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Mysterious Crash

Posted: Mon Jul 09, 2012 2:08 am
by Dreadnot9
I'm having a problem with two units from a custom side on my map. Whenever I call for the units in my lua the map crashes right before it reaches the team selection screen. I'm fairly certain the problem is with the unit's models, as they work when their models are changed. I've tried cleaning (both manual and through modtools visualmunge) and munging to no avail. I've checked the side's msh folder and the appropriate msh and tga files are there. There are also no severity 3 or greater errors in my error log relating to either unit (I have a few from a custom first person, but those don't crash the game).
Any ideas what might be causing this?

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 8:15 am
by Marth8880
First and foremost, welcome to GT. :o

Could you please post your LUA? Also, do your unit .msh files have .option files associated with them? If so, what are their contents?

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 8:32 am
by FragMe!
Also how "custom" are these units? Are they just odf changes or are they new models?

Are they using new special weapons and are all the odfs for those there? This includes the ord and fx files.

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 9:16 am
by Anakin
Welcome on GT.

So i had a problem a while ago without error log too.

But i had an munge error. was there somthing to you?

And it would be usefull if you can show us your lua/units odf?
You sayed they both crash the game. Have you tryed to load only one of the units?
The other thing is, Try to load the units, but do not use them in the game. So call them in the

ReadDataFile("dc:Side\\UNIT.lvl",
What ever)

but use stock BF Units in the
SetUpTeams.

than try to remove the weapons with stock weapons.

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 11:17 am
by Dreadnot9
My lua (problem units in red, all others work):
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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


function ScriptPostLoad()


--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}



--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

EnableSPHeroRules()

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()

ReadDataFile("ingame.lvl")


SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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

ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\modrep.lvl",
"rep_inf_gunner",
"rep_inf_engineer",
"rep_inf_jettrooper",
"rep_inf_assault",
"rep_inf_rifleman",
"rep_inf_sniper",
"rep_inf_support",
"rep_inf_captain",
"rep_inf_arf",
"rep_inf_barc",
"rep_inf_shadow",
"rep_inf_rocketeer",
"rep_inf_commander")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_sniper",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_bdroid",
"cis_inf_sbd",
"cis_inf_bx",
"cis_inf_magnaguard",
"cis_inf_OOM-9",
"cis_inf_ig",
"cis_inf_merc",
"cis_inf_merc2",
"cis_inf_sbd_air",
"cis_inf_airdroid",
"cis_inf_droideka",
"geo_inf_geonosian")


ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
ReadDataFile("dc:SIDE\\VEH.lvl",
"rep_walk_atte",
"rep_walk_atrt",
"cis_hover_aat",
"cis_walk_dwarfspider")

SetupTeams{
rep = {
team = REP,
units = 24,
reinforcements = 150,
soldier = { "rep_inf_rifleman",9, 25},
assault = { "rep_inf_rocketeer",2, 6},
engineer = { "rep_inf_engineer",2, 6},
sniper = { "rep_inf_sniper",2, 6},
officer = {"rep_inf_assault",2, 6},
special = { "rep_inf_jettrooper",1, 4},
extra1 = { "rep_inf_support",1, 2},
extra2 = { "rep_inf_commander",0, 1},

},
cis = {
team = CIS,
units = 24,
reinforcements = 150,
soldier = { "cis_inf_bdroid",9, 25},
assault = { "cis_inf_rocketeer",2, 6},
engineer = { "cis_inf_merc2",2, 6},
sniper = { "cis_inf_sniper",2, 6},
officer = {"cis_inf_sbd",2, 6},
special = { "cis_inf_droideka",1, 4},
extra1 = { "cis_inf_bx",1, 2},
extra2 = { "cis_inf_OOM-9",0, 1},
}
}

--SetHeroClass(CIS, "cis_hero_darthmaul")
--SetHeroClass(REP, "rep_hero_anakin")


-- Level Stats
ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 2) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 1) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("SoldierAnimation", 500)
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:DAN\\DAN.lvl", "DAN_conquest")
ReadDataFile("dc:DAN\\DAN.lvl", "DAN_conquest")
SetDenseEnvironment("false")




