Wierd Errors, Stubborn Errors That Just Won't Go Away....

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Hebes24
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Wierd Errors, Stubborn Errors That Just Won't Go Away....

Post by Hebes24 »

Sorry about the length, but bear with me, please:

1.) On my space map I kept getting these annoying memory pool errors:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542

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::PositionTr" is full; raise count to at least 1048
Multiply that by 6.022*10^23. (who here takes Chemistry? LOL)

So I put in the appropriate lines in the c_cmn.lua: (I'll just show y'all the ScriptInit section)
function ScriptInit()

--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")

-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMemoryPoolSize("ParticleTransformer::SizeTransf", 3000)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 3000)


SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("RedOmniLight", 200)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)
But now I get these errors:
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::ColorTrans" set item count after being allocated

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::PositionTr" set item count after being allocated
And the same errors keep showing up. Where do I put the SetMemoryPoolSize lines so that it actually Works?!

NOTE: These error messages don't affect anything, it's just Extremely annoying to scroll through them all.

2.) I wanted to make a Capital ship that was severely damaged, so I wanted the critical systems destroyed. The problem was, there is no odf for the destroyed versions of the capital ship, but they had models. So I made some Building odfs. Nothing fancy, just something to make the msh appear. It loaded into ZE fine, saved, munged (no errors), but the map CTDed at the end of loading with these strange error messages:
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_sensorp" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_engines" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_lifesup" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."

Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_commarr" not built: "ALL YOUR MODEL ARE BELONG TO US."
:? What does that mean?

this is the odf for the comm array, the others look the same, but with different mshs called, etc:
[GameObjectClass]

ClassLabel = "building"
GeometryName = "rep_assultship_destruct_commarray_dam.msh"


[Properties]
VehicleCollision = "CollisionMesh"
VehicleCollisionOnly = "p_vehicle"

FoleyFXGroup = "metal_foley"
Is there something wrong with the odf? What else could I do to have the critical systems of that ship destroyed?

NOTE: This is not the main Rep cruiser, and I don't think that the Critical systems have a team assigned to them, so if I have to destroy it through the LUA or something, it wouldn't give the Reps points (I think :?)

Sorry for the HUGE post. :?
Rekubot
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RE: Wierd Errors, Stubborn Errors That Just Won

Post by Rekubot »

Not sure about your first question, though I get the feeling that the particle memory pools cannot be changed.

As for your second question, add this line under the [Properties] section of each ODF file and see if it works:

Code: Select all

GeometryName	=	"name_of_geometry"
The name of geometry is the same one as what it says in the [GameObjectClass] section. If that doesn't work, it's probably something to do with the model itself, but I doubt that somehow.
Hebes24
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RE: Wierd Errors, Stubborn Errors That Just Won

Post by Hebes24 »

I'll try that, kind of wierd though, how you need to do that. :?
t551
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RE: Wierd Errors, Stubborn Errors That Just Won

Post by t551 »

A mole of errors? Really?
RC-1290

Post by RC-1290 »

maybe it's just that you put these addmemmorypoolsize changes above all the others... try putting em below the others
PvtParts
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Post by PvtParts »

Dont worry about the ParticleTransformer::SizeTransf stuff - the game automatically adjusts such memory pools, its not necessary to do it in your lua, and it doesnt work.

I tried for quite sometime to fix this, and I talked to a rather reliable source, and he told me not to worry about it, the game fixes it itself when you play. So, forget about the Memory pool ParticleTransformer garbage.


As for destroyed buildings, just use the Addhealth command in the .odf, with a large negative number, so as soon as it spawns it blows itself up. Try changing the class from building to prop. And be sure to call for the Geometry under the [Properties] section of the odf (its the same as the one in [GameObjectClass], just without the quotes).
Hebes24
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Post by Hebes24 »

Rekubot's suggestion worked for the destroyed stuff, Thanks. :D

I know that the memory pool errors don't really matter, I just wanted to fix it so I didn't have to sift through all of those errors to find out what's really wrong. (and there aren't a mole of errors t551t551, I was just exaggerating, LOL :P).

@RC-1290 - They didn't solve it in that location, that's where I put it at first, then I moved it.
PvtParts
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Post by PvtParts »

Well one way to sift through the errors fast is to search for Message Severity: 3 ..and you can do the same up to 6...as thats the most Severe error I've seen..
archer01

Post by archer01 »

Try changing the memory pool size before the "ingame.lvl" is read. That has always worked for me.
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