Animmap-related crash [Solved]

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icemember
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Animmap-related crash [Solved]

Post by icemember »

Hi, im experiencing a weird crash. It just seems to come unexpectedly.

Code: Select all

Message Severity: 3
.\Source\DisplaySoldier.cpp(349)
DisplaySoldier 'r84_inf_militiaman' failed to find animmap human_
This unit was working 100% Then after a munge. I started getting this crash. Once removing the soldier, it will go on to claim same thing about another unit on the same side.

I restored the back-up abcc_con.lua and everything works. Then i add all the custom units and they work perfect. Then after few munges, the same crash happens even thought i dont touch the sides, only working in ZE.

Did the munge manual cleaning few times. Still no luck on what it is. I run windows XP and use the cd-rom version and not the dvd-rom.
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Re: weird crash

Post by Dakota »

1)looks like it is missing the human animations file for that side, but you said it worked before the munge.

2)how many units do you have with combos, i remember the max amount being 18 (i remember now but of course i forgot when wondering why my mando hero crashed on hero assault)

3)do you have a munge log that you can post?

4)did you make sure the munge the animations in the animations folder of your map? or are you using one already made, if so is that one in your side's folder?

5)this line
This unit was working 100% Then after a munge. I started getting this crash. Once removing the soldier, it will go on to claim same thing about another unit on the same side.
really makes me think its something like you hitting the 18 combo maximum, i remember having this happen to me and when i removed one unit it went to blaming another. i had the problem for over a day untill i finally figured out what i forgot.



thats all i can think of to ask or suggest now.
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DarthD.U.C.K.
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Re: weird crash

Post by DarthD.U.C.K. »

the limit for animationsets is 8, but when you have too much you get a "failed to load anim" error.
the similiarity to your error is that if you move the unit up or down in the loadinglist you get the same error but with other animations loaded after the problematic units.
like dakota said it could be a combo problem but since you get the error for the human animset and you get it for a militiaman (which sounds like somebody without meleeweapon), it may be something else.
does your map have a big number of animsets or combos?
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Re: weird crash

Post by Dakota »

the animation limit was 8, hmm. i thought it had to be more because there are 18 heros in stock hero assault, but i forgot to factor in the ones that use the same animation. thanks for the correction.
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Re: weird crash

Post by DarthD.U.C.K. »

indeed :yes:
i had the feeling that you might mean the animations but i wasnt sure because you can have more then 8(atleast 9) combos.
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Re: weird crash

Post by Dakota »

DarthD.U.C.K. wrote:indeed :yes:
i had the feeling that you might mean the animations but i wasnt sure because you can have more then 8(atleast 9) combos.
i always seem to use animations and combos interchangeably, but they mean different things. sorry about that.
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Re: weird crash

Post by icemember »

My units are soldiers. Not special units like jedi. I use the rep_inf_deault which has been renamed to r84_inf_deault which leeds to the com_inf_deault.

I check all my units odf, all dont have spaecial request for certain animations. I assume they all use the human animation.

Could this error happen when I have reached the object limit or polygon limitations in ZE? After a munge?

Heres my log file for dl
http://uploading.com/files/8962mf9a/BFront2.rar/

D00con_c.lua
--------------------------------
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"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}
cp9 = CommandPost:New{name = "cp9"}



--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:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)
conquest:AddCommandPost(cp9)

conquest:Start()

SetUberMode(1);

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(130)
SetMaxPlayerFlyHeight (130)

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("dc:sound\\d00.lvl;d00cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\r84.lvl",
"r84_inf_rifleman",
"r84_inf_subman",
"r84_inf_supportman",
"r84_inf_reconman",
"r84_inf_militiaman",
"r84_inf_militiascoutman",
"r84_inf_militiaciv",
"r84_inf_militiaeng",
"r84_inf_militiaworker",
"r84_inf_militiatrader")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


ReadDataFile("dc:SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")

SetupTeams{
rep = {
team = REP,
units = 100,
reinforcements = 500,
soldier = { "r84_inf_rifleman",5, 10},
ranger = { "r84_inf_subman",5, 10},
engineer = { "r84_inf_supportman",5, 10},
pilot = { "r84_inf_reconman",5,10},

},
cis = {
team = CIS,
units = 100,
reinforcements = 500,
soldier = { "r84_inf_militiaman",1, 10},
ranger = { "r84_inf_militiascoutman",1, 10},
engineer = { "r84_inf_militiaeng",1,10},
pilot = { "r84_inf_militiaciv",1,10},
marine = { "r84_inf_militiaworker",1,10},
special = { "r84_inf_militiatrader",1,10},
}
}

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


-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
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:D00\\D00.lvl", "D00_conquest")
ReadDataFile("dc:D00\\D00.lvl", "D00_conquest")
SetDenseEnvironment("false")
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DarthD.U.C.K.
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Re: weird crash

Post by DarthD.U.C.K. »

in your lua you load all stock rep and cis units even though you use only one of each side. that can very well cause the crash because to the game it matters what is loaded, not used in the teams.

im afraid i was wrong about the animsets, i counted them the wrong way. the maximum is 18 like dakota said. with the jedi/gunner ration in hero assault its 15 though. with asajj added it crashed with "cant find anims" errors until i made a workaround.
so to sum it up: the hard limit is 18 but i suppose it can crash with a lowernumber if you have many jedis.
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Re: weird crash

Post by AQT »

@ice: Could your problem be similar to this one?
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Re: Animmap-related crash

Post by icemember »

WHAO! That solved it. Thx AQT! And also DD and Dakota for helpful suggestions.

It was one of my common militia rifle odfs missing the rifle animation. Forgot to re-add it atfer playing around with weapon animations.

error
---------------------------------------------
Hidden/Spoiler:
Image
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