-- Sound

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

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

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\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1")
OpenAudioStream("sound\\yav.lvl", "yav1_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)

SetOutOfBoundsVoiceOver(2, "cisleaving")
SetOutOfBoundsVoiceOver(1, "repleaving")

SetAmbientMusic(REP, 1.0, "rep_yav_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_yav_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_yav_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_yav_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_yav_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_yav_amb_end", 2,1)

SetVictoryMusic(REP, "rep_yav_amb_victory")
SetDefeatMusic (REP, "rep_yav_amb_defeat")
SetVictoryMusic(CIS, "cis_yav_amb_victory")
SetDefeatMusic (CIS, "cis_yav_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("BirdScatter", "birdsFlySeq1")
--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")


--OpeningSateliteShot
AddCameraShot(0.957273, 0.080323, 0.276834, -0.023229, -125.778419, 2.094624, 50.666920);

AddCameraShot(-0.481173, 0.024248, -0.875181, -0.044103, 14.767292, -30.602322, -144.506851);
AddCameraShot(0.999914, -0.012495, -0.004416, -0.000055, 1.143253, -33.602314, -76.884430);
AddCameraShot(0.839161, 0.012048, -0.543698, 0.007806, 19.152437, -49.802273, 24.337317);
AddCameraShot(0.467324, 0.006709, -0.883972, 0.012691, 11.825212, -49.802273, -7.000720);
AddCameraShot(0.861797, 0.001786, -0.507253, 0.001051, -11.986043, -59.702248, 23.263165);
AddCameraShot(0.628546, -0.042609, -0.774831, -0.052525, 20.429928, -48.302277, 9.771714);
AddCameraShot(0.765213, -0.051873, 0.640215, 0.043400, 57.692474, -48.302277, 16.540724);
AddCameraShot(0.264032, -0.015285, -0.962782, -0.055734, -16.681797, -42.902290, 129.553268);
AddCameraShot(-0.382320, 0.022132, -0.922222, -0.053386, 20.670977, -42.902290, 135.513001);
end
@FragMe!: They are new models, with weapon changes as well. However so are several of the other units I'm loading in my lua, and they haven't experienced any problems (though the sniper is using a weapon only he uses, I'll look into that). I don't believe I'm using any fx files that are not stock.
The models do not have a msh.option files associated with them.
Regarding munge errors, I didn't get anything out of the ordinary just a few "(WILL BE SLOW!)" warnings, but I've never experienced a crash due to those. The really strange thing I've noticed is the models have worked before, but I've recently cleaned, and that's when the crash began to occur.
@Anakin: I've tried loading the units in the "ReadDataFile" section with out calling for them in SetupTeams. Map works fine. And I've tried only loading one unit, this still causes the crash.
Also, thanks for the warm welcome everyone (and quick replies).

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 2:49 pm
by Marth8880

Code: Select all

SetupTeams{
rep = {
team = REP,
units = 24,
reinforcements = 150,
soldier = { "rep_inf_rifleman",9, 25},
assault = { "rep_inf_rocketeer",2, 6},
engineer = { "rep_inf_engineer",2, 6},
sniper = { "rep_inf_sniper",2, 6},
officer = {"rep_inf_assault",2, 6},
special = { "rep_inf_jettrooper",1, 4},
extra1 = { "rep_inf_support",1, 2},
extra2 = { "rep_inf_commander",0, 1},

},
cis = {
team = CIS,
units = 24,
reinforcements = 150,
soldier = { "cis_inf_bdroid",9, 25},
assault = { "cis_inf_rocketeer",2, 6},
engineer = { "cis_inf_merc2",2, 6},
sniper = { "cis_inf_sniper",2, 6},
officer = {"cis_inf_sbd",2, 6},
special = { "cis_inf_droideka",1, 4},
extra1 = { "cis_inf_bx",1, 2},
extra2 = { "cis_inf_OOM-9",0, 1},
}
}
Have you made the necessary changes in setup_teams.lua to accomodate extra1 and extra2? When doing something like that, you need to add the class to the setup_teams script like so:

Code: Select all

-- list of types
    local typeList = { "soldier", "pilot", "assault", "sniper", "marine", "engineer", "officer", "special", "extra1", "extra2" }

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 2:57 pm
by Anakin
i think so because the cis did not crash and the extra1 from the rep did not eighter.

what about the units and weapon odfs?

can you pack all nesseary files in a zip and upload? than i would test them in my mod and mybe i find the error

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 3:17 pm
by Marth8880
Anakin wrote:i think so because the cis did not crash and the extra1 from the rep did not eighter.
Doesn't matter; the class types have to exist anyways.

