Message Severity: 3 [Solved]

In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.

Moderator: Moderators

Post Reply
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Message Severity: 3 [Solved]

Post by JimmyAngler »

Could someone explain what this line is in the de-bug log? It crashes my game....

Code: Select all

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Memory\RedMemory.cpp(538)
Allocating 192 bytes failed - no free blocks left in Heap 5 (Runtime)
Last edited by JimmyAngler on Tue Apr 15, 2014 5:11 pm, edited 1 time in total.
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Message Severity: 3

Post by Noobasaurus »

You've hit a game limit. All Redmemory errors are game limits. Most are not able to be raised by any Memory Pool.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

How???? I have not even got the unit's models ingame yet!!! Let alone only half of the weapons.
Is there a way to find what kind of limit?
LRKfm946
Master Sergeant
Master Sergeant
Posts: 163
Joined: Sun Feb 02, 2014 6:13 pm
Projects :: Battlefront II Hunger Games
Games I'm Playing :: SWBF2 BF3
Contact:

Re: Message Severity: 3

Post by LRKfm946 »

The best thing to do is retrace your steps preceding the crash.

I'm confused as to why it's complaining about only 192 bytes. Usually it's some ridiculous number :o
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

Yes, I've narrowed it down to these three odf's. Don't take them, just tell me why they crash the game. The model is fine, I am able to play the world when I use an old (working) odf uses this model.
Hidden/Spoiler:
[code][WeaponClass]
ClassLabel ="cannon"
GeometryName = "cov_weap_inf_plasmapistol.msh"

[Properties]
GeometryName = "cov_weap_inf_plasmapistol"
HighResGeometry = "cov_weap_inf_plasmapistol"

AnimationBank = "pistol"

//******************************************************
//*************** CHARGE STATES ****************
//******************************************************

ChargeUpEffect = "com_sfx_chargeup_plasma"
MuzzleFlash = "small_muzzle_flash"
FlashColor = "136 236 136 255"
FlashLength = 0.025
FlashLightColor = "200 247 200 175"
FlashLightRadius = "2.0"
FlashLightDuration = "0.25"
Discharge = "small_smoke_effect

RoundsPerClip = "0"
ReloadTime = "2.0"
ShotDelay = "0.2"
TriggerSingle = "1"
MaxPressedTime = "2.0"

ScopeTexture = "weapon_scopehalo"

ZoomMin = "2.5"
ZoomMax = "2.5"
ZoomRate = "0.0"

YawSpread = "0.4"
PitchSpread = "0.4"

//KickSpread = "0.25"
SpreadRecover = "5.0"

SpreadPerShot = "1.1"//1.2
SpreadRecoverRate = "4.8"//0.08
SpreadThreshold = "1.6"//0.03
SpreadLimit = "6.0"

StandStillSpread = "0.0"//0.4
StandMoveSpread = "0.0"//0.9
CrouchStillSpread = "0.0"//0.1
CrouchMoveSpread = "0.0"//0.6
ProneStillSpread = "0.0"
ProneMoveSpread = "0.0"

//KickStrength = "0.25"
//KickBuildup = "100.0"

MinRange = "0"
OptimalRange = "16
MaxRange = "24"

LockOnRange = "40.0"
LockTime = "0.4"
LockOnAngle = "1.0"

SalvoCount = "1"
ShotsPerSalvo = "1"
SalvoDelay = "0.0"
InitialSalvoDelay = "0.0"
SalvoTime = "0.0"

TargetEnemy = "1"
TargetNeutral = "0"
TargetFriendly = "0"

TargetPerson = "1"
TargetAnimal = "1"
TargetDroid = "1"
TargetVehicle = "0"
TargetBuilding = "0"

ChargeRateLight = "1.0"
MaxChargeStrengthLight = "1.0"
ChargeDelayLight = "0.15"
ChargeRateHeavy = "1.0"
MaxChargeStrengthHeavy = "0.5"
ChargeDelayHeavy = "2.0"

RecoilLengthLight = "0.1"
RecoilLengthHeavy = "0.1"
RecoilStrengthLight = "1"
RecoilStrengthHeavy = "0"

OrdnanceName = "cov_weap_inf_plasmapistol_ord"

FireSound = "all_weap_inf_bowcaster_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
ChargeSound = "all_weap_inf_bowcaster_charge"
ChargeSoundPitch = "0.05"
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

NextCharge = 0.95
ShotsPerSalvo = 1
ShotPatternCount = 1
OrdnanceName = "cov_weap_inf_plamsapistol_ord_high"

