Unexpected Crash

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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

Unexpected Crash

Post by JimmyAngler »

A crash happens randomly during this map. Here is the log. Anyone figure out why?
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2014-07-21 1927
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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
Cannot find ..\..\addon\BDT\data\_LVL_PC\SIDE\lead.lvl. Skipping ETR's extra Dark Times missions

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
HLO_ConfigCheck: Shell Style is HALOFRONT

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::ColorTrans" is full; raise count to at least 18

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 20

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 22

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" 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 24

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

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 15

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 26

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

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 28
addme.LUN: Mass Effect: Unification (R4) is installed! Adding missions...
ME5_ConfigCheck: Checking configuration parameters...
ME5_ConfigCheck: Shell Style is MASS EFFECT 3
ME5_ConfigCheck: Mass Effect: Unification is ENABLED
ME5_ConfigCheck: Checking configuration parameters... Done!
addme.PIO: Mass Effect: Unification (R4) is installed! Adding missions...

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
MAP: Rhen Var: Canyon (POK): Searching for The Dark Times II: The Rising Son (BDT)
MAP: Rhen Var: Canyon (POK): Found DTII. Adding DT mission to POK

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\BDT\data\_LVL_PC\dtshell.lvl
addme.VEN: Mass Effect: Unification (R4) is installed! Adding missions...
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 = check_mode1
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 057F6038
The key, value is: change table: 057FBBD8
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: scb<A>_<B>
The key, value is: red 0
custom_printTable(): Returning
custom_printTable(): table: 053F072C
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: scbh_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 (9d26c2f2)!

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\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (b3503fc5)!

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

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

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\GameModel.cpp(221)
Model "item_powerup_health100" already loaded in ather level file

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "item_powerup_health25" 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 (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cov_weap_sword_blade' [0c4c550e] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cov_weap_sword_blade' [0c4c550e] uses 1.33 MB

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 (8ccd1c6c)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (72c6bf20)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (40855038)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc3472d1)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (8ccd1c6c)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (72c6bf20)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (40855038)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc3472d1)!

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\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'banshee_diffuse' [9b3b298e] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'banshee_diffuse' [9b3b298e] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (8ccd1c6c)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (72c6bf20)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (40855038)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (cc3472d1)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d940cbec)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c54d7397)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9e59f92b)!

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(578)
Ordnance "unsc_weap_inf_sniperrifle_high_" missing trail effect "contrail"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments
uf_updateClassIndex(): Added class: cov_inf_elite
uf_updateClassIndex(): Added class: cov_inf_elite_ultra
uf_updateClassIndex(): Added class: cov_inf_elite_specops
uf_updateClassIndex(): Added class: cov_inf_elite_zealot
uf_updateClassIndex(): Added class: unsc_inf_rifleman
uf_updateClassIndex(): Added class: unsc_inf_sniper_high

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation zealot_sabre_none(_upper)


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
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cov_weap_inf_disruptor_grenade' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.43);
TimeStart(0.16);
TimeEnd(0.66);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Thrust(">=", 0.25);
ThrustAngle(135.00, -135.00);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.43);
TimeStart(0.16);
TimeEnd(0.66);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.53);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.43);
TimeStart(0.16);
TimeEnd(0.66);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.53);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.43);
TimeStart(0.16);
TimeEnd(0.66);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.43);
TimeStart(0.16);
TimeEnd(0.66);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.43);
TimeStart(0.16);
TimeEnd(0.66);
Button("FIRE", "PRESS");
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break(0.43);
TimeStart(0.16);
TimeEnd(0.66);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.53);
TimeStart(0.20);
TimeEnd(0.53);
Button("FIRE", "PRESS");
Posture("STAND");
[/code]
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
Joined: Tue Aug 17, 2010 5:56 pm

Re: Unexpected Crash

Post by Noobasaurus »

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDElement.cpp(367)
HUD Element Scale requires 3 arguments
Looks like you messed up your HUD stuff.
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: Unexpected Crash

Post by JimmyAngler »

