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Crashing but no severity 3 errors

Posted: Mon Jan 09, 2012 11:53 am
by Noobasaurus
I'm trying to clean up Gamorrean Attack a bit before posting an update, but before I do that I need to solve my crashes. There aren't any severity 3 errors.
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier mando_guard has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier mando_guard has geometry collision
uf_updateClassIndex(): Added class: gam_inf_gamorreanguard
uf_updateClassIndex(): Added class: gam_inf_elite

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)
uf_updateClassIndex(): Added class: imp_inf_enfo
uf_updateClassIndex(): Added class: imp_inf_hevweapman
uf_updateClassIndex(): Added class: imp_inf_spesh

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)
uf_updateClassIndex(): Already know class: gam_inf_gamorreanguard
utility_functions2: ReadDataFile(): This map's code, mode: gaa gaa_conquest

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_inf_bluefly' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=38dcbb41: trying to replace "myg1_bldg_med_spiral" with "myg1_bldg_med_spiral1"
On a different mode the crash was "No free blocks left" but I'll address that later. Anyone know what is causing this crash?

Re: Crashing but no severity 3 errors

Posted: Mon Jan 09, 2012 12:19 pm
by Marth8880
I can't remember off the top of my head, and I'm browsing on my phone right now, but I think this error is from trying to load too many units' combos, which would make sense in your case since there are a lot of Gamorreans.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 09, 2012 12:27 pm
by Noobasaurus
Marth8880 wrote:I can't remember off the top of my head, and I'm browsing on my phone right now, but I think this error is from trying to load too many units' combos, which would make sense in your case since there are a lot of Gamorreans.
Yeah, the only reason I could think of too is that there are too many units. I removed some from my to-do list but I guess I'll remove some Gamorreans and see what happens.

EDIT: I removed my melee trooper and removed 65 gamorreans but it still crashes.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 2:55 am
by icemember
I use to get crashes without Message Severity: 3 also. Sometimes it could be as simple as
miscount in the weapon sections.

WEAPONSECTION = 1
WEAPONSECTION = 2
WEAPONSECTION = 4

(EXAMPLE)
WEAPONSECTION = 1
WeaponName = "rep_weap_inf_elite"
WeaponAmmo = 8

WEAPONSECTION = 2
WeaponName = "rep_weap_inf_thermaldetonator"
WeaponAmmo = 2
WeaponChannel = 1

WEAPONSECTION = 4
WeaponName = "rep_weap_award_carbine"
WeaponAmmo = 8

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 10:02 am
by Teancum
When does it crash? Right at the spawn screen? If so that's usually a weapon or animation issue.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 1:50 pm
by Noobasaurus
Teancum wrote:When does it crash? Right at the spawn screen? If so that's usually a weapon or animation issue.
Yes, right when it finishes loading. Not when you see the spawn screen but after it loads. I'm going to check out all my units that are being loaded (none of them had problems before) and see what if I can spot anything, like Icemember said.

EDIT: Here's the crash log:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\GameObject.cpp(1190)
Unrecognized VehicleType "small" in object "camry"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "camry" unknown terrain collision "p_tirelf"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "camry" unknown terrain collision "p_tirelr"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "camry" unknown terrain collision "p_tirerf"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "camry" unknown terrain collision "p_tire_rr"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier imp_inf_darktrooper has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
uf_updateClassIndex(): Added class: gam_inf_gamorreanguard
uf_updateClassIndex(): Added class: gam_inf_elite
uf_updateClassIndex(): Added class: imp_inf_ganimedes
uf_updateClassIndex(): Added class: imp_inf_obi
uf_updateClassIndex(): Added class: imp_inf_engi
uf_updateClassIndex(): Already know class: gam_inf_gamorreanguard

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated
utility_functions2: ReadDataFile(): This map's code, mode: gaa gaa_conquest

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_inf_bluefly' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=38dcbb41: trying to replace "myg1_bldg_med_spiral" with "myg1_bldg_med_spiral1"

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 2:49 pm
by Teancum
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\GameObject.cpp(1190)
Unrecognized VehicleType "small" in object "camry"
Doesn't mean this is the reason for the crash, but it's a start. Also are you running Jedi/Melee units? Clearly there are some anims that can't be found, possibly due to no remaining animation memory. Post the lua.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 3:12 pm
by DarthD.U.C.K.
the incorrect combo might cause the crash. you get thiese errors before you didnt define/load cretain attack before you referenced a blendtime to them. check one of the stock combos to see how pandemic did it, i think they put in a comment explaining the commands.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 3:35 pm
by Noobasaurus
Teancum wrote:Also are you running Jedi/Melee units? Clearly there are some anims that can't be found, possibly due to no remaining animation memory. Post the lua.
Yes, I am running melee units. A lot of Gamorreans (mostly stock, then one with a longer axe) and one unit that you can choose. Oh, and the camry does not spawn at the beginning of the game; it spawns when you right click as "engi" in the "c" era. Lua:
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

