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How can I raise the object limit?

Posted: Wed Oct 07, 2009 3:14 pm
by [Skirata]Darman[M]
Hey guys, who of you had this problem some time?
There's a maximum object limit and everytime I add some objects, map crashes.
The problem: I need to add them!

Does anybody know a way to set this limit higher so that I can add more objects?

Re: Object limit

Posted: Wed Oct 07, 2009 3:36 pm
by RogueKnight
Its impossible.

But you could combign some of your objects together to save some object placement space.

thats probably not whats crashing your map though, the object limit is very, very, very high.

Re: Object limit

Posted: Wed Oct 07, 2009 3:43 pm
by StarkillerMarek
DarthRogueKnight wrote:Its impossible.

But you could combign some of your objects together to save some object placement space.

thats probably not whats crashing your map though, the object limit is very, very, very high.
I don't know, some people can get carried away...

Post you debug log anyway.

Re: Object limit

Posted: Wed Oct 07, 2009 6:15 pm
by Xavious
You don't know for sure it's the amount of objects crashing the game. As StarkillerMarek said, you should post your error log. Or better yet, look over it yourself and fix the problem(s) if you find it/ them.

Re: Object limit

Posted: Thu Oct 08, 2009 8:04 am
by [Skirata]Darman[M]
I'll post my errorlog soon, but I'm sure it is the limit why my map is crashing.
Whenever I add many objects, nothing new, I added the same ones before and these ones are orking, map crashes.
Executer94 told me the limit is about 800 objects and I think I've got something about that.

Re: Object limit

Posted: Thu Oct 08, 2009 9:08 am
by StarkillerMarek
[Skirata]Darman[M] wrote:I'll post my errorlog soon, but I'm sure it is the limit why my map is crashing.
Whenever I add many objects, nothing new, I added the same ones before and these ones are orking, map crashes.
Executer94 told me the limit is about 800 objects and I think I've got something about that.
Even if you are just under the limit, your map might lag and the load time wait will be long.

Re: Object limit

Posted: Thu Oct 08, 2009 9:59 am
by [Skirata]Darman[M]
Yeah. I know.
Always when I add more objects as possible, this appears in errorlog:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(54)
String pool is full: 32768 pool is not big enough!

Re: Object limit

Posted: Thu Oct 08, 2009 10:04 am
by StarkillerMarek
[Skirata]Darman[M] wrote:Yeah. I know.
Always when I add more objects as possible, this appears in errorlog:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(54)
String pool is full: 32768 pool is not big enough!
Please post the entirety of the error log.

Re: Object limit

Posted: Thu Oct 08, 2009 11:39 am
by [Skirata]Darman[M]
Sorry the whole errorlog is too long I can't post I here, but I'm really sure that's the error, you can trust me.

Re: Object limit

Posted: Thu Oct 08, 2009 11:40 am
by StarkillerMarek
[Skirata]Darman[M] wrote:Sorry the whole errorlog is too long I can't post I here, but I'm really sure that's the error, you can trust me.
Well than tough luck, you can't have them.

Re: Object limit

Posted: Thu Oct 08, 2009 12:27 pm
by RogueKnight
[Skirata]Darman[M] wrote:Sorry the whole errorlog is too long I can't post I here, but I'm really sure that's the error, you can trust me.
That's not the error, you can trust me.

I see it all the time, and it has nothing to do with any of my problems.

Re: Object limit

Posted: Thu Oct 08, 2009 12:56 pm
by mswf
From the BFront2.log errors explained sticky thread:

ERRORS YOU CAN ALWAYS IGNORE
Hidden/Spoiler:
When you post your error log, MAKE SURE you remove these lines. It makes things much easier for others to see

[code]Opened logfile BFront2.log 2007-07-25 2030
ingame stream movies\crawl.mvs
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 22
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 44
EraSelection.subst = g era_g
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 34
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: NPTc_con idx: 1
Adding map: NPTc_1flag idx: 2
Adding map: NPTc_bf1 idx: 3
Adding map: NPTg_con idx: 4
Adding map: NPTg_1flag idx: 5
Adding map: NPTg_bf1 idx: 6
play movie AB1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

this.CurButton = Launch
cur_button = nil[/code]

This whole section is ran at startup, and it's just debug information.

[code]Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR[/code]

These are leftovers from the console versions of the game.

[code]Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"[/code]

Any error that has "InVehicle" can be ignored. They don't affect the game, and were probably something that they planned to do but didn't have time.

[code]Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"[/code]

These errors were here when the game shipped, and don't hurt anything whatsoever.
You should definetly look this over next time you post an error log, removing all the clutter yourself helps people help you.

Re: Object limit

Posted: Thu Oct 08, 2009 2:18 pm
by Frisbeetarian
Not to mention that if you follow the instructions, your error log will almost never be too long.

Re: Object limit

Posted: Thu Oct 08, 2009 2:20 pm
by mswf
And being more exact about what you did last also helps.
"Some" isn't very descriptive. Try using "regular prop" "animated prop" "turret" and so on (at least I hope you know what those are and where they're determined), it helps people help you better.

Re: Object limit

Posted: Fri Oct 09, 2009 5:01 am
by [Skirata]Darman[M]
regular props or turrets, it's always the same error.

Re: Object limit

Posted: Fri Oct 09, 2009 5:18 am
by Frisbeetarian
Knowing what you know now, let's go back and listen to the third post:
StarkillerMarek wrote:Post your [BFront2.log] anyway.

Re: Object limit

Posted: Fri Oct 09, 2009 1:42 pm
by SBF_Dann_Boeing
DarthRogueKnight wrote:
[Skirata]Darman[M] wrote:Sorry the whole errorlog is too long I can't post I here, but I'm really sure that's the error, you can trust me.
That's not the error, you can trust me.

I see it all the time, and it has nothing to do with any of my problems.
As someone who has had endless trouble with that specific problem, I can guarantee that when you start seeing errors about memory pools, that means that you're overloading something--Most likely objects. It will not necessarily always cause a crash, depending on how big the overload is, and how much RAM your computer has.

My only suggestion is to cut down on objects, especially ones of the same kind. I can't guarantee that will fix it though. The Object Limit is an inherent property of the game, not really a setting. The engine simply can't handle rendering all that information at once. Memory Pool errors can be a bit of a hassle to deal with. (This is why I always had a backed up working version of my project to return to, if such a thing were to happen).

Re: Object limit

Posted: Fri Oct 09, 2009 3:41 pm
by [Skirata]Darman[M]
Thanks, I do.

Re: Object limit

Posted: Fri Oct 09, 2009 5:57 pm
by AceMastermind
@[Skirata]Darman[M]
Post your entire BFront2.log or else i'm locking this topic because this is going nowhere.

If you're 100% sure that you hit an object limit then you already know what needs to be done and there's nothing more we can do here.

Re: Object limit

Posted: Sat Oct 10, 2009 12:25 am
by allthetutorials123
[Skirata]Darman[M] wrote:Sorry the whole errorlog is too long I can't post I here, but I'm really sure that's the error, you can trust me.
I think (no matter how long the error log is) you can still post it. Just "hide" it and it should be fine. Also you can narrow it down some with the comment mswf said. If you know it's the objects though then, just delete some that aren't as important. (There has to be some if it is something to do with the object limit.)