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Can Level 2 Errors "swamp" a map
Posted: Tue May 30, 2006 12:06 am
by Tohron
I'm in the process of trying to make two maps stop crashing (one crashes right at the end of the loading screen, the other shortly thereafter). Using the error log, I've managed to get rid of all the "level 3" errors, but each one still has a HUGE amount of "level 2" errors.
From what I've heard, a level 3 error is enough to crash a map, but my question is: If there are too many level 2 errors, will that also cause a map to crash?
RE: Can Level 2 Errors "swamp" a map
Posted: Tue May 30, 2006 1:23 am
by jangoisbaddest
I'm pretty sure level 2 errors don't ever crash a map, but don't take my word for it. If you want my thoughts, there's probably an error that the log isn't picking up - I think once one of my own maps was crashing because I had an animated door in there, but no animation file for it in my "munged" folder. The unfortunate thing is that the log does not always find the source of the crash and pick up every error that it's supposed to. There are also always going to be a bunch of severity 2 errors on a custom map. Basically my experience is that if your map is crashing and there are no errors with severity 3, then you screw the log file and start reverting changes you made before you munged your latest version.
RE: Can Level 2 Errors "swamp" a map
Posted: Tue May 30, 2006 7:03 am
by Teancum
There are a *few* level two errors that will crash a map every time. Your best bet is to fill all the memory pools that show up (typically these are level two errors). Enough memory errors will crash a map every time. A good rule of thumb is to find the max value that it asks for in the error log and add 50 to it.
So if the "SoldierAnimation" pool needs to be raise to 1650, in our lua we'd put:
SetMemoryPool("SoldierAnimation", 1700)