Trouble getting custom starfighter to work?

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stardestroyer001
Sergeant Major
Sergeant Major
Posts: 239
Joined: Fri Apr 16, 2010 7:02 pm
Projects :: Space Coruscant [before it corrupted]
Games I'm Playing :: World of Warships
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Location: Canada
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Trouble getting custom starfighter to work?

Post by stardestroyer001 »

I don't know what happened this time, all I did was add Jedi and new ships (new ships were removed but didn't solve the problem).
The error log:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2010-07-21 1709
ingame stream movies\crawl.mvs
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
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: 04BE132C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
play movie SC1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment SC10.000000ly

EraSelection.subst = c era_c
num, Selection = 1 table: 04BE132C
play movie SC1 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment SC10.000000ly

this.CurButton = nil
cur_button = nil
this.CurButton = check_mode3
cur_button = nil
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = false
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

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

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (787b2928)!

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

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

Message Severity: 2
.\Source\Combo.cpp(2674)
Combo[5493d4d3]::State[ATTACK3_LAND]::AnimatedMove::Until failed to add Combo::Condition (71 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[ATTACK3_LAND]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (86 needed)

Message Severity: 2
.\Source\Combo.cpp(2674)
Combo[5493d4d3]::State[DASHATTACK]::AnimatedMove::If failed to add Combo::Condition (72 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (87 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (88 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (89 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[JUMPATTACK_LAND]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_RECOVER' [292427ba] (90 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[5493d4d3]::State[JUMPATTACK_RECOVER]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (91 needed)

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1078

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1084

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

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DEFLECT' [e1e901c0] (92 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[IDLE]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (93 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DASHATTACK' [749bb86d] (94 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[IDLE]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_FALL' [e245242b] (95 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (96 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_ROLL' [c88a4776] (97 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_CROUCH' [c33714b3] (98 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_JUMP' [2c310595] (99 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_SPRINT' [d5785bbd] (100 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (101 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT_JUMP]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (102 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT_CROUCH]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (103 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT_ROLL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (104 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DEFLECT_SPRINT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (105 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[ATTACK1]::Transition: failed to add Combo::Transition to state 'ATTACK2' [59b1eddd] (106 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[ATTACK1]::Transition: failed to add Combo::Transition to state 'RECOVER1' [76ae405e] (107 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[RECOVER1]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (108 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[ATTACK2]::Transition: failed to add Combo::Transition to state 'ATTACK3' [58b1ec4a] (109 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[ATTACK2]::Transition: failed to add Combo::Transition to state 'RECOVER2' [75ae3ecb] (110 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[RECOVER2]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (111 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[ATTACK3]::Transition: failed to add Combo::Transition to state 'RECOVER3' [74ae3d38] (112 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[RECOVER3]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (113 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'DASHATTACK2' [f0233d8d] (114 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (115 needed)

Message Severity: 2
.\Source\Combo.cpp(2674)
Combo[104726dc]::State[DASHATTACK2]::AnimatedMove::If failed to add Combo::Condition (73 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[DASHATTACK2]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (116 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (117 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (118 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_END' [b8430a5b] (119 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (120 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (121 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (122 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[104726dc]::State[JUMPATTACK_LAND]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (123 needed)

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1087

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1093

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1096

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

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

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1102

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

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

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1105

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1111

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

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

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1114

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1117

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1123

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1126

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1129

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1132

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1135

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1138

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1141

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1144

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1147

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1150

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1153

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1156

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

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DEFLECT' [e1e901c0] (124 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[IDLE]::Transition: failed to add Combo::Transition to state 'BACK_ATTACK' [2ed1f74f] (125 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[IDLE]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (126 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DASHATTACK' [749bb86d] (127 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[IDLE]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_FALL' [e245242b] (128 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (129 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_ROLL' [c88a4776] (130 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_CROUCH' [c33714b3] (131 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_JUMP' [2c310595] (132 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_SPRINT' [d5785bbd] (133 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (134 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT_JUMP]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (135 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT_CROUCH]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (136 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT_ROLL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (137 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DEFLECT_SPRINT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (138 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[BACK_ATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (139 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[ATTACK1]::Transition: failed to add Combo::Transition to state 'ATTACK2' [59b1eddd] (140 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[ATTACK1]::Transition: failed to add Combo::Transition to state 'RECOVER1' [76ae405e] (141 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[RECOVER1]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (142 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[ATTACK2]::Transition: failed to add Combo::Transition to state 'ATTACK3' [58b1ec4a] (143 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[ATTACK2]::Transition: failed to add Combo::Transition to state 'RECOVER2' [75ae3ecb] (144 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[RECOVER2]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (145 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[ATTACK3]::Transition: failed to add Combo::Transition to state 'RECOVER3' [74ae3d38] (146 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[RECOVER3]::Transition: failed to add Combo::Transition to state 'RECOVER3_WALK' [eb988b10] (147 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[RECOVER3_WALK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (148 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'DASHATTACK2' [f0233d8d] (149 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (150 needed)

