The game crash after showing the first objective [Solved]

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

Moderator: Moderators

ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: The game crash after showing the first objetive

Post by ForceMaster »

I deleted the current configuration of the sound and replace the previous one. I have sound on the map, but the appearance of the units the game is interrupted. :(

my new BFront2.log HERE

EDIT: I have carefully reviewed my map, the turrets, armament files. all ... but I've seen everything in order. my attention that the errors BFront2.log animation units like this:
Hidden/Spoiler:
[code]Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'sprint_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'jump_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'jump_forward_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'jump_backward_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'jump_left_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'jump_right_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'landsoft_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'landhard_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'fall_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_flail_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_flyingfront_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_flyingback_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_flyingleft_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_flyingright_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_tumblefront_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_tumbleback_upper' was already read

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'thrown_bouncefrontsoft_upper' was already read
[/code]
if that does not have anything with what ever the problem. I have also seen other errors that do not disappear like this:
Hidden/Spoiler:
[code]Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2760

Message Severity: 2
.\Source\Controllable.cpp(383)
trying to AddController to a Controllable that already has one.[/code]
if anyone can help me .... please at least tell me if they have to do with the problem. thanks!

EDIT2
Excuseme......CAN AHNYONE HELPME PLEASE???? :runaway:
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: The game crash after showing the first objetive

Post by Darth_Spiderpig »

I can't help ya, sorry about that, but you can use the search button to search for other issues like this what are solved :?
Or maybe you can contact Mav or Teancum or any other good modders for help



AND YES, PLEASE ANYONE HELP THIS POOR GUY
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: The game crash after showing the first objetive

Post by Frisbeetarian »

So you unnecessarily bump asking someone else to do the work so that another person can do the work for you to have fun?

@ Forcemaster
If you could sum up what exactly is still wrong, such as if it crashes, when it crashes, and any other thing such as sides issues, sounds issues, etc.

Also, while you're getting that information together, replace your custom sides with default sides and answer the same questions posed above.
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: The game crash after showing the first objetive

Post by Teancum »

Darth_Spiderpig wrote:Or maybe you can contact Mav or Teancum or any other good modders for help
We would have given him the answer if we knew what was wrong. It's not like we're trying to hide how to mod well. :roll:
Darth_Spiderpig
Sith Master
Sith Master
Posts: 2631
Joined: Fri Mar 27, 2009 10:23 am
Projects :: Something cool...
Games I'm Playing :: BF2 CoDBO BFBC2
xbox live or psn: Has no xbox....Yup
Location: Does whatever a Spiderpig does
Contact:

Re: The game crash after showing the first objetive

Post by Darth_Spiderpig »

Frisbeetarian wrote:So you unnecessarily bump asking someone else to do the work so that another person can do the work for you to have fun?
do you mean me or forcemaster?
sorry if it is clear, but I'm not that good in english :(


@ Tean: i don't want to say that, but the poor guy makes me sad :wink: :yes:
Nothing against you or the others :greeny: :oops:
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: The game crash after showing the first objetive

Post by ForceMaster »

Let me explain better what happens to my map, but before I give thanks for their assistance and I can provide.

My map starts correctly, the unit selection screen works well, I can select any unit I have for the republic, including those that are new. ie, I can walk through the world without problems (not even the AI units). when the time is fulfilled my first objective, and after that, the units, there is where the game is interrupted.
I have tried the following: modify my LUA to not read my custom, but the sides that reads default, ie changing ReadDataFile (dc: SIDE .....) by ReadDateFile (Side. .....) and happens the same at appear the units.

I have reviewed carefully the objects, turrets, objectives and objects of the game but I find nothing out of place. I made several cleanings handsearched BUILD folder as the tutorial but I have not had results. the BFront2.log is the same.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: The game crash after showing the first objetive

Post by Frisbeetarian »

Just to make sure, you ran the map through with just stock sides for both the CIS and Republic?