FireSound = "all_weap_inf_bowcaster_fire"
FireEmptySound = "com_weap_inf_ammo_empty"
FireLoopSound = ""
ReloadSound = "com_weap_inf_reload_med"
ChargeSound = "all_weap_inf_bowcaster_charge"
ChargeSoundPitch = "0.05"
ChangeModeSound = "com_weap_inf_equip_med"
WeaponChangeSound = "com_weap_inf_equip_med"
JumpSound = "com_weap_inf_rifle_mvt_jump"
LandSound = "com_weap_inf_rifle_mvt_land"
RollSound = "com_weap_inf_rifle_mvt_roll"
//ProneSound = "com_weap_inf_rifle_mvt_lie"
SquatSound = "com_weap_inf_rifle_mvt_squat"
//StandSound = "com_weap_inf_rifle_mvt_getup"

HeatPerShot = "0.175"
HeatRecoverRate = "0.3"
HeatThreshold = "0.25"[/code]

[code][OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_green"
LaserGlowColor = "64 224 64 255"
LightColor = "64 224 64 255"
LaserLength = "2.0"
LaserWidth = "0.4"
LightRadius = "4.0"

GlowLength = "4"
BlurLength = "6"

ImpactEffectSoft = "com_sfx_weap_greenplasma_exp"
ImpactEffectRigid = "com_sfx_weap_greenplasma_exp"
ImpactEffectStatic = "com_sfx_weap_greenplasma_exp"
ImpactEffectTerrain = "com_sfx_weap_greenplasma_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_weap_greenplasma_exp"
ExpireEffect = "com_sfx_weap_greenplasma_exp"

LifeSpan = "0.8"
Velocity = "200.0"

MaxDamage = "60.0"
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "64 224 64 255" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "64 224 64 255" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"
[/code]
[code][OrdnanceClass]
ClassLabel = "bolt"

[Properties]
LaserTexture = "com_sfx_laser_green"
LaserGlowColor = "64 224 64 255"
LightColor = "64 224 64 255"
LaserLength = "2.0"
LaserWidth = "0.4"
LightRadius = "4.0"

GlowLength = "4"
BlurLength = "6"

ImpactEffectSoft = "com_sfx_weap_greenplasma_exp"
ImpactEffectRigid = "com_sfx_weap_greenplasma_exp"
ImpactEffectStatic = "com_sfx_weap_greenplasma_exp"
ImpactEffectTerrain = "com_sfx_weap_greenplasma_exp"
ImpactEffectWater = "com_sfx_watersplash_ord"
ImpactEffectShield = "com_sfx_weap_greenplasma_exp"
ExpireEffect = "com_sfx_weap_greenplasma_exp"

LifeSpan = "0.8"
Velocity = "200.0"

MaxDamage = "60.0"
VehicleScale = "0.1"
ShieldScale = "1.0"
PersonScale = "1.0"
DroidScale = "1.0"
BuildingScale = "0.1"

DamageTransitionDelay = "0.4" //How long in seconds before the damage change begins.
DamageTransitionPeriod = "0.2" //How long in seconds the damage change lasts.
DamageFinalDamage = "40.0" //What the damage would be at the end of the transition period. A negative value means that no change is applied.
FadeLightColor = "0" //Whether or not the color on the light should be faded along with the damage.
EndLaserGlowColor = "64 224 64 255" //What color the laser glow will be by the end of the transition. Varies over DamageTransitionPeriod. (only for lasers.)
EndLightColor = "64 224 64 255" //What color light will be applied by the end of the transition. Varies over DamageTransitionPeriod.

OrdnanceSound = "com_weap_inf_ord_hum_sm"
CollisionSound = "imp_weap_ord_exp"[/code]
LRKfm946
Master Sergeant
Master Sergeant
Posts: 163
Joined: Sun Feb 02, 2014 6:13 pm
Projects :: Battlefront II Hunger Games
Games I'm Playing :: SWBF2 BF3
Contact:

Re: Message Severity: 3

Post by LRKfm946 »

JimmyAngler wrote:

Code: Select all

Discharge           = "small_smoke_effect
Looks like you're missing a quotation mark in the first ODF at that line.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

Thanks, but that's not the crash reason.
LRKfm946
Master Sergeant
Master Sergeant
Posts: 163
Joined: Sun Feb 02, 2014 6:13 pm
Projects :: Battlefront II Hunger Games
Games I'm Playing :: SWBF2 BF3
Contact:

Re: Message Severity: 3

Post by LRKfm946 »

JimmyAngler wrote:

Code: Select all

OptimalRange            = "16
Missing another one right here. Other than that, I don't see anything that should cause a problem. It wouldn't be a bad idea to go through and make sure you didn't make any more syntax or spelling errors. I find that those kinds of mistakes are usually the cause of wierd errors like the one you got.
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

Nope, still crashes. :(
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Message Severity: 3

Post by Anakin »

looks like these three odfs are all from an other weapon. Why don't you try to use just one of them?? Maybe it's just one of them and not all three. And if the problem are all of these files we just have to find what they have in common
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

The problem lies in the first odf. The main one describing the charge.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Message Severity: 3