Message Severity: 2
.\Source\Combo.cpp(2674)
Combo[126da200]::State[DASHATTACK2]::AnimatedMove::If failed to add Combo::Condition (74 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DASHATTACK2]::Transition: failed to add Combo::Transition to state 'DASHATTACK3' [ef233bfa] (151 needed)

Message Severity: 2
.\Source\Combo.cpp(2674)
Combo[126da200]::State[DASHATTACK3]::AnimatedMove::If failed to add Combo::Condition (75 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[DASHATTACK3]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (152 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (153 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (154 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_END' [b8430a5b] (155 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (156 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (157 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (158 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[126da200]::State[JUMPATTACK_LAND]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (159 needed)

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1159

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1162

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1165

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1171

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1174

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1177

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1183

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1186

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1189

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1195

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1198

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

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DEFLECT' [e1e901c0] (160 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[IDLE]::Transition: failed to add Combo::Transition to state 'BACK_ATTACK' [2ed1f74f] (161 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[IDLE]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (162 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[IDLE]::Transition: failed to add Combo::Transition to state 'DASHATTACK' [749bb86d] (163 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[IDLE]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_FALL' [e245242b] (164 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'ATTACK1' [56b1e924] (165 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_ROLL' [c88a4776] (166 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_CROUCH' [c33714b3] (167 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_JUMP' [2c310595] (168 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'DEFLECT_SPRINT' [d5785bbd] (169 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (170 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT_JUMP]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (171 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT_CROUCH]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (172 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT_ROLL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (173 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[DEFLECT_SPRINT]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (174 needed)

Message Severity: 2
.\Source\Combo.cpp(2635)
Combo[ba944832]::State[BACK_ATTACK]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (175 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'ATTACK1' [56b1e924] (101 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'RECOVER1' [76ae405e] (102 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'ATTACK1_WINDDOWN' [8e30bf67] (103 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'ATTACK2' [59b1eddd] (104 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'ATTACK2_LAND' [97acd127] (105 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'RECOVER2' [75ae3ecb] (106 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'ATTACK3' [58b1ec4a] (107 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'ATTACK3_LAND' [a0cb4a42] (108 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'RECOVER3' [74ae3d38] (109 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'DASHATTACK' [749bb86d] (110 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'DASHATTACK_LAND' [869a5777] (111 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'DASHATTACK_RECOVER' [60e56bb2] (112 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'JUMPATTACK_FALL' [e245242b] (113 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'JUMPATTACK_FALL2' [4bd7d35b] (114 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'JUMPATTACK_END' [b8430a5b] (115 needed)

Message Severity: 2
.\Source\Combo.cpp(3253)
Combo[ba944832]::State: failed to add Combo::State 'JUMPATTACK_LAND' [7d5471df] (116 needed)
[/code]
About the added ships I mentioned earlier: I copied the Jedi Starfighter and made new names for it (remembering to go to the odf and fix things there, as well as the msh file), but this occurred:

Code: Select all

Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_anakinstarfighterobiwan_sc 
in data\_lvl_pc\SIDE\rep.lvl

Message Severity: 3
.\Source\LoadUtil.cpp(1019)
Unable to find level chunk  in SIDE\rep.lvl
Note that there aren't any severity 3 errors, so I'm confused as to what the culprit is.
Also to note: My map crashes after the loading screen, but a glance at the "choose team" menu can be seen before crashing.
Please post back soon.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: unexplained crash?

