Space-related problems.

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Astute
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Space-related problems.

Post by Astute »

I've been working on a new space map recently, and I seem to be having mutliple space related issues with the map.

First, i'm getting an odd lighting related error. The problem is undetectable and causes no lag ingame, but i get a debug log full of this error:

Message Severity: 3
.\Graphics\Pc\pcRedRenderer.cpp(2206)
Out of space in lighting state pool!

I think that it might be causing problems for other machines i've tested it on, but I can't seem to fix the error, and yes I have added more memory to the lua.

Next on the list is a sound error. In GCW, the sound file will load and all of the GCW sounds will work. In CW, I get this error, and no sound.

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk spa1cw in sound\spa.lvl;spa1cw

I haven't tampered with the CW lua other than adding a couple more units, So I don't see why this shouldn't work by default.

Finally, I'm getting an odd AI error where they won't use any of the turrets i've set down. The turrets are the bespin turrets from swbf1, and they've been set to the correct team for each side. I've tested the guns, and they work, however, the AI won't touch them.

Any ideas?
darthtrogsasea

RE: Space-related problems.

Post by darthtrogsasea »

well i cant get the turret bug

but you should post the luas
Astute
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RE: Space-related problems.

Post by Astute »

Code: Select all

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template  Common File
-- Common script that shares all setup information 
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
    ReadDataFile("SIDE\\rep.lvl",   
        "rep_inf_ep3_pilot",
        "rep_inf_ep3_marine")
        
    ReadDataFile("SIDE\\cis.lvl",
        "cis_inf_pilot",
        "cis_inf_marine")
        
    ReadDataFile("dc:SIDE\\ATS.lvl",
        "rep_fly_arc170fighter_sc",
	"rep_fly_jedifighter_sc",
	"rep_fly_anakinstarfighter_sc",
	"cis_fly_droidfighter_sc",
	"cis_fly_greviousfighter",
	"cis_fly_tridroidfighter")
end

myTeamConfig = {
    rep = {
        team = REP,
        units = 32,
        reinforcements = -1,
        pilot    = { "rep_inf_ep3_pilot",26},
        --marine   = { "rep_inf_ep3_marine",6},
    },
    cis = {
        team = CIS,
        units = 32,
        reinforcements = -1,
        pilot    = { "cis_inf_pilot",26},
        --marine   = { "cis_inf_marine",6},
    }
}
-- adjust extents to fit cap ship
function ScriptPreInit()
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()
   
  -- Designers, this line *MUST* be first!
    ReadDataFile("ingame.lvl")
   
    SetMinFlyHeight(-280)
    SetMaxFlyHeight(320)
    SetMinPlayerFlyHeight(-280)
    SetMaxPlayerFlyHeight(320)
    SetAIVehicleNotifyRadius(100)
    
    ReadDataFile("sound\\spa.lvl;spa1cw")
     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
    SetMemoryPoolSize("Aimer", 190)
    SetMemoryPoolSize("AmmoCounter", weaponCnt)
    SetMemoryPoolSize("BaseHint", 89)
    SetMemoryPoolSize("Combo::DamageSample", 0)
    SetMemoryPoolSize("SoldierAnimation", 180)
    SetMemoryPoolSize("EnergyBar", weaponCnt)
    SetMemoryPoolSize("EntityCloth", 0)
    SetMemoryPoolSize("EntityDroid", 0)
    SetMemoryPoolSize("EntityDefenseGridTurret", 0)
    SetMemoryPoolSize("EntityFlyer", 75)
    SetMemoryPoolSize("EntityLight", 600)
    SetMemoryPoolSize("EntityRemoteTerminal", 12)
    SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 180)
    SetMemoryPoolSize("MountedTurret", 56)
    SetMemoryPoolSize("EntityPortableTurret", 20)
    SetMemoryPoolSize("Navigator", guyCnt)
    SetMemoryPoolSize("Obstacle", 135)
    SetMemoryPoolSize("PathNode", 80)
    SetMemoryPoolSize("PathFollower", guyCnt)
    SetMemoryPoolSize("TentacleSimulator", 0)
    SetMemoryPoolSize("TreeGridStack", 240)
    SetMemoryPoolSize("UnitAgent", 65)  -- guyCnt*2
    SetMemoryPoolSize("UnitController", 65)
    SetMemoryPoolSize("Weapon", weaponCnt)

    SetSpawnDelay(10.0, 0.25)
    
    -- do any pool allocations, custom loading here
    if myScriptInit then
        myScriptInit()
        myScriptInit = nil
    end
    
    ReadDataFile("dc:NMS\\NMS.lvl", myGameMode)
    
    SetDenseEnvironment("false")   
    
    --  Sound Stats
    local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
    AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
    AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
 
    local 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\\spa.lvl",  "spa")
    OpenAudioStream("sound\\spa.lvl",  "spa")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_quick")
    -- OpenAudioStream("sound\\global.lvl",  "global_vo_slow")
    -- OpenAudioStream("sound\\tat.lvl",  "tat1_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)

    SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
    SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1) 
    
    SetOutOfBoundsVoiceOver(REP, "Repleaving")
    SetOutOfBoundsVoiceOver(CIS, "Cisleaving")
    
    SetAmbientMusic(REP, 1.0, "rep_spa_amb_start",  0,1)
    SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
    SetAmbientMusic(REP, 0.1,"rep_spa_amb_end",    2,1)
    SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start",  0,1)
    SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
    SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end",    2,1)
    
    SetVictoryMusic(REP, "rep_spa_amb_victory")
    SetDefeatMusic (REP, "rep_spa_amb_defeat")
    SetVictoryMusic(CIS, "cis_spa_amb_victory")
    SetDefeatMusic (CIS, "cis_spa_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  Battle over Felucia
    -- Rep ship from behind
    AddCameraShot(0.998795, -0.041143, -0.026739, -0.001101, -720.435303, 809.024963, 2779.057129);
    -- CIS ship from behind
    AddCameraShot(0.028389, -0.001117, -0.998823, -0.039312, -629.853760, 809.024963, -2050.946289);
    -- Overall from right side of map
    AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
    -- Overall from left side of map
    AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


    AddLandingRegion("allland1")
    AddLandingRegion("allland2")
    AddLandingRegion("allland3")
    AddLandingRegion("impland1")
    AddLandingRegion("impland2")
    AddLandingRegion("impland3")

end
The few changes I made should not interfere with the sound, so why is it not working?
Syth
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Post by Syth »

The AI only get into turrets when one is near when they encounter an enemy. I imagine on a cap ship theres not going to much enemies for them to encounter.
Add "SetStayInTurrets(1)" to the LUA, it might help.

And the sound, change
sound\spa.lvl;spa1cw
to
sound\\spa.lvl;spa1cw
Astute
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Post by Astute »

Nvm the turret issue, I just replaced the bespin turrets with AI controlled ones. As for the sound, the sound path mentioned in the first post is a typo, the actual LUA has it correct.
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