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Crashing when I test my map [Solved]

Posted: Tue Apr 06, 2010 9:29 pm
by jubjoe567
My map now crashes when it is about halfway done loading. Here is my error log:
Hidden/Spoiler:
Opened logfile BFront2.log 2010-04-06 2125
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
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
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0577116C
The key, value is: mode_hunt_g 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: ATC<A>_<B>
The key, value is: bSelected 1
The key, value is: era_c 1
The key, value is: mode_con_g 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 0577672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: ATCc_con 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 hud_target_hint_offscreen

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

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
.\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found



The only Severity: 3 error is the one just above. Can anyone make sense of this?

Re: Battlefront 2 crashing when I test my map

Posted: Tue Apr 06, 2010 9:33 pm
by skelltor
Well yes fix that error.

Re: Battlefront 2 crashing when I test my map

Posted: Tue Apr 06, 2010 9:37 pm
by jubjoe567
How? What does that error mean?

Re: Battlefront 2 crashing when I test my map

Posted: Tue Apr 06, 2010 9:37 pm
by kinetosimpetus
in your data_***/sides folder, do you have a "Common" folder?

Re: Battlefront 2 crashing when I test my map

Posted: Tue Apr 06, 2010 9:38 pm
by jubjoe567
Yes I copied it from assets.

Re: Battlefront 2 crashing when I test my map

Posted: Tue Apr 06, 2010 9:39 pm
by skelltor
it means that there is no com_weap_inf_lightsaber in the com odf folder to fix it copy it from the assests.

Re: Battlefront 2 crashing when I test my map

Posted: Tue Apr 06, 2010 9:41 pm
by jubjoe567
I copied the whole common folder and it didn't work.

Re: Battlefront 2 crashing when I test my map

Posted: Wed Apr 07, 2010 3:02 am
by SW_elite
Try copying the folder over again, and if that dosen't work then try a manual clean.

Re: Battlefront 2 crashing when I test my map

Posted: Wed Apr 07, 2010 6:31 am
by lucasfart
did you select, in the visual munge window, to munge the side called COMMON??

Re: Battlefront 2 crashing when I test my map

Posted: Wed Apr 07, 2010 6:17 pm
by jubjoe567
Tried all of this and it is still crashing when I test it. By the way I just added hunt, would that affect it? I didn't think it mattered because I tested it in conquest.

Re: Battlefront 2 crashing when I test my map

Posted: Wed Apr 07, 2010 6:22 pm
by Fiodis
skelltor wrote:it means that there is no com_weap_inf_lightsaber in the com odf folder to fix it copy it from the assests.
Rather than saying you copied the entire folder, check to see if com_weap_inf_lightsaber.odf is indeed in the common folder. If it is and you still get the crash, you can put the file in your own side's odf or integrate it with your custom weapon's odf.

Re: Battlefront 2 crashing when I test my map

Posted: Wed Apr 07, 2010 8:44 pm
by jubjoe567
Oh hey that worked! Thanks for the suggestion!