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RedMemory...again
Posted: Sun Apr 04, 2010 5:08 am
by Darth_Spiderpig
Well, I made a map...then it crashed before the loadscreen. I tried to cut out all the stuff I didn't use...didn't help.
So Is tarted a new map and copied stuff over, and I left the vehicles as they were, so 4 per faction.
It worked, I was happy.
Then I added my old sides, and viola, it crasehed again before the loadscreen.
The sides are reduced fine, so no unneeded stuff in there...
Anyone got an idea?
Re: RedMemory...again
Posted: Sun Apr 04, 2010 5:29 am
by AQT
Yeah, your old sides are the problem because before you added them back in, your map was working fine...
Anything else you would like to share about these old sides of yours other than
Darth_Spiderpig wrote:The sides are reduced fine, so no unneeded stuff in there...
?
Any details would be nice.
Re: RedMemory...again
Posted: Sun Apr 04, 2010 7:32 am
by Darth_Spiderpig
Here we go:
Okay, I got two sides for rep, one for the pilot, one for the gunner...wait, why did I do that?
Ah yes, does OverrideTexture work for the ep2 Pilot?
I've got the stock tur side for mah turrets.
For the cis side I got 1 unit and 2 vehicles, rep has all in all 2 units and 2 vehicles.
Weapons are pistol + thermaldet for rep and cis, and the fighters have slightly edited stock weaps.
Ya need more?
Re: RedMemory...again
Posted: Sun Apr 04, 2010 9:28 am
by Fiodis
What's your error log?
Re: RedMemory...again
Posted: Sun Apr 04, 2010 9:36 am
by Darth_Spiderpig
Code: Select all
Opened logfile BFront2.log 2010-04-04 1536
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: No custom_gc_11.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(301)
Unable to open movie file data\_lvl_pc\movies\shellgr.mvs:
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = nil
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 04CA11CC
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: BFU<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 04CA67CC
The key, value is: key mode_assault
The key, value is: subst Diet Dr. Pepper
The key, value is: showstr modename.name.spa-assault
The key, value is: descstr modename.description.assault
The key, value is: icon mode_icon_Diet Dr. Pepper
custom_printTable(): Returning
gMapEras[i].key = era_c Era = era_c subst = c
Adding map: BFUc_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(634)
Allocating 1431655764 bytes attempt failed - no free blocks left in Heap 5 (Runtime)
Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 1431655764 bytes failed - no free blocks left in Heap 5 (Runtime)
Re: RedMemory...again
Posted: Sun Apr 04, 2010 9:38 am
by Teancum
You've hit limits. A heap error is the amount of memory the game is allowed to use.
Re: RedMemory...again
Posted: Sun Apr 04, 2010 9:40 am
by Darth_Spiderpig
I know, but I can't see what could cause this.
The sides are minimal.

Re: RedMemory...again
Posted: Sun Apr 04, 2010 12:51 pm
by wishihadaname
are you talking about the Bothewui space map? Weren't you using alot of high rez, high polygon ships for that? Try cutting out a few of the cruisers and see what happens, i'm willing to bet that they are whats eating your memory, the addition of the miniscule sides must have just pushed them over the edge.
Re: RedMemory...again
Posted: Sun Apr 04, 2010 3:40 pm
by Teancum
It could be anything. If you're using all hi-res textures and tons of em that'll eat up the texture memory really quickly. If you're using tons of custom sounds + shipped ones that'll eat up the sound memory. If you have lots of objects, (particularly high poly objects) you'll hit the limit there.
It's generally a good idea to take whatever idea you have when building a map and scale that down by about 2/3 to 1/2. I learned that the hard way a long time ago. Since you're already a long ways along, you can try opening up all the textures in you /msh folder and shrinking them in your favorite photo editing software. If it's 1024x1024, change it to 512x512, if it's 512x512, go 256x256, etc. In my experience it's usually the texture memory that's the limit. Scaling them down means they use less space.
Re: RedMemory...again
Posted: Mon Apr 05, 2010 1:04 pm
by Darth_Spiderpig
Okay, I will try both solution possibilities, thanks guys.