Post by Xavious »

Looks like you forgot to make a req for rep_fly_anakinstarfighterobiwan_sc and add it to the side's req.
stardestroyer001
Sergeant Major
Sergeant Major
Posts: 239
Joined: Fri Apr 16, 2010 7:02 pm
Projects :: Space Coruscant [before it corrupted]
Games I'm Playing :: World of Warships
xbox live or psn: StarDestroyer75
Location: Canada
Contact:

Re: unexplained crash?

Post by stardestroyer001 »

Actually I did, when creating Obi Wan's starfighter I copied everything from Anakin's and added Obiwan to the end, then updated the req, odf files and the msh. Just to clarify, this Severity 3 error with Obi-Wan's starfighter occurred, I removed the ship, yet the map still crashes and there are no Severity 3 errors, as seen by the log file in the first post.
Removing all traces of Obi-Wan's starfighter didn't fix the crash, so I'm guessing it's another problem. Perhaps something to do with the hero animations...?
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: unexplained crash?

Post by Xavious »

If you think that's the issue, try removing them and see if your map still crashes. But before you do that, try filling up your Combo-related memory pools (assuming you haven't already).

Code: Select all

   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  
And if you're getting that error with the starfighter, you must have forgotten something somewhere or misspelled a reference. Double check everything related to the fighter for mistakes.
stardestroyer001
Sergeant Major
Sergeant Major
Posts: 239
Joined: Fri Apr 16, 2010 7:02 pm
Projects :: Space Coruscant [before it corrupted]
Games I'm Playing :: World of Warships
xbox live or psn: StarDestroyer75
Location: Canada
Contact:

Re: unexplained crash?

Post by stardestroyer001 »

Regarding the combo memory pools: Yes! My map is now up and running, although it stutters at first and occasionally crashes.

About the starfighter: I double-checked everything, there doesn't seem to be an explanation. I'll double-check it.

Thanks a lot for your help :)
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Re: unexplained crash?

Post by Xavious »

stardestroyer001 wrote:About the starfighter: I double-checked everything, there doesn't seem to be an explanation. I'll double-check it.
If you don't find anything, go ahead and post the contents of your lua, side req, and rep_fly_anakinstarfighterobiwan_sc.req.
stardestroyer001
Sergeant Major
Sergeant Major
Posts: 239
Joined: Fri Apr 16, 2010 7:02 pm
Projects :: Space Coruscant [before it corrupted]
Games I'm Playing :: World of Warships
xbox live or psn: StarDestroyer75
Location: Canada
Contact:

Re: unexplained crash?

Post by stardestroyer001 »

Side REQ:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"lvl"
"rep_bldg_forwardcenter"
"rep_fly_anakinstarfighter_sc"
"rep_fly_anakinstarfighterobiwan_sc"
"rep_fly_arc170fighter_dome"
"rep_fly_arc170fighter_sc"
"rep_fly_assault_dome"
"rep_fly_cat_dome"
"rep_fly_gunship"
"kam_fly_ride_gunship"
"rep_fly_gunship_sc"
"rep_fly_gunship_dome"
"rep_fly_jedifighter_dome"
"rep_fly_jedifighter_sc"
"rep_fly_ride_gunship"
"rep_fly_vwing"
"rep_hero_aalya"
"rep_hero_anakin"
"rep_hero_cloakedanakin"
"rep_hero_kiyadimundi"
"rep_hero_macewindu"
"rep_hero_macewindu_obi"
"rep_hero_obiwan"
"rep_hero_yoda"
"rep_hover_fightertank"
"rep_hover_barcspeeder"
"rep_inf_ep2_engineer"
"rep_inf_ep2_jettrooper"
"rep_inf_ep2_jettrooper_training"
"rep_inf_ep2_jettrooper_rifleman"
"rep_inf_ep2_jettrooper_sniper"
"rep_inf_ep2_officer"
"rep_inf_ep2_officer_training"
"rep_inf_ep2_pilot"
"rep_inf_ep2_rifleman"
"rep_inf_ep2_rocketeer"
"rep_inf_ep2_rocketeer_chaingun"
"rep_inf_ep2_sniper"
"rep_inf_ep2_marine"
"rep_inf_ep3_engineer"
"rep_inf_ep3_jettrooper"
"rep_inf_ep3_officer"
"rep_inf_ep3_pilot"
"rep_inf_ep3_rifleman"
"rep_inf_ep3_marine"
"rep_inf_ep3_rocketeer"
"rep_inf_ep3_sniper"
"rep_inf_ep3_sniper_felucia"
"rep_walk_atte"
"rep_walk_atte_nospawn"
"rep_walk_oneman_atst"
"rep_veh_remote_terminal"
"uta1_prop_gunship"
"uta_fly_ride_gunship"
"uta_fly_ride_gunshipmyg"