Code: Select all

Message Severity: 2
.\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'sprint_upper' was already read

[quote="ForceMaster"]Message Severity: 2
.\Source\Controllable.cpp(383)
trying to AddController to a Controllable that already has one.
These errors have me most concerned purely because I don't know how they were generated and hence don't know how to fix them.

However, as your only Severity: 3 error is a sound error that doesn't crash the game, I'd suspect that the memory pool errors are crashing your game, seeing as found 1306 ParticleTransformer errors. Fill those memory pools! It also wouldn't hurt to fix the vehicle spawn errors that you are getting.

Once you have no vehicle spawn errors and no memory pool errors, post a new log and we can help you from there.
User avatar
DarthSlim
Private Second Class
Posts: 70
Joined: Fri Apr 10, 2009 4:51 pm

Re: The game crash after showing the first objetive

Post by DarthSlim »

Any progress with the bugs, Forcemaster?
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: The game crash after showing the first objetive

Post by ForceMaster »

I added the memorypools to my LUA and the problem remains.... :(

Here is my LUA, again...
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- This lua was createt by "Mission-Scripter", a program by -=[PfW]=-Skip.


-- load the gametype script
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveAssault")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_DoFile("ObjectiveCTF")
ScriptCB_DoFile("ObjectiveTDM")
ScriptCB_DoFile("Ambush")
ScriptCB_DoFile("setup_teams")

-- REP Attacking (attacker is always #1)
REP = 1;
CIS = 2;
-- These variables do not change
ATT = REP;
DEF = CIS;
AmbushTeam = 5
ATM = AmbushTeam

function ScriptPostLoad()

KillObject("tri_droid_1")
KillObject("tri_droid_2")
KillObject("tri_droid_3")
KillObject("lr57_1")
KillObject("lr57_2")
KillObject("lr57_3")
KillObject("lr57_4")

SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")

onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)

end
end)


--objective :GO TO THE BARRICADE
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.CRP.objetives.campaing.1", popupText = "level.CRP.objetives.campaing.1popup",
regionName = "barricade", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective1:AddHint("level.geo1.hints.movement")
Objective1:AddHint("level.geo1.hints.obj_markers")
Objective1:AddHint("level.geo1.hints.review_objectives")
Objective1:AddHint("level.geo1.hints.sprint")


Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end




--objective: CONQUEST CP5
Objective2CP = CommandPost:New{name = "cp5"}
Objective2 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.CRP.objetives.campaing.2", popupText = "level.CRP.objetives.campaing.2popup", AIGoalWeight = 0}
Objective2:AddCommandPost(Objective2CP)

Objective2:AddHint("level.geo1.hints.capture_cp")

Objective2.OnStart = function(self)
AICanCaptureCP("cp5", ATT, true)
AICanCaptureCP("cp5", DEF, true)
att_obj2_aigoal = AddAIGoal(ATT, "Defend", 50, "cp5")
def_obj2_aigoal = AddAIGoal(DEF, "Defend", 50, "cp5")
att_obj2_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj2_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective2.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj2_aigoal)
DeleteAIGoal(att_obj2_aigoal2)
DeleteAIGoal(def_obj2_aigoal)
DeleteAIGoal(def_obj2_aigoal2)
SetProperty("cp5", "Team", 1)
SetProperty("cp5", "CaptureRegion", "")

end



--objective: DESTROY SNIPERS
Objective3= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.CRP.objetives.campaing.3", popupText = "level.CRP.objetives.campaing.3popup"}

Dclass = TargetType:New{classname = "cis_inf_sniper", killLimit = 3}
Objective3:AddTarget(Dclass)

Objective3.OnStart = function(self)
Objective3.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cis_inf_sniper")
Objective3.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cis_inf_sniper")
end

Objective3.OnComplete = function(self)
DeleteAIGoal(Objective3.Dclass_cpGoal1)
DeleteAIGoal(Objective3.Dclass_cpGoal2)
end



--objective: DESTROY 10 SBD
Objective4= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.CRP.objetives.campaing.4", popupText = "level.CRP.objetives.campaing.4popup"}

