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4 errors in my Bfront2.log [Solved]

Posted: Sun Oct 24, 2010 12:05 pm
by Bob
1. what means
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\ConnectivityGraphFollower.cpp(382)
No valid positions for type [SOLDIER] radius [0.70] in node [Hub18]
and how can I fix this?
2. same question with
Hidden/Spoiler:
Message Severity: 2
c:\battlefront2\main\battlefront2\source\ListPool.h(92)
List pool is full; raise count from 60 to at least 73
3. same thing with
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Util\RedSceneManager.cpp(680)
too many objects of class 2 are being rendered
and 4.
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedRenderer.cpp(2195)
Out of space in matrix pool!

Re: 4 .log questions

Posted: Sun Oct 24, 2010 12:15 pm
by CT-26-6958_Hevy
The first 3 are not the abd ones, the 4. is not good for your map

Re: 4 .log questions

Posted: Sun Oct 24, 2010 12:18 pm
by Bob
I know, but what does the game want from me???

Re: 4 .log questions

Posted: Sun Oct 24, 2010 2:15 pm
by DarthD.U.C.K.
thge main message is: you are overdoing it
thats the meaning of the errors, somehow battlefront has problems rendering everything you put in the map

Re: 4 .log questions

Posted: Mon Oct 25, 2010 10:48 am
by Bob
ok, but what could it be?
is it dangorous to use 250 AI per side (with UberMode) or is it possible to set the memory pool sizes to high, or could it be a huge ammount of explosions?

Re: 4 .log questions

Posted: Mon Oct 25, 2010 12:22 pm
by DarthD.U.C.K.
i rather think its an mapobject-issue, too many units and effects would crash the map after some minutes

Re: 4 .log questions

Posted: Tue Oct 26, 2010 10:41 am
by Bob
i reduced the unit count a bit and now it works. does anyone know the max number of units you can have on a map at one time? (i'm talking about the .lua line "units = <insert_number>,")

Re: 4 .log questions

Posted: Tue Oct 26, 2010 10:49 am
by DarthD.U.C.K.
i dont think that was your problem. if the number in the lua would be too high the map wouldnt even launch.

Re: 4 .log questions

Posted: Tue Oct 26, 2010 11:01 am
by Bob
then it would be the number of effects, that would explain why the map crashed only if i watched at the main battlefield... the skydomeexplosions also count as effects i guess?

Re: 4 .log questions

Posted: Tue Oct 26, 2010 11:04 am
by DarthD.U.C.K.
yes

Re: 4 .log questions

Posted: Tue Oct 26, 2010 11:14 am
by Bob
i seted (is that correct?) the units back to 250 (on each side) and removed some explosions from the sky and everything works fine, thanks :bowdown:

note to myself: never use two skydomeexplosion geometries

Re: 4 .log questions

Posted: Tue Oct 26, 2010 12:49 pm
by DarthD.U.C.K.
Bob wrote:i seted (is that correct?)
well, no, its actually set;set;set

Re: 4 .log questions

Posted: Tue Oct 26, 2010 1:04 pm
by Bob
thanks again, I'm always doing hard with irregular verbs...