I never could figure that out....
I think that is normal though with Anakin's hud tut.
Noobasaurus
Droid Pilot Assassin
Droid Pilot Assassin
Posts: 2006
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Re: Unexpected Crash

Post by Noobasaurus »

It's not normal. You must've forgotten a value somewhere in one of the HUD files. Can you post the "Scale" part of the HUD file you edited please?
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Re: Unexpected Crash

Post by MileHighGuy »

It could be the other sev 3 errors
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation zealot_sabre_none(_upper)


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
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation zealot_sabre_none(_upper)

this one will crash for sure
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Re: Unexpected Crash

Post by Noobasaurus »

That error might actually not crash the game. Sometimes animations don't crash until used, or they might be unused. The level file errors are caused by the first person HUD problems.
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Re: Unexpected Crash

Post by JimmyAngler »

Well, it appears that I need to fix those. The animation will be removed later as it is temporary, but what about the hud error?
Here is all of the hud files I have.

1playerhud
Hidden/Spoiler:
[code]FileInfo("HaloHUD")
{
Viewports(1)
}

Group("player1reticule")
{
EventPosition("player1.weapon1.reticule.position")
Position(0.500000, 0.315481, 0.000000, "Viewport")
Alpha(0.650000)
EventEnable("player1.weapon1.reticule.position")
EventDisable("player1.weapon1.reticule.disable")

Model3D("player1reticule_shape")
{
Mesh("reticule")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.520000)
ColorChangeRate(0.001000)
EventEnable("initialize")
EventColor("player1.weapon1.target.teamColor")
}
Model3D("player1reticule_outline")
{
Mesh("reticule")
Scale(0.260000, 0.260000, 0.260000)
Alpha(0.500000)
Color(0, 0, 0)
EventEnable("initialize")
}

}


[/code]
extraweapons.hud
Hidden/Spoiler:
[code]Code:

ViewPort("Transforms")
{
EventNameFilter("player%")

// First Weapons Section

TransformNameMesh("player1weapon1")
// add msh names of first weapons here and remove unused lines
{
NameMesh("HUD_assaultrifle", "com_inv_mesh")
NameMesh("unsc_weap_inf_binoculars", "com_inv_mesh")
NameMesh("HUD_magnum", "com_inv_mesh")
NameMesh("HUD_sniper", "com_inv_mesh")
NameMesh("HUD_battlerifle", "com_inv_mesh")
NameMesh("HUD_railgun", "com_inv_mesh")
NameMesh("HUD_shotgun", "com_inv_mesh")
NameMesh("HUD_saw", "com_inv_mesh")
NameMesh("HUD_needler", "com_inv_mesh")
NameMesh("HUD_energysword", "com_inv_mesh")
NameMesh("HUD_plasmapistol", "com_inv_mesh")
NameMesh("HUD_carbine", "com_inv_mesh")


EventInput("player1.weapon1.change")
EventOutput("player1.weapon1.mesh")
}
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon1mesh")
{
EventMesh("player1.weapon1.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon1.mesh")
EventDisable("player1.weapon1.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

//change position, rotation and scale of first weapon here, remove unused lines


MeshInfo("HUD_assaultrifle")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}


MeshInfo("HUD_battlerifle")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}


MeshInfo("HUD_railgun")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}


MeshInfo("HUD_shotgun")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}

MeshInfo("HUD_sniper")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}

MeshInfo("HUD_saw")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}

MeshInfo("unsc_weap_inf_binoculars")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Rotation(0.804269, 90.747269, 359.999695)
Rotation(0.000000, 0.000000, 0.000000)
}

MeshInfo("HUD_magnum")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}

MeshInfo("HUD_needler")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}
MeshInfo("HUD_energysword")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.500000, 2.500000, 2.500000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}

MeshInfo("HUD_plasmapistol")
{
Position(-0.258881, 0.364262, 0.013887, "Viewport")
Scale(0.800000, 0.800000, 0.800000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}

MeshInfo("HUD_carbine")
{
Position(-0.232677, 0.361293, 0.014590, "Viewport")
Scale(2.000000, 2.000000, 2.000000, "Viewport")
Rotation(0.000000, 0.000000, 0.000000)
}
}
}
}