Dclass = TargetType:New{classname = "cis_inf_rifleman", killLimit = 10}
Objective4:AddTarget(Dclass)

Objective4.OnStart = function(self)
Objective4.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cis_inf_rifleman")
Objective4.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cis_inf_rifleman")
end

Objective4.OnComplete = function(self)
DeleteAIGoal(Objective4.Dclass_cpGoal1)
DeleteAIGoal(Objective4.Dclass_cpGoal2)
end



--objective: DESTROY SNAIL TANKS
Objective5= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.CRP.objetives.campaing.5", popupText = "level.CRP.objetives.campaing.5popup"}

Dclass = TargetType:New{classname = "cis_tread_snailtank", killLimit = 4}
Objective5:AddTarget(Dclass)

Objective5.OnStart = function(self)
Objective5.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cis_tread_snailtank")
Objective5.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cis_tread_snailtank")
end

Objective5.OnComplete = function(self)
DeleteAIGoal(Objective5.Dclass_cpGoal1)
DeleteAIGoal(Objective5.Dclass_cpGoal2)
end




--objective :GO TO THE METAL SPHERE WITH REX
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.CRP.objetives.campaing.6", popupText = "level.CRP.objetives.campaing.6popup",
regionName = "ambushball", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective6:AddHint("level.geo1.hints.movement")
Objective6:AddHint("level.geo1.hints.obj_markers")
Objective6:AddHint("level.geo1.hints.review_objectives")
Objective6:AddHint("level.geo1.hints.sprint")


Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("crp_prop_ball", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)

end

Objective6.OnComplete = function(self)
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("crp_prop_ball")
RespawnObject("tri_droid_1")
RespawnObject("tri_droid_2")
RespawnObject("tri_droid_3")

end



--objective: DESTROY THE TRI-DROIDS
Objective7= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.CRP.objetives.campaing.7", popupText = "level.CRP.objetives.campaing.7popup"}

Dclass = TargetType:New{classname = "crp_tri_droid", killLimit = 3}
Objective7:AddTarget(Dclass)

Objective7.OnStart = function(self)
Objective7.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "crp_tri_droid")
Objective7.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "crp_tri_droid")
end

Objective7.OnComplete = function(self)
DeleteAIGoal(Objective7.Dclass_cpGoal1)
DeleteAIGoal(Objective7.Dclass_cpGoal2)
end




--objective :GO TO THE SHIELD GENERATOR
Objective8 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.CRP.objetives.campaing.8", popupText = "level.CRP.objetives.campaing.8popup",
regionName = "shieldgen", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective8:AddHint("level.geo1.hints.movement")
Objective8:AddHint("level.geo1.hints.obj_markers")
Objective8:AddHint("level.geo1.hints.review_objectives")
Objective8:AddHint("level.geo1.hints.sprint")


Objective8.OnStart = function(self)
att_obj8_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj8_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective8.OnComplete = function(self)
DeleteAIGoal(att_obj8_aigoal)
DeleteAIGoal(def_obj8_aigoal)
ShowMessageText("game.objectives.complete", ATT)
RespawnObject("lr57_1")
RespawnObject("lr57_2")
RespawnObject("lr57_3")
RespawnObject("lr57_4")

end



--objective: DESTROY THE SHIELD GENERATOR
Dobjekt = Target:New{name = "crp_prop_shieldgenerator"}
Dobjekt.OnDestroy = function(self)

end

Objective9 = ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.CRP.objetives.campaing.9", popupText = "level.CRP.objetives.campaing.9popup"}
Objective9:AddTarget(Dobjekt)


Objective9.OnStart = function(self)


end

Objective9.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)

end




--objective :GO TO THE ARTILLERY LINE
Objective10 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.CRP.objetives.campaing.10", popupText = "level.CRP.objetives.campaing.10popup",
regionName = "artillery", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}

Objective10:AddHint("level.geo1.hints.movement")
Objective10:AddHint("level.geo1.hints.obj_markers")
Objective10:AddHint("level.geo1.hints.review_objectives")
Objective10:AddHint("level.geo1.hints.sprint")


