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*Unresolved* Crashing after spawning
Posted: Mon Aug 11, 2008 10:52 am
by epm01
Well I was working on my DMI (I've only added one object and moved around the CP's, yet) so I followed everything that Repsharpshooter wrote and then I munged it. I go into BF2_Modtools.exe and run my map, Pick my team, Pick the guy that I want to play as and then spawn, stand there for a second and then guess what I get? A big giant CTD.
Well my BF2_Modtools log is too big to post here so I made a Google Page (xD)
http://betatestingpics.googlepages.com/dmihelp
I haven't even touched anything other than Visual Munge and Zeroeditor. No Message Severity: 3's from what my eyes and Ctrl+F can tell me.
Thanks ahead of time.
Re: Crashing after spawning
Posted: Mon Aug 11, 2008 12:02 pm
by Hero_Unit
This is kind of uncharted territory for me, but I'll see if I can help.
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1538
The errors like these make me think the memory pools need to be increased, but you say you didn't edit anything other than add one object and change the placement of the command posts, so I'm not sure.
Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restfrontsoft(_upper)
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 1032
While
these make it seem like you have too many varying soldier animations (which doesn't make sense, since you didn't change anything concerning this as far as I know) and there's not enough room for Grievous.
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
There's also this, but if it caused the crash it would seem like that would happen as soon as the map loads.
I'm not too sure of what the cause of the problem is, but see if taking out the General and/or raising the 'pools works.
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!
I don't know what these mean, though.
Re: Crashing after spawning
Posted: Mon Aug 11, 2008 12:33 pm
by Teancum
The only error that stands out is your SoldierAnimation pool, which absolutely must be filled if you ever want your map to be stable. The other issues are ones that won't make any difference (the Greivous ones are unused animations from the game). The issue is likely with one of your units if you're crashing right after a spawn. Take a look at that unit's weapons odfs to find the problem.
Re: Crashing after spawning
Posted: Mon Aug 11, 2008 1:12 pm
by epm01
I haven't touched them unless Rep did, What exactly am I looking for in the weapon odfs? I've looked though all the weapon odfs and found nothing that was out of the ordinary. Would you like me to post them here?
Btw: If you haven't noticed already this is DMI so its Hero Assault as the mode.
Re: Crashing after spawning
Posted: Mon Aug 11, 2008 1:51 pm
by RepSharpshooter
Turn your water quality to low, or remove water in ZE.
Re: Crashing after spawning
Posted: Mon Aug 11, 2008 2:56 pm
by epm01
Thats what it looks like, the ground texture all grey. The one object that I added was a skyscraper (Which doesn't really matter but read on ->>>) which I added this line into the .msh.option: -scale 5.0 would this be causing any problems?
Btw: Rep I've tried that, nothing different happens from before.
Re: Crashing after spawning *Unsolved*
Posted: Mon Aug 11, 2008 9:33 pm
by computergeek
how big was the sky scraper to begin with?
Try taking out the scale thing in your msh.option
Re: Crashing after spawning *Unsolved*
Posted: Mon Aug 11, 2008 11:02 pm
by epm01
The Skyscraper was pretty big but not like map filling (Or even close for that matter). I removed that line from the .option but it didn't change anything. Everything still happening liek it did before big grey crash.
Re: *Unresolved* Crashing after spawning
Posted: Tue Aug 12, 2008 1:49 pm
by RepSharpshooter
remove the object and see if it crashes.
Re: *Unresolved* Crashing after spawning
Posted: Tue Aug 12, 2008 3:12 pm
by epm01
Still crashes.
Re: *Unresolved* Crashing after spawning
Posted: Tue Aug 12, 2008 3:18 pm
by computergeek
Did you do the soldier animation pool as Tean said?
Re: *Unresolved* Crashing after spawning
Posted: Tue Aug 12, 2008 6:39 pm
by epm01
I filled my Soldier Animation Bank (I put it up to 1032) but what line do I put in the lua for this?
Code: Select all
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1582
Btw: Did I put the right line in for the Soldier animation Pool?
Code: Select all
SetMemoryPoolSize("SoldierAnimationBank", 1032)
Re: *Unresolved* Crashing after spawning
Posted: Tue Aug 12, 2008 8:55 pm
by Teancum
Code: Select all
SetMemoryPoolSize("SoldierAnimationBank", 1032)
Code: Select all
SetMemoryPoolSize("SoldierAnimation", 1200)
It's always a good idea to round up to the nearest hundred, then add a hundred to be safe.
Re: *Unresolved* Crashing after spawning
Posted: Tue Aug 12, 2008 9:13 pm
by computergeek
The particle memory pools can be ignored because the game automatically updates them as needed while in-game
Re: *Unresolved* Crashing after spawning
Posted: Tue Aug 12, 2008 10:01 pm
by epm01
Okay well I've put my memory pool up to 1200 and its still crashing, I'll get a BF2_Modtools.exe log up in a second and see if theres anything different.
Edit:
http://betatestingpics.googlepages.com/dmiprob%27s2
I still seems to be getting Soldier Animation errors....
Edit2: Would it just be a better idea to start over? Because I haven't really gotten that far (Some CP moves and one object placed) and I might of just messed up one of Rep's instructions.