// Second Weapons Section

TransformNameMesh("player1weapon2")
// add names of second weapons here
{
NameMesh("HUD_fraggrenade", "com_inv_mesh")
NameMesh("HUD_plasmagrenade", "com_inv_mesh")


EventInput("player1.weapon2.change")
EventOutput("player1.weapon2.mesh")
}

Group("extraWeaponDisplay")
{
PropagateAlpha(1)
Viewport(1)
Position(0.0000000, 1.000000, 0.000000, "Viewport")
ZOrder(255)
EventEnable("player1.weaponsEnable")
EventDisable("player1.weaponsDisable")

Group("extraWeaponIcon")
{
Viewport(1)
Position(0.346161, -0.450412, 0.000000, "Viewport")
EventEnable("initialize")

Model3D("player1.weapon2mesh")
{
EventMesh("player1.weapon2.change")
Viewport(1)
ZOrder(5)
EventEnable("player1.weapon2.mesh")
EventDisable("player1.weapon2.disable")
Position(500.000000, 500.000000, 500.000000, "Viewport")
Rotation(0.804269, 359.994110, 359.999695)
Scale(0.000000, 0.000000, 0.000000)

// adjust position, rotation and scale of second weapon here

MeshInfo("HUD_plasmagrenade")
{
Position(-0.281954, 0.280963, 0.006280, "Viewport")
Scale(1.000000, 1.000000, 1.000000)
Rotation(0.000000, 0.000000, 0.000000)

}

MeshInfo("HUD_fraggrenade")
{
Position(-0.281954, 0.280963, 0.006280, "Viewport")
Scale(1.000000, 1.000000, 1.000000)
Rotation(0.000000, 0.000000, 0.000000)

}

}
}
}
[/code]
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Re: Unexpected Crash

Post by Teancum »

JimmyAngler wrote:A crash happens randomly during this map. Here is the log. Anyone figure out why?
Do you have any custom weapons? In my experience random crashes after the map has loaded are almost always due to a secondary weapon or grenade that has a problem. The AI doesn't use it right away, so it doesn't crash immediately. To be certain load the stock sides and check the map. If that's not the problem load in your custom characters one by one, testing each time. That sounds tedious and slow, but trust me you'll get to the real problem much faster.
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Re: Unexpected Crash

Post by JimmyAngler »

Is there a difference in when I use the weapon than when the AI do? It might be easier for me to just run through each weapon..

So I loaded the stock sides and it didn't crash. I'm going to play at least five rounds of it again just o make sure, (it is a lot of fun even with the stock.:)
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Re: Unexpected Crash

Post by Marth8880 »

JimmyAngler wrote:Is there a difference in when I use the weapon than when the AI do? It might be easier for me to just run through each weapon..
No. When a crash occurs randomly in the middle of a match, the likely cause is either A) some scripted event or B), like Tean said, a broken weapon. The best way to test if the cause is a broken weapon is to start a match with the AI count set to 0. Then, if no crash occurs, you should test each weapon.

Also:

Code: Select all

	MeshInfo("HUD_assaultrifle")
                {
                    Position(-0.232677, 0.361293, 0.014590, "Viewport")
	Scale(2.000000,  2.000000,  2.000000, "Viewport")
                Rotation(0.000000, 0.000000, 0.000000)
                }
There should only be three Scale values: X, Y, and Z. Get rid of "Viewport". (The Position parameter *does* need "Viewport" though.)
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Re: Unexpected Crash

Post by JimmyAngler »

Thanks Marth! That fixed the HUD error. I'm still slowly adding each unit back and tweaking things so we'll se if the crash is still there soon.