Re: Mysterious Crash

Posted: Mon Jul 09, 2012 6:19 pm
by Dreadnot9
Marth8880 wrote: Have you made the necessary changes in setup_teams.lua to accomodate extra1 and extra2? When doing something like that, you need to add the class to the setup_teams script like so:
Yes I've done that.
Anakin wrote: can you pack all nesseary files in a zip and upload? than i would test them in my mod and mybe i find the error
Sure thing, that has the units odfs, their base odfs, weapon odf, msh and tga files (I also included their req files as well as the side req).
http://www.mediafire.com/?d2uoqya3xq7cwvs

Re: Mysterious Crash

Posted: Tue Jul 10, 2012 4:39 am
by AceMastermind
You should've just uploaded the entire side, there are so many files missing it's impossible to tell if you had something missing or set up wrong. I can tell you the unit models work fine even though the geometry addons, custom animation, weapon geometry, cloth ODFs and some textures and option files weren't included. I encountered crashing once I started to uncomment weaponsection 1 in the rep_inf_default_commander.odf. The sniper's weapons worked fine aside from no geometry due to missing msh files.

Post your BFront2.log so we can take a look at it, you may have overlooked something.

Re: Mysterious Crash

Posted: Tue Jul 10, 2012 7:44 am
by Anakin
So i tryed it now too. i found this part:

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "rep_inf_sniper" (check the side's .req file)

The unit isn't show in the list too, but nothing is crashing. So You said there is no Severity Message: 3 or higher. Search for "sniper" and "commander" in your error log, maybe there is something

Re: Mysterious Crash

Posted: Tue Jul 10, 2012 1:17 pm
by Dreadnot9
AceMastermind wrote:You should've just uploaded the entire side, there are so many files missing it's impossible to tell if you had something missing or set up wrong.
Entirely correct, The full side is here. I'll remember this in the future.
AceMastermind wrote:Post your BFront2.log so we can take a look at it, you may have overlooked something.
I should've posted it in the first place:
Hidden/Spoiler:
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\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedStencilShadow.cpp(892)
No shadow data!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedSegment.cpp(332)
pcShaderSegment: no shader for rendertype * [0x2f0c9f3d]

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier rep_inf_ep3trooper5 has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'weap_inf_dc17pistol' [5271c6eb] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'weap_inf_dc17pistol' [5271c6eb] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'weap_inf_dc17pistol' [5271c6eb] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2119)
Weapon "Electro_Binoculars" missing fire point "hp_fire"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5683cbc4)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5683cbc4)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (628b70cf)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier rep_inf_ep3rocket has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier rep_inf_ep3gree has geometry collision

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'weap_inf_dc17pistol' [5271c6eb] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'weap_inf_dc17pistol' [5271c6eb] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'weap_inf_dc17pistol' [5271c6eb] uses 1.33 MB

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\CollisionMesh.cpp(550)
Duplicate collision mesh name exists in another level file: 2071e56f

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_droidcommando has geometry collision