Objective10.OnStart = function(self)
att_obj10_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj10_aigoal = AddAIGoal(DEF, "Deathmatch", 100)

end

Objective10.OnComplete = function(self)
DeleteAIGoal(att_obj10_aigoal)
DeleteAIGoal(def_obj10_aigoal)
ShowMessageText("game.objectives.complete", ATT)

end



--objective: DESTROY 6 AATs
Objective11= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.CRP.objetives.campaing.11", popupText = "level.CRP.objetives.campaing.11popup"}

Dclass = TargetType:New{classname = "cis_hover_aat", killLimit = 6}
Objective11:AddTarget(Dclass)

Objective11.OnStart = function(self)
Objective11.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "cis_hover_aat")
Objective11.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "cis_hover_aat")
end

Objective11.OnComplete = function(self)
DeleteAIGoal(Objective11.Dclass_cpGoal1)
DeleteAIGoal(Objective11.Dclass_cpGoal2)
PlayAnimation("acclamator")
end




--objective: CONQUEST CP8
Objective12CP = CommandPost:New{name = "cp8"}
Objective12 = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, text = "level.CRP.objetives.campaing.12", popupText = "level.CRP.objetives.campaing.12popup", AIGoalWeight = 0}
Objective12:AddCommandPost(Objective12CP)

Objective12:AddHint("level.geo1.hints.capture_cp")

Objective12.OnStart = function(self)
AICanCaptureCP("cp8", ATT, true)
AICanCaptureCP("cp8", DEF, true)
att_obj12_aigoal = AddAIGoal(ATT, "Defend", 50, "cp8")
def_obj12_aigoal = AddAIGoal(DEF, "Defend", 50, "cp8")
att_obj12_aigoal2 = AddAIGoal(ATT, "Deathmatch", 100)
def_obj12_aigoal2 = AddAIGoal(DEF, "Deathmatch", 100)
end

Objective12.OnComplete = function(self)
ShowMessageText("game.objectives.complete", ATT)
DeleteAIGoal(att_obj12_aigoal)
DeleteAIGoal(att_obj12_aigoal2)
DeleteAIGoal(def_obj12_aigoal)
DeleteAIGoal(def_obj12_aigoal2)
SetProperty("cp8", "Team", 1)
SetProperty("cp8", "CaptureRegion", "")

end



end



function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 20)
StartTimer(beginobjectivestimer)
end

function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 30}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:AddObjectiveSet(Objective5)
objectiveSequence:AddObjectiveSet(Objective6)
objectiveSequence:AddObjectiveSet(Objective7)
objectiveSequence:AddObjectiveSet(Objective8)
objectiveSequence:AddObjectiveSet(Objective9)
objectiveSequence:AddObjectiveSet(Objective10)
objectiveSequence:AddObjectiveSet(Objective11)
objectiveSequence:AddObjectiveSet(Objective12)

objectiveSequence:Start()


SetUberMode(1);

SetupAmbushTrigger("ambushregion", "ambushpath", 6, 5)


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()

SetMaxFlyHeight(500)
SetMaxPlayerFlyHeight (500)

ReadDataFile("dc:ingame.lvl")
ReadDataFile("ingame.lvl")

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("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman",
"rep_inf_ep2_marine",
"rep_hero_rex",
"rep_hero_cody",
"rep_hero_anakin",
"rep_hero_obiwan",
"rep_inf_gosth_squadrom",
"rep_walk_oneman_atst",
"rep_walk_atte_nospawn")

ReadDataFile("dc: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_tread_snailtank",
"cis_hover_aat")


ReadDataFile("dc:SIDE\\imp.lvl",
"cis_walk_dwarfspider")

SetupTeams{
rep = {
team = REP,
units = 80,
reinforcements = 150,
soldier = { "rep_inf_ep2_rifleman",9, 40},
assault = { "rep_inf_ep2_marine",1, 25},
engineer = { "rep_hero_cody",1, 2},
sniper = { "rep_hero_rex",1, 2},