Edit:

Hmm, I added the zealot and the rifleman and got two errors quite new to me.
Hidden/Spoiler:
[code]Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation zealot_sabre_none(_upper)


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\hlo\hlo.lvl
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
ifs_sideselect_fnEnter(): Map does not support custom era teams

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_inf_autoturret' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [ddf82d1c] has no hardpoint '' [845f8034]
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Thrust(">=", 0.25);
ThrustAngle(135.00, -135.00);

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [ddf82d1c] has no hardpoint '' [845f8034]
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(2523)
Timer "dittyTimer" not found[/code]
What are those?
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Re: Unexpected Crash

Post by Marth8880 »

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation zealot_sabre_none(_upper)
Missing animations. :d

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\hlo\hlo.lvl
Can't open a level file. :d

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_inf_autoturret' is not localized for stats page
"cis_weap_inf_autoturret" isn't localized. Localize that stuff, yo. 1:0

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [ddf82d1c] has no hardpoint '' [845f8034]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(427)
Attach: model '' [ddf82d1c] has no hardpoint '' [845f8034]
Some prop has AttachEffect and AttachToHardPoint in its ODF and the hard point referenced doesn't exist. Either remove the aforementioned parameters from whatever ODF they're from or add the proper hard point to the associated mesh.

Code: Select all

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(2523)
Timer "dittyTimer" not found
"dittyTimer" is from Objective.lua:

Code: Select all

	--play a little ditty
	if not self.multiplayerRules then
		BroadcastVoiceOver("common_objComplete", self.winningTeam)
	end

    	--delay the actual objective end by a smidge to allow time for the ditty to finish playing
	--(since the designers tend to call other voiceovers from OnComplete)
	self.dittyTimer = FindTimer("dittyTimer")
	if not self.dittyTimer then
		self.dittyTimer = CreateTimer("dittyTimer")
	end
	SetTimerValue(self.dittyTimer, 1.0)
	StartTimer(self.dittyTimer)
	self.dittyTimerResponse = OnTimerElapse(
		function(timer)
			--update the objective's state in the c++ code
			if self.text then
				CompleteObjective(self.text)
			else
				if self.textATT then
					CompleteObjective(self.textATT)
				end
				
				if self.textDEF then
					CompleteObjective(self.textDEF)
				end
			end
			
			if self.container then
				self.container:NotifyObjectiveComplete(self)
			else				
				MissionVictory(winningTeam)
			end
			
			self:OnComplete(winningTeam)
			
			StopTimer(self.dittyTimer)

			print("release self.dittyTimerResponse")
			ReleaseTimerElapse(self.dittyTimerResponse)
			self.dittyTimerResponse = nil
		end,
		self.dittyTimer
	)
It delays the end of an objective to allow the little ditty (sound) to finish playing. It's used primarily for campaign missions. The error shouldn't be an issue since I doubt you're calling Objective:Complete() (the containing function) anywhere.
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Re: Unexpected Crash

Post by JimmyAngler »

I have three objects with "building" as the Class Label. none of those odf's have anything about an effect. Do you think I might have too many of those hoth_prop_dust thingys loaded? I have 99 of them on the map. :l
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Re: Unexpected Crash

Post by Marth8880 »

JimmyAngler wrote:I have three objects with "building" as the Class Label. none of those odf's have anything about an effect.
Are you using any stock props in this map?
JimmyAngler wrote:Do you think I might have too many of those hoth_prop_dust thingys loaded? I have 99 of them on the map. :l
Nope. Completely unrelated to the error.
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Re: Unexpected Crash

Post by JimmyAngler »

Marth8880 wrote: JimmyAngler wrote:I have three objects with "building" as the Class Label. none of those odf's have anything about an effect.

Are you using any stock props in this map?
Nope
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Re: Unexpected Crash

Post by Marth8880 »

Odd. Best not worry about them then - they're pretty harmless anyways. :p
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Re: Unexpected Crash

Post by Teancum »

JimmyAngler wrote:Is there a difference in when I use the weapon than when the AI do? It might be easier for me to just run through each weapon.
Sometimes. There was a really annoying bug early on in the Conversion Pack's life that would cause a map to crash when we started using the new Commander class we had created. I traced it back to a weapon. Like Marth said, with no AI I could use the weapon all I wanted. When there were AI the game would crash randomly, presumably when the AI would try to fire it. I never did find the exact cause as we just canned that weapon, but I always assumed it was an ODF parameter somewhere that was not set up for the AI to interpret (unfinished code/bug in the code).
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