)
Vehicle spawn missing class "imp_walk_atst"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_useforce(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack1a_end(_upper)


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_throw(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_catch(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_block_idle(_upper)


Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack_backwards(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack1b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack1c(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashattack(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_land(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_fall(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_useforce(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack1a_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_throw(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_catch(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_block_idle(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack_backwards(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack1b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_attack1c(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashattack(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_land(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_fall(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_stand_dashattackend(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation human_sabre_jumpattack_recover(_upper)


Message Severity: 3
.\Source\EntityWalker.cpp(224)
Walker has no animations
On this Hoth one, it says that Memory pool "SoldierAnimation" is full; raise count to at least XXX... from reading the tutorials, I don't think you can raise this number?? Now, All I have changed here are what weapons are carried by the soldiers, so I am not sure why the Soldier animations would be increasing.

Thanks for your time
YaNkFaN
Field Commander
Field Commander
Posts: 943
Joined: Sat Dec 13, 2008 8:17 am

Re: Modifications still causing crashes

Post by YaNkFaN »

the soldier animation line i believe is meaningless now i can help with the CIS you need to get the right darth maul animations go to assets/sides/cis/munged and copy all the files that say maul also make sure you know how to edit animations before you even touch them like for me i am bad at animations so i don't edit them also with hoth it looks like a missing animation problem as well but i don't know how to fix it.
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Modifications still causing crashes

Post by RogueKnight »

ok, well, i'll assume for both, in rep/munged, you need to grab the clonecommander.anims, and the other two clonecommander files there and copy them to your custom sides rep/munged folder.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: Modifications still causing crashes

Post by Frisbeetarian »

The soldieranimation pool can defiantly be filled. Do a search on the site to find out how.
And it's not meaningless; you need to allocate memory to certain things.
Andromachus
Private Recruit
Posts: 18
Joined: Tue Dec 23, 2008 11:43 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Greenwood the Great

Re: Modifications still causing crashes

Post by Andromachus »

To All,
The modifications I have done is making Republic have Phase 1 armor, given them all rifles (no bazookas, no shotguns, etc.) I have not changed anything on the CIS to see if I could just get it to work. I just copied the assets over along with Common and munged, cleaned, munged etc.

On the GCW side, I have given the Empire all stormtrooper or shocktrooper armor and e-11 rifles, the rebels are all changed to Fleet troopers (Tantive IV) an they all carry rifles. The other weapons in the ODF's are pretty much the same.

Now I might have added more grenades and ammunition, etc.

I also have NOT modifed any of the heroes yet, I wanted to just get the plain sides down before messing with them.

@YankFan
also make sure you know how to edit animations before you even touch them
I have not modified any of the animations, so I don't think that is it, nevertheless, thank you

@DRK
ok, well, i'll assume for both, in rep/munged, you need to grab the clonecommander.anims, and the other two clonecommander files there and copy them to your custom sides rep/munged folder.
I do have these in here, copied from the assets folder.

@Frisbeetarian
The soldieranimation pool can defiantly be filled. Do a search on the site to find out how.
And it's not meaningless; you need to allocate memory to certain things
I will look for this and see if I can change this. If I am able to increase this number to like 200, I might be OK on the Hoth map.

With the CIS/Rep sides, it appears all the .anims, .zafbins and .zaabins are in the munged folders under my mod map side. I had assumed that some units on the CIS side used the clonecommander anims and this is why I could modify the Republic and be OK, but when I modifed the CIS it crashed. I copied the anims for mace, maul and clonecommander into the CIS munged folder, but it appeared not to affect anything. Its very discouraging, but if its something dumb I am screwing up I am going to kick myself...

P.S. If units all use the same weapon, could this fill up the memory on the SoldierAnimation??? Is a shot in the dark, but I was wondering...

EDIT 1:
I have also added the Mod_worldc_con and mod_worldg_con for extra information. Maybe it might shed light on something I am missing... Does the heroes listed in the sides matter at all. I have used both of this successfully, but my number of maps are limited as I can't bring in some of the heroes, but obi-wan works on Mos Eisley, Mace works on Coruscant, but thats about it...

ZAAc_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- 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 ScriptInit()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:ZAA\\ZAA.lvl", "ZAA_conquest")
ReadDataFile("dc:ZAA\\ZAA.lvl", "ZAA_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
ZAAg_con.lua
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

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

function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

EnableSPHeroRules()

end


---------------------------------------------------------------------------
-- 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 ScriptInit()

ReadDataFile("ingame.lvl")



SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo


ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)

local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:ZAA\\ZAA.lvl", "ZAA_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_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\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

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, 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_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_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
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Modifications still causing crashes

Post by RogueKnight »

Hm... well, I don't see much of a reason that you should be missing animation files if you know they are there, but make sure everything is refrenced correctly, and try a manual clean too.

Do you have an xfire? That would make it alot easier for me to help you with problems.
Andromachus
Private Recruit
Posts: 18
Joined: Tue Dec 23, 2008 11:43 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: Greenwood the Great

Re: Modifications still causing crashes

Post by Andromachus »

Xfire???

I may have been doing this modding stuff for years, but I am still learning. What is xfire? I can look it up on the Search if there is something to look for.

Let me know what I need to do, and I can get that for you.

If you want, I can upload my cis.lvl somewhere and have you look at it, if that is possible.

EDIT:
OK, this newbie has downloaded xfire. You learn something new everyday it seems, which is good. I want to clarify that my CPU I have my Battlefront stuff on is not on the internet. My wife has her machine hooked up to the internet, but she doesn't have any horsepower to her graphics like i do. Let me know if I still need to install this... or I can upload my lvl files somewhere if that would help.
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Modifications still causing crashes

Post by RogueKnight »

It would help if you installed it, then i could help you faster.
Post Reply