Post by Anakin »

try to remove the 2nd ord and try again
Bob
Brigadier General
Brigadier General
Posts: 633
Joined: Thu May 27, 2010 4:28 am
Location: at home

Re: Message Severity: 3

Post by Bob »

When does your game crash? Right on launching the map or can you play a bit before it happens?
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

Hmm, so I thought that was the problem, but after a manual clean, the map crashes even after I removed the pistol's odf's and all references to it. The map crashes on loading at about 3/4 the way done. Funny thing is, my log looks fine...
Hidden/Spoiler:
Opened logfile BFront2.log 2014-04-15 1153
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
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: No custom_gc_10.lvl
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\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl
Cannot find side\rvs.lvl. Skipping BGL's extra KotOR missions
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Skipping BGL's extra Dark Times missions
Cannot find side\rvs.lvl. Skipping BRO's extra KotOR missions
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Skipping BRO's extra Dark Times missions

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 2

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 3

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 6

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 6

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 6

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 10

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 9

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 14

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 10

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 18
ME5_ConfigCheck: Checking configuration parameters...
ME5_ConfigCheck: Custom GUI is ENABLED
ME5_ConfigCheck: Mass Effect: Unification is ENABLED
ME5_ConfigCheck: Checking configuration parameters... Done!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\PIO\data\_LVL_PC\PIO\core.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
Checkbox for check_era8 clicked
this.CurButton = check_era8
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 054F5678
The key, value is: change table: 054F56A4
The key, value is: blue 149
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_con_h 1
The key, value is: green 110
The key, value is: era_h 1
The key is mapluafile, the formated value is: HLO<A>_<B>
The key, value is: red 0
custom_printTable(): Returning
custom_printTable(): table: 052ED72C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_h Era = era_h subst = h
Adding map: HLOh_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c17ab11a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (28b9f3ac)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_bullseye" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_hit" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_outline" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_criticalhit" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_main_reticule_rocketlockon_active" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_lightsaber" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

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\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (imp1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (a270fa5d)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (0de76acd)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (609abc89)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9e6c03e3)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (609abc89)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9e6c03e3)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (609abc89)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9e6c03e3)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2119)
Weapon "unsc_weap_inf_binoculars" missing fire point "hp_fire"
uf_updateClassIndex(): Added class: cov_inf_elite
uf_updateClassIndex(): Added class: cov_inf_elite_ultra
uf_updateClassIndex(): Added class: cov_inf_elite_zealot
uf_updateClassIndex(): Added class: cov_inf_elite_specops
uf_updateClassIndex(): Added class: unsc_inf_rifleman

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\hlo\hlo.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\hlo\hlo.lvl
Teleport: SetupEnterRegionTeleport(): Region1 userdata: 0542B2D4 0 0
Teleport: SetupEnterRegionTeleport(): Region2 userdata: 0542BB80 0 0

Things are getting very mixed up.....
LRKfm946
Master Sergeant
Master Sergeant
Posts: 163
Joined: Sun Feb 02, 2014 6:13 pm
Projects :: Battlefront II Hunger Games
Games I'm Playing :: SWBF2 BF3
Contact:

Re: Message Severity: 3

Post by LRKfm946 »

Looks like you have a couple sev 3s at the end there. Something's wrong with the fpm lvl
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

Those are usually there when you create custom Fp anims.
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Message Severity: 3

Post by Anakin »

A fine looking log is somehting else:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\PIO\data\_LVL_PC\PIO\core.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
Seams you also have some problem with other game mods ;)

To find the problem you could try to remove your sides and load some working (stock) units instead. Just one (the rifleman for example will do) and than you add you own classes one after the other. Than you can see where the problem is.

these seam to be loaded correctly. If there are some more units you should start with them:
uf_updateClassIndex(): Added class: cov_inf_elite
uf_updateClassIndex(): Added class: cov_inf_elite_ultra
uf_updateClassIndex(): Added class: cov_inf_elite_zealot
uf_updateClassIndex(): Added class: cov_inf_elite_specops
uf_updateClassIndex(): Added class: unsc_inf_rifleman
JimmyAngler
High General
High General
Posts: 837
Joined: Mon Nov 04, 2013 10:37 am
Projects :: Battlefront Halation
Games I'm Playing :: SWBF 1-2-2015
xbox live or psn: none
Location: Area 51

Re: Message Severity: 3

Post by JimmyAngler »

Ok, so I messed around with a million things, and got it to load the map. It shows the spawn screen, I choose a side, and then click spawn. Then it crashes...


Edit: Fixed it. There were a number of problems going on. Thanks guys for helping me through that crazy moment. I still would like to know how to get rid of the FPM error though... Is it possible?
User avatar
Anakin
Master of the Force
Master of the Force
Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Message Severity: 3

Post by Anakin »

Yes you can make the more complicate solution for custom fpm. But the way you did it is just fine. So there is no need to fix it
Post Reply