}
}
[/code]
My ship's REQ:
Hidden/Spoiler:
[code]ucft
{
REQN
{
"class"
"rep_fly_anakinstarfighterobiwan_sc"
}
}
[/code]
lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
-- SPAX - Clone Wars Template Common File
-- Common script that shares all setup information
--

ScriptCB_DoFile("setup_teams")

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

function SetupUnits()
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_pilot",
"rep_inf_ep3_marine",
"rep_fly_anakinstarfighter_sc",
"rep_fly_anakinstarfighterobiwan_sc",
"rep_fly_arc170fighter_sc",
"rep_veh_remote_terminal",
"rep_fly_gunship_sc",
"rep_hero_anakin",
"rep_hero_macewindu",
"rep_hero_obiwan",
"rep_hover_fightertank",
"rep_hover_barcspeeder",
"rep_fly_vwing")

ReadDataFile("SIDE\\cis.lvl",
"cis_inf_pilot",
"cis_inf_marine",
"cis_inf_rifleman",
"cis_fly_droidfighter_sc",
"cis_fly_droidgunship",
"cis_fly_greviousfighter",
"cis_hero_grievous",
"cis_hero_countdooku",
"cis_fly_tridroidfighter")

ReadDataFile("SIDE\\jed.lvl",
"jed_knight_04",
"jed_master_01")

ReadDataFile("SIDE\\imp.lvl",
"imp_fly_tiefighter_sc",
"imp_fly_ai_trooptrans")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_spa_cis_beam",
"tur_bldg_spa_cis_chaingun",
"tur_bldg_spa_rep_beam",
"tur_bldg_spa_rep_chaingun",
"tur_bldg_chaingun_roof"
)
end

myTeamConfig = {
rep = {
team = REP,
units = 60,
reinforcements = -1,
pilot = { "rep_inf_ep3_pilot",15},
soldier = { "rep_inf_ep3_marine",15},
engineer = { "jed_master_01",1},
sniper = { "jed_knight_04",1},
officer = { "rep_hero_anakin",1},
special = { "rep_hero_obiwan",1},
},
cis = {
team = CIS,
units = 60,
reinforcements = -1,
pilot = { "cis_inf_pilot",15},
soldier = { "cis_inf_rifleman",15},
officer = { "cis_hero_grievous",2},
special = { "cis_hero_countdooku",2},
marine = { "cis_inf_marine",15},
}
}


ScriptCB_DoFile("LinkedTurrets")
function SetupTurrets()
--CIS turrets
turretLinkageCIS = LinkedTurrets:New{ team = CIS, mainframe = "cis-defense",
turrets = {"cis_turr_1", "cis_turr_2", "cis_turr_3", "cis_turr_4", "cis_turr_5", "cis_turr_6"} }
turretLinkageCIS:Init()

function turretLinkageCIS:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", REP)
ShowMessageText("level.spa.hangar.mainframe.def.down", CIS)

BroadcastVoiceOver( "ROSMP_obj_20", REP )
BroadcastVoiceOver( "COSMP_obj_21", CIS )
end
function turretLinkageCIS:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", REP)
ShowMessageText("level.spa.hangar.mainframe.def.up", CIS)

BroadcastVoiceOver( "ROSMP_obj_22", REP )
BroadcastVoiceOver( "COSMP_obj_23", CIS )
end

--REP turrets
turretLinkageREP = LinkedTurrets:New{ team = REP, mainframe = "rep-defense",
turrets = {"rep_turr_1", "rep_turr_2", "rep_turr_3", "rep_turr_4", "rep_turr_5", "rep_turr_6"} }
turretLinkageREP:Init()

function turretLinkageREP:OnDisableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.down", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.down", REP)