--THIS IS THE EASY MODE--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_SetGameRules("campaign")
ScriptCB_DoFile("ObjectiveTDM")


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

function ScriptPostLoad ()

SetProperty("cp2", "SpawnPath", "")
SetProperty("Local_Cp", "SpawnPath", "")
SetProperty("acklay", "SpawnPath", "")
ShowMessageText("level.GAA.objectives.campaign.start", ATT)

--Timer STARTZ--
music01Timer = CreateTimer("music01")
SetTimerValue(music01Timer, 90.0)

StartTimer(music01Timer)


OnTimerElapse(
function(timer)
SetProperty("cp2", "SpawnPath", "cp2_spawn")
SetProperty("Local_Cp", "SpawnPath", "Local_Spawn")
ShowMessageText("level.GAA.objectives.campaign.timerend", ATT)
DestroyTimer(timer)
end,
music01Timer
)

--Timer for victory startz nao...also known as when the first timer elapses--
music02Timer = CreateTimer("music02Timer")
SetTimerValue(music02Timer, 630.0)
ShowTimer(music02Timer)
StartTimer(music02Timer)
OnTimerElapse(
function(timer)
MissionVictory(ATT)
ShowTimer(nil)


DestroyTimer(timer)
end,
music02Timer
)

--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)

conquest:Start()

SetUberMode(1);

EnableSPHeroRules()

AddDeathRegion("death")
AddDeathRegion("death1")

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()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(300)
SetMaxPlayerFlyHeight (300)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("sound\\kam.lvl;kam1cw")

ReadDataFile("dc:SIDE\\gam.lvl",
"gam_inf_gamorreanguard",
"gam_inf_elite")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_engi",
"imp_inf_obi",
"imp_inf_ganimedes")

ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_tower",
"tur_bldg_built_beam",
"tur_bldg_laser",
"tur_bldg_chaingun_tripod",
"tur_bldg_chaingun_tripod2",
"tur_bldg_chaingun_roof")



SetupTeams{
rep = {
team = REP,
units = 350,
reinforcements = -1,
soldier = { "gam_inf_gamorreanguard",150, 200},
assault = { "gam_inf_elite",50,150},

},
cis = {
team = CIS,
units = 50,
reinforcements = 300,
assault = { "imp_inf_ganimedes",0, 10},
engineer = { "imp_inf_engi",0, 10},
sniper = { "imp_inf_obi",0, 10},
}
}



SetTeamName (3, "jawas")
AddUnitClass (3, "gam_inf_gamorreanguard", 250,300)
SetUnitCount (3, 170)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsEnemy(DEF,3)
SetTeamAsEnemy(3,DEF)
SetTeamAsFriend(ATT,3)
SetTeamAsFriend(3,ATT)
SetTeamAsFriend(4,3)
SetTeamAsFriend(3,4)


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("SoldierAnimation", 1500)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntityPortableTurret", 1200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 99)
SetMemoryPoolSize("LightFlash", 400)
SetMemoryPoolSize("Navigator", 500)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("UnitController", 500)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 600)
SetMemoryPoolSize("UnitController", 750)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1300)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:GAA\\GAA.lvl", "GAA_conquest")
ReadDataFile("dc:GAA\\GAA.lvl", "GAA_conquest")
SetDenseEnvironment("false")




-- Sound

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot AddCameraShot(0.763622, 0.012544, -0.645455, 0.010603, 125.539291, 63.603477, -17.511637);
AddCameraShot(-0.198788, -0.005538, -0.979647, 0.027292, 149.981628, 64.837639, -60.428387);
AddCameraShot(0.005205, -0.001663, -0.952560, -0.304300, 139.273087, 99.218147, -62.060764);