},
cis = {
team = CIS,
units = 80,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 40},
assault = { "cis_inf_rocketeer",1, 25},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},

},
atm = {
team = ATM,
units = 6,
reinforcements = 0,
soldier = { "rep_inf_gosth_squadrom",6, 6},
assault = { "rep_hero_anakin",1, 2},
}

}

SetTeamName(ATM, REP)
SetTeamAsFriend(ATM, REP)
SetTeamAsFriend(REP, ATM)
SetTeamAsEnemy(ATM, CIS)
SetTeamAsEnemy(CIS, ATM)
ClearAIGoals(ATM)
AddAIGoal(ATM, "Deathmatch", 100)

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

-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 2) -- 1x2 (1 pair of legs)
AddWalkerType(2, 7) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 8) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 1024)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 2704)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityWalker", 32)
SetMemoryPoolSize("EntityLight", 2000)
SetMemoryPoolSize("EntitySoundStream", 20)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 2704)
SetMemoryPoolSize("Navigator", 495)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 2704)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2704)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2704)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 200)
SetMemoryPoolSize("ParticleEmitter", 2704)
SetMemoryPoolSize("ParticleEmitterInfoData", 2704)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 2075)
SetMemoryPoolSize("UnitController", 1024)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("SoldierAnimation", 2000)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:CRP\\CRP.lvl", "CRP_conquest")
ReadDataFile("dc:CRP\\CRP.lvl", "CRP_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(0.908386, -0.209095, -0.352873, -0.081226, -45.922508, -19.114113, 77.022636);

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
is a curious thing that when I delete the spawn of the AI in the map can then go in and work goals. when active the AI spawn in the LUA is that the crash occurs.

see this:

AllowAISpawn(ATT, true)
AllowAISpawn(DEF, true)


I turn this to:

AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)

...so, this way the game is not interrupted but no units AI. be a problem with the units? I have reviewed the sides very well, I have no errors on it.
User avatar
Frisbeetarian
Jedi
Jedi
Posts: 1233
Joined: Wed Sep 12, 2007 3:13 pm

Re: The game crash after showing the first objetive

Post by Frisbeetarian »

Frisbeetarian wrote:Once you have no vehicle spawn errors and no memory pool errors, post a new log and we can help you from there.
Also, do you understand what the memory pool errors mean?
Hidden/Spoiler:
[code]Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1706

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1912

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2872

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2874[/code]
These are the last of them, which means you should raise the respective pools to at least that amount. What you did was raise all three pools to the same level, over compensating two of them (which if too high can use too much memory) and not raising one of them high enough.
ForceMaster
Lieutenant General
Lieutenant General
Posts: 737
Joined: Fri Aug 08, 2008 11:27 pm
Projects :: Tron The Grid
Games I'm Playing :: The best..SWBFII
xbox live or psn: No gamertag set
Location: C:\Program Files\ForceMaster\Bin\ForceMaster.exe

Re: The game crash after showing the first objetive

Post by ForceMaster »

Thanks for trying to help me, my friend, I hope not disappointing, but yesterday, I tried something different, I put the regions of control for the vehicles and still giving the same error, I changed the values of which as referred memorypools but follows the same mistake. Then I decided to remake the map, I put it all over again, regions, positions, objectives, turrets, units, effects...all! (without any changes) and guess what ... IT WORKS .... :yes:

I checked my LUA again and add only "SoldierAnimation" and I have no error.

What happened? I do not know, but to redo the map with the same steps I followed from the beginning (because I write what I do) function perfectly.

I do not like the idea of not having found the error, perhaps the idea of remaking the map was a cowardly exit :( but not finding the solution is very tentative, however, fun is what counts here is not it?

I hope not to have been annoyed with this issue. Thanks to Maveritchell, Teancum, Frisbeetarian, Darth D.U.C.K. and all those who try to help resolve this.

Can lock. please.
Post Reply