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2794ffd2)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_fl_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_fr_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4273)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopLeft 'bone_bl_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4286)
Walker 'rep_walk_atte' skeleton does not contain LegBoneTopRight 'bone_br_shoulder'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4210)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_l_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityWalker.cpp(4219)
Walker 'rep_walk_atte' skeleton does not contain FootBoneLeft 'bone_r_toe'!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1103)
Entity "cis_hover_aat" unknown hit location "p_crithit"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "cis_hover_aat" unknown vehicle collision "p_vehiclesphere"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\MountedTurret.cpp(1641)
Mounted turret "cis_hover_aat TURRET1" node "side_guns_base" not found
uf_updateClassIndex(): Added class: rep_inf_rifleman
uf_updateClassIndex(): Added class: rep_inf_rocketeer
uf_updateClassIndex(): Added class: rep_inf_sniper
uf_updateClassIndex(): Added class: rep_inf_engineer
uf_updateClassIndex(): Added class: rep_inf_assault
uf_updateClassIndex(): Added class: rep_inf_jettrooper
uf_updateClassIndex(): Added class: rep_inf_support
uf_updateClassIndex(): Added class: rep_inf_commander
uf_updateClassIndex(): Added class: cis_inf_bdroid
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_sbd
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_inf_bx
uf_updateClassIndex(): Added class: cis_inf_OOM-9
utility_functions2: ReadDataFile(): This map's code, mode: dan dan_conquest

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1540

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1618

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2654

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\rep72nd\rep72nd.lvl

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_walk_dwarfspider_canno' is not localized for stats page
Anakin wrote: Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Team.cpp(625)
Team missing class "rep_inf_sniper" (check the side's .req file)
I do not get that error when running the game (just checked my log).

Re: Mysterious Crash

Posted: Tue Jul 10, 2012 5:03 pm
by AceMastermind
How long does it take you to munge these? I reduced the munge time considerably by removing the -hiresshadow switches from the msh.option files and adding -nocollision to a msh.option file for all units. When you create a custom side you should only include files that are essential or modified in order to reduce bloat. When a side gets to be as large as this I would suggest breaking it up into separate but organized smaller ones to make troubleshooting problems easier.


The first complete munge resulted in this munge error:
ERROR[configmunge effects\com_sfx_weap_rft_exp_lg.fx]:This file is missing a closing bracket somewhere!
1 Errors 0 Warnings
The problem looks like its at the end of the file.

The first test run in game resulted in a crash with this error:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(171)
Explosion base class "com_weap_inf_shockgrenade_exp" not found
com_weap_inf_shockgrenade_exp.odf doesn't exist in the files you uploaded. Troubleshooting has come to a standstill.

Re: Mysterious Crash

Posted: Tue Jul 10, 2012 5:45 pm
by Dreadnot9
AceMastermind wrote:How long does it take you to munge these? I reduced the munge time considerably by removing the -hiresshadow switches from the msh.option files and adding -nocollision to a msh.option file for all units. When you create a custom side you should only include files that are essential or modified in order to reduce bloat. When a side gets to be as large as this I would suggest breaking it up into separate but organized smaller ones to make troubleshooting problems easier.
It usually doesn't take to long usually, a few minutes. But you're right, I could reduce file size considerably, I made the side a while ago and have sort of thrown assets into since then. I'll rebuild a new side and only take what I need from this one. I'll also add those lines to the msh.option files when I get the time.
AceMastermind wrote: The first complete munge resulted in this munge error:
ERROR[configmunge effects\com_sfx_weap_rft_exp_lg.fx]:This file is missing a closing bracket somewhere!
1 Errors 0 Warnings
The problem looks like its at the end of the file.

The first test run in game resulted in a crash with this error:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(171)
Explosion base class "com_weap_inf_shockgrenade_exp" not found
com_weap_inf_shockgrenade_exp.odf doesn't exist in the files you uploaded. Troubleshooting has come to a standstill.
"com_weap_inf_shockgrenade_exp.odf" and the other "com_" files can be found in the common side here. The fx file is another one of the assets I threw in there, I've gotten that error many times, and never experienced any problems. Which of course means I'm not using it, which means I'll be getting rid of that shortly.

Re: Mysterious Crash

Posted: Tue Jul 10, 2012 6:18 pm
by AceMastermind
I'm not getting any crashes from rep_inf_sniper or rep_inf_commander, all weapons check out fine.

Re: Mysterious Crash

Posted: Tue Jul 10, 2012 6:46 pm
by Dreadnot9
Hmm that's odd. I'll try a manual clean.

EDIT: Thanks for troubleshooting.