BroadcastVoiceOver( "ROSMP_obj_21", REP )
BroadcastVoiceOver( "COSMP_obj_20", CIS )
end
function turretLinkageREP:OnEnableMainframe()
ShowMessageText("level.spa.hangar.mainframe.atk.up", CIS)
ShowMessageText("level.spa.hangar.mainframe.def.up", REP)

BroadcastVoiceOver( "ROSMP_obj_23", REP )
BroadcastVoiceOver( "COSMP_obj_22", CIS )
end
end

function ScriptPreInit()
SetWorldExtents(10000)
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()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")

SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(1000)

ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);

SetupUnits()
SetupTeams(myTeamConfig)

-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 1500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 1784)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1500)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)

SetSpawnDelay(10.0, 0.25)

-- do any pool allocations, custom loading here
if myScriptInit then
myScriptInit()
myScriptInit = nil
end

ReadDataFile("dc:SC1\\spa_sky.lvl", "cor")

ReadDataFile("dc:SC1\\SC1.lvl", myGameMode)

SetDenseEnvironment("false")

SetParticleLODBias(15000)

-- Sound Stats
local voiceSlow = OpenAudioStream("sound\\global.lvl", "spa1_objective_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "rep_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

local 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\\spa.lvl", "spa")
OpenAudioStream("sound\\spa.lvl", "spa")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
-- OpenAudioStream("sound\\tat.lvl", "tat1_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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(REP, "Repleaving")
SetOutOfBoundsVoiceOver(CIS, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_spa_amb_start", 0,1)
SetAmbientMusic(REP, 0.99, "rep_spa_amb_middle", 1,1)
SetAmbientMusic(REP, 0.1,"rep_spa_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_spa_amb_start", 0,1)
SetAmbientMusic(CIS, 0.99, "cis_spa_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.1,"cis_spa_amb_end", 2,1)

SetVictoryMusic(REP, "rep_spa_amb_victory")
SetDefeatMusic (REP, "rep_spa_amb_defeat")
SetVictoryMusic(CIS, "cis_spa_amb_victory")
SetDefeatMusic (CIS, "cis_spa_amb_defeat")

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

-- Camera Stats Battle over Felucia
-- ARC170Carrier Hangar Exterior Shot
AddCameraShot(0.962752, 0.242761, -0.115453, 0.029112, 1190.458984, 130.080994, -1005.170349);
-- Invisible Hand w/Autoturret looking at battle
AddCameraShot(0.999775, 0.007066, -0.019991, 0.000141, -301.363434, 124.240158, 2267.915527);
-- ERASE AND PLACE NEW ONE
AddCameraShot(-0.335210, 0.057062, -0.927078, -0.157814, 1372.964233, 1940.014038, -2266.423828);
-- Overall from left side of map
AddCameraShot(0.911880, -0.246677, -0.316680, -0.085667, -2183.282471, 1940.014038, 2760.666748);


AddDeathRegion("deathregion4")
AddLandingRegion("rep-CP1Con")
AddLandingRegion("rep-CP2Con")
AddLandingRegion("rep-CP3Con")
AddLandingRegion("cis-CP1Con")
AddLandingRegion("cis-CP2Con")
AddLandingRegion("cis-CP3Con")

end




[/code]By the way, are my memory size pools too big? My map occasionally crashes halfway in battle, though I'm not sure it it's a problem related with Jedis. It may simply be too much in there.
Xavious
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Re: unexplained crash?

Post by Xavious »

Ha ha, I found it.

Code: Select all

ReadDataFile("SIDE\\rep.lvl", 
You're trying to load rep_fly_anakinstarfighterobiwan_sc from the game's rep.lvl. The above line should read as follows:

Code: Select all

ReadDataFile("dc:SIDE\\rep.lvl", 
That way, your custom rep.lvl gets loaded instead of the game's.
stardestroyer001
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Re: unexplained crash?

Post by stardestroyer001 »

I placed my starfighter in assets/sides/rep.
If I change SIDE\\rep.lvl to dc:SIDE\\rep.lvl, will it load a rep.lvl from the data_###/sides/ folder?
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Re: unexplained crash?

Post by Xavious »

The game doesn't ever read anything from your assets folder. You need to put your rep side (the folder) and the common sides folder from the assets into data_###/sides. After you munge the side, the game will read it from the rep.lvl that will be created in your map's addon folder.
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Re: unexplained crash?