end
I have seven different luas, and all of them have a selectable melee unit. Now that I think about it, the "g" mode was crashing due to something wrong with the "enfo's" combo file, but then it just started crashing on all modes.
DarthD.U.C.K. wrote:the incorrect combo might cause the crash. you get thiese errors before you didnt define/load cretain attack before you referenced a blendtime to them. check one of the stock combos to see how pandemic did it, i think they put in a comment explaining the commands.
I didn't make any custom combo files. I just loaded 3 different ones total(over 2 eras): the gamorrean one, the Obi-Wan one, and the Darth Maul one.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 5:24 pm
by Teancum
Wow, 350 Gammorean units? Yeah, even if not a physical limitation I'm surprised it's ever run at all. If you want stability cut that in half or more.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 9:26 pm
by Noobasaurus
Teancum wrote:Wow, 350 Gammorean units? Yeah, even if not a physical limitation I'm surprised it's ever run at all. If you want stability cut that in half or more.
At most, as I'm sure you're aware, is 650. I have come to make a assumption: The number of maps affect the stability of this one. I shall first try removing everything from my addon except GAA and then I'll cut the number down...
Hidden/Spoiler:
I was testing the limits of SWBF2, you can't blame me. :P
EDIT: My method did not work.
EDIT2: Cut down the units a bit, here are the numbers:
Hidden/Spoiler:
SetupTeams{
all = {
team = ALL,
units = 350,
reinforcements = -1,
soldier = { "gam_inf_gamorreanguard",150, 100},
assault = { "gam_inf_elite",50,50},
engineer = { "",1,4},
sniper = { "",1,4},
officer = { "",1,4},
special = { "",1,4},

},
imp = {
team = IMP,
units = 50,
reinforcements = 300,
soldier = { "",0, 0},
assault = { "",0, 0},
engineer = { "imp_inf_hevweapman",0, 10},
sniper = { "imp_inf_enfo",0, 25},
officer = {"",0, 0},
special = { "",0, 0},
}
}


SetTeamName (3, "jawas")
AddUnitClass (3, "gam_inf_gamorreanguard", 200,350)
SetUnitCount (3, 170)
AddAIGoal(3, "Deathmatch", 1000)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)
SetTeamAsFriend(DEF,3)
SetTeamAsFriend(3,DEF)
Didn't work so I'll cut it down a bit more.
LOL, I just noticed my min unit count is larger than my max. I'll fix that.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 9:51 pm
by willinator
I'm sorry to break this to you, but even 350 is ridiculously high. 350 regular soldiers on the field at one time is pushing it: you are talking about 350 units who have a complicated animation scheme that takes much more power to run. Why do you even need that many units anyway? The Rise of the Empire maps are huge, yet even they don't have nearly that many of one unit on the field at once. Think to yourself, "This is what I want to get to, now how can I get there with as few units as possible." Sorry for a long rant.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 9:57 pm
by Noobasaurus
willinator wrote:I'm sorry to break this to you, but even 350 is ridiculously high. 350 regular soldiers on the field at one time is pushing it: you are talking about 350 units who have a complicated animation scheme that takes much more power to run. Why do you even need that many units anyway? The Rise of the Empire maps are huge, yet even they don't have nearly that many of one unit on the field at once. Think to yourself, "This is what I want to get to, now how can I get there with as few units as possible." Sorry for a long rant.
And I thought 650 was pushing it. I lowered it down to 250 but it still didn't work, and now I have no idea how I had around 700 before...

I'm going to set it to 10 each and see if the crashing even was the number of pigs.

Oh, and about the "This is what I want to get to, now how can I get there with as few units as possible."... I want MASS SLAUGHTER! SURVIVAL OF THE FITTEST!

EDIT: Confirmed! It is not the number of units. It is something else...and it happens on all modes. Even the one with no gamorreans.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 10:43 pm
by Teancum
Regardless it's not wise to have that many units -- at least if you're aiming for a public release. Those with lower end machines will not be happy with you.

Re: Crashing but no severity 3 errors

Posted: Mon Jan 16, 2012 11:40 pm
by Noobasaurus
Teancum wrote:Those with lower end machines will not be happy with you.
I am one of those users.


So what should I do? Scrap the whole concept and come up with an entirely new mind-boggling concept(or just a cool one)?

Re: Crashing but no severity 3 errors

Posted: Tue Jan 17, 2012 12:37 am
by willinator
No, you don't have to do that at all. There are ways of making it seem like there are more units than there really are. For example, if you can only play as the defending side against the guards, than have some guards as the actual team, then bring the others in in waves, using timers or ambushes. You know, little tricks here and there.

Re: Crashing but no severity 3 errors

Posted: Tue Jan 17, 2012 10:01 am
by FragMe!
Let's start from the top.
Has this mode in question ever worked?
If it did can you remember the last thing you changed to make it not work?
If it didn't try to get rid of as many errors as you can, including memory pools and the sev 3 on the car, the one that was about "small" not being valid. Do a manual clean and see what happens.