Post by stardestroyer001 »

I did that, everything was fine except for, again, the starfighter. While munging, an error message occurred, saying, "pc_ModelMunge has stopped working", which caused the munger to show an error message (two errors, actually). I tried giving all users full permission, but it didn't work either. Any suggestions?

EDIT: Did more research, it seems chunks crash the "pc_ModelMunge" program, which cause the errors. Fixing the lvl.reqs in data_###/_BUILD/Sides/rep/MUNGED/PC don't fix the problem.
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Re: Unexplained crash?

Post by DarthD.U.C.K. »

so WHAT chunks does it use? ones that came with the assets?
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Re: Unexplained crash?

Post by stardestroyer001 »

Yes, the Anakin Starfighter (eta-2 actis) assets. I went in with the msh editor and changed all references about tgas to my tgas. I did this with all four chunks.
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Re: Unexplained crash?

Post by DarthD.U.C.K. »

then maybe you did something wrong which made visualmung crash?!
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Re: Unexplained crash?

Post by stardestroyer001 »

I don't think so . . .
I munge without the chunks, it's a success, then I add the chunks in, it gives me crashes. The only reason for the crash is always the chunks according to the munge log.
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Re: Unexplained crash?

Post by DarthD.U.C.K. »

my post above was kind of ironic, when the munge crashes because of the chunks and you edited them you HAVE DEFINITELY done something wrong while you edited them
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Re: Unexplained crash?

Post by stardestroyer001 »

Um, thanks. lol :)

This happens for each chunk I munge. While it is indeed possible I could have screwed up all four chunks, even replacing one with the original then modding it carefully, I doubt it. All I did was change the tga reference from anistarfighter.tga to anistarfighterobiwan.tga (the name of the modded tga, everything I modded I added obiwan to the end of it). I will try simply copying the stock chunks and only renaming the file, not editing the contents. (this should cause an explosion with the yellow texture, but it would be better than crashing) I'll get back on this.

By the way, if I get this working, is it possible to change the in-game name (you aim your crosshair at it and it says, "Jedi Starfighter") to something of your choosing, ex. Obi-Wan's Jedi Starfighter?

EDIT: Crash again! :x
Here's the Severity: 3 message:
Hidden/Spoiler:
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_fly_anakinstarfighterobiwan" missing geometry "rep_fly_anakinstarfighterobiwan"
I really don't know what this means, as my geometry name is linked up with my modded msh.
Frankly this is getting frustrating, if you don't have a solution is there a tutorial I can read?
Last edited by stardestroyer001 on Tue Jul 27, 2010 6:01 pm, edited 1 time in total.
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Re: Unexplained crash?

Post by DarthD.U.C.K. »

stardestroyer001 wrote: This happens for each chunk I munge. While it is indeed possible I could have screwed up all four chunks, even replacing one with the original then modding it carefully, I doubt it. All I did was change the tga reference from anistarfighter.tga to anistarfighterobiwan.tga (the name of the modded tga, everything I modded I added obiwan to the end of it).
xD
so you think modelmunge suddenly decided to dislike your chunks for no reason?
ah, well i suppose youll learn when errors really happen for no reason son enough :P

the problem is that you made the name longer which will override the values behind the texturename and also results in the actual size of the chunk within the msh you edited being larger than the size written in the msh
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Re: Unexplained crash?

Post by stardestroyer001 »

Well, the values are now the same, except the ones in rep_fly_anakinstarfighterobiwan.msh.
By the way, where and how do I define the values?

Again, I'll post my latest error message:
Hidden/Spoiler:
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_fly_anakinstarfighterobiwan" missing geometry "rep_fly_anakinstarfighterobiwan"
So what is the problem(s)?
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Re: Unexplained crash?

Post by DarthD.U.C.K. »

stardestroyer001 wrote:Well, the values are now the same, except the ones in rep_fly_anakinstarfighterobiwan.msh.
By the way, where and how do I define the values?

Again, I'll post my latest error message:
Hidden/Spoiler:
Message Severity: 3
.\Source\EntityGeometry.cpp(619)
Entity "rep_fly_anakinstarfighterobiwan" missing geometry "rep_fly_anakinstarfighterobiwan"
So what is the problem(s)?
if you mean the tganame with values you already wrote what the problem is in your post

do you really dont want to believe me?
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