Do you have any custom prop or door animations?
Are there any missing weapon effects?

Maps may crash at the point indicated without sev 3 notification for animation and sometimes missing effects.

Re: Crashing but no severity 3 errors

Posted: Tue Jan 17, 2012 11:39 am
by Noobasaurus
FragMe! wrote:Has this mode in question ever worked?
Yes. All of them were working at a time.
FragMe! wrote:If it did can you remember the last thing you changed to make it not work?
There are a few things that I might've changed to make one or two modes not work, not the entire bunch. 1) Put in Sergeant Boring's dispensable turret. That was fun. 2) Put in the Enforcer. It became unstable with him, but that was only on one of the eras. 3) Maybe the engineer was overloading it? He has a dispensable car and when you got in it you could shoot dozens of these really cool rockets. He also has a dispensable flying AT-AT which can shoot a huge laser.
FragMe! wrote:If it didn't try to get rid of as many errors as you can, including memory pools and the sev 3 on the car, the one that was about "small" not being valid. Do a manual clean and see what happens.
I got rid of the "small" on the car, but I haven't munged that side yet or done a manual clean since. I'll do so.
FragMe! wrote:Do you have any custom prop or door animations?
I tried to make one animation but it didn't work.
FragMe! wrote:Are there any missing weapon effects?
No, I don't think so. There aren't a bunch of missiles being shot at once with a high-quality effect on each one.
FragMe! wrote:Maps may crash at the point indicated without sev 3 notification for animation and sometimes missing effects.
And it'll probably say something like:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 19600 bytes failed - no free blocks left in Heap 5 (Runtime)
It used to say that when I got to close to the bulk of the gamorreans but I fixed that a while back. Time to load the stock sides and see what happens!

EDIT: Errors! :D
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "tur_bldg_chaingun_roof" missing geometry "com_bldg_chaingun_roof"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(642)
Building "tur_bldg_chaingun_roof" missing destroyed geometry "com_bldg_chaingun_roof_dest"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "tur_bldg_chaingun_roof TURRET1" weapon 1 "tur_weap_laser_auto" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "tur_bldg_chaingun_tripod" missing geometry "com_bldg_chaingun_tripod"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(642)
Building "tur_bldg_chaingun_tripod" missing destroyed geometry "com_bldg_chaingun_tripod_dest"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "tur_bldg_chaingun_tripod TURRET1" weapon 1 "cis_weap_inf_bluefly" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "tur_bldg_chaingun_tripod2" missing geometry "com_bldg_chaingun_tripod"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(642)
Building "tur_bldg_chaingun_tripod2" missing destroyed geometry "com_bldg_chaingun_tripod_dest"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1555)
Mounted turret "tur_bldg_chaingun_tripod2 TURRET1" weapon 1 "tur_weap_spa_beam" not found

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "tur_bldg_laser" missing geometry "com_weap_gunturret"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityBuilding.cpp(695)
Building missing explosion "tur_bldg_laser_exp"
I'll fix all of these and see what happens! ...actually I just need a full clean.

EDIT: After a full clean I am back to square one.
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1a_end_upper' [de52d637]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[0b9f966b]::Animation[stand_attack1a]::BlendTimeTo: unknown anim 'stand_attack1b_upper' [a255b198]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
uf_updateClassIndex(): Added class: gam_inf_gamorreanguard
uf_updateClassIndex(): Added class: gam_inf_elite

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "" (check the side's .req file)
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Already know class: gam_inf_gamorreanguard
utility_functions2: ReadDataFile(): This map's code, mode: gaa gaa_conquest

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_inf_bluefly' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=38dcbb41: trying to replace "myg1_bldg_med_spiral" with "myg1_bldg_med_spiral1"

Re: Crashing but no severity 3 errors

Posted: Tue Jan 17, 2012 2:42 pm
by Teancum
Comment out your characters in the lua one by one, testing each time. That'll narrow it down.

Re: Crashing but no severity 3 errors

Posted: Tue Jan 17, 2012 7:42 pm
by Noobasaurus
Teancum wrote:Comment out your characters in the lua one by one, testing each time. That'll narrow it down.
I took out both of the gamorreans and it still crashed, but I narrowed my errors down:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Already know class: rep_inf_ep3_rifleman

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated
utility_functions2: ReadDataFile(): This map's code, mode: gaa gaa_conquest

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'sky_yav2' [f4fa28f1] uses 2.00 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_inf_bluefly' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'tur_weap_laser_auto' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=38dcbb41: trying to replace "myg1_bldg_med_spiral" with "myg1_bldg_med_spiral1"