Map NoT Work

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

User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Map NoT Work

Post by G_M_StYlEr_M »

hey
my problem is i tried to spawn on the map but after i spawn the map crash on every commando post
so i have look after my lof file but nothing show me the error
Hidden/Spoiler:
Opened logfile BFront2.log 2009-12-17 2008
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
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\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 500 FMB FMBc_con 4
Mission Checker: AddDownloadableContent(): SP cut-off is: 99
Mission Checker: AddDownloadableContent(): MP cut-off is: 96
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 501 ILU ILUc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 502 ILU ILUc_jhu 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 503 GEA GEAc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 504 GEA GEAc_wea 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 505 GEA GEAc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 506 THL THLc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 507 TMG TMGc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 508 TMG TMGc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 509 MHA MHAc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 510 MHA MHAc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 511 MOC MOCc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 512 MOC MOCm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 513 RVK RVKc_ctf 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 514 RVK RVKc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 515 KNH KNHc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 516 KNH KNHm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 517 RYL RYLc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 518 RYL RYLc_hunt 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 519 SBF SBFc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 520 SBF SBFm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 521 TIV TIVc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 522 TIV TIVc_wea 4
prev = none iLastPage = nil
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
Ok, input_accept. iJoystick = 0 iOnlyJoystick = nil
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 040CA3A4
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: TLE<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 03CB672C
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: TLEc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\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
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\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

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

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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 (5f518933)!

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

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\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
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_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
utility_functions2: ReadDataFile(): This map's code, mode: tle tle_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 "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist


and after delete all objeckt the map crash again so i dont know why ?
501st_commander
Master Bounty Hunter
Master Bounty Hunter
Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: Map NoT Work

Post by 501st_commander »

Hidden/Spoiler:
Opened logfile BFront2.log 2009-12-17 2008
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
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\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 500 FMB FMBc_con 4
Mission Checker: AddDownloadableContent(): SP cut-off is: 99
Mission Checker: AddDownloadableContent(): MP cut-off is: 96
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 501 ILU ILUc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 502 ILU ILUc_jhu 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 503 GEA GEAc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 504 GEA GEAc_wea 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 505 GEA GEAc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 506 THL THLc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 507 TMG TMGc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 508 TMG TMGc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 509 MHA MHAc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 510 MHA MHAc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 511 MOC MOCc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 512 MOC MOCm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 513 RVK RVKc_ctf 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 514 RVK RVKc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 515 KNH KNHc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 516 KNH KNHm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 517 RYL RYLc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 518 RYL RYLc_hunt 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 519 SBF SBFc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 520 SBF SBFm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 521 TIV TIVc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 522 TIV TIVc_wea 4
remove some thing out of the addon folder.
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

501st_commander wrote:
Hidden/Spoiler:
Opened logfile BFront2.log 2009-12-17 2008
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy german 4
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\crawlgr.mvs
shell_interface: Opening movie: movies\shellgr.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Found side\rvs.lvl. Adding BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 500 FMB FMBc_con 4
Mission Checker: AddDownloadableContent(): SP cut-off is: 99
Mission Checker: AddDownloadableContent(): MP cut-off is: 96
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 501 ILU ILUc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 502 ILU ILUc_jhu 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 503 GEA GEAc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 504 GEA GEAc_wea 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 505 GEA GEAc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 506 THL THLc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 507 TMG TMGc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 508 TMG TMGc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 509 MHA MHAc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 510 MHA MHAc_eli 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 511 MOC MOCc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 512 MOC MOCm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 513 RVK RVKc_ctf 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 514 RVK RVKc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 515 KNH KNHc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 516 KNH KNHm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 517 RYL RYLc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 518 RYL RYLc_hunt 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 519 SBF SBFc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 520 SBF SBFm_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 521 TIV TIVc_con 4
Mission Checker: AddDownloadableContent(): WARNING: Over the limit: Count: 522 TIV TIVc_wea 4
remove some thing out of the addon folder.
Its Not Work :oops:
501st_commander
Master Bounty Hunter
Master Bounty Hunter
Posts: 1570
Joined: Wed Dec 10, 2008 7:48 pm

Re: Map NoT Work

Post by 501st_commander »

Do you have water in the map?
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

501st_commander wrote:Do you have water in the map?


no not really i have no water and remove the objeckts so i can not explane why the map crash !
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Map NoT Work

Post by RogueKnight »

Fill your soldieranimation pool.
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

DarthRogueKnight wrote:Fill your soldieranimation pool.

i have nothign change in the soldier animations ? :?
RogueKnight
Space Ranger
Posts: 2512
Joined: Sat Nov 22, 2008 1:50 pm
Projects :: Life. Work.
Games I'm Playing :: League of Legends
xbox live or psn: No gamertag set
Location: Washington, US

Re: Map NoT Work

Post by RogueKnight »

G_M_StYlEr_M wrote:
DarthRogueKnight wrote:Fill your soldieranimation pool.

i have nothign change in the soldier animations ? :?
Doesn't matter, your log says you need to fill the pool.
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

DarthRogueKnight wrote:
G_M_StYlEr_M wrote:
DarthRogueKnight wrote:Fill your soldieranimation pool.

i have nothign change in the soldier animations ? :?
Doesn't matter, your log says you need to fill the pool.

okay its done but its again not work !
mswf
Master Bounty Hunter
Master Bounty Hunter
Posts: 1674
Joined: Tue Mar 31, 2009 3:40 pm
Location: Twello, The Netherlands
Contact:

Re: Map NoT Work

Post by mswf »

G_M_StYlEr_M wrote:
DarthRogueKnight wrote:
G_M_StYlEr_M wrote:
DarthRogueKnight wrote:Fill your soldieranimation pool.

i have nothign change in the soldier animations ? :?
Doesn't matter, your log says you need to fill the pool.

okay its done but its again not work !
First of all:
It doesn't work. not not "NoT WoRk", it's really annoying to read that every time. If english is not your first language, that's just fine, but please don't use capital letters at random, there isn't any language that has that.
Second;
How did you fill your pool?
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Map NoT Work

Post by MercuryNoodles »

I hate going over this again, but you did remove at least 22 missions from your AddOn folder, right? Each mode in each era counts as a mission, so you should only need to remove a handful of maps, or one mod.

Do you have any errors in the mungelog? That log can also have important information. If that doesn't help, clean and remunge. Then, generate a new error log, and see if there are any severity 3 errors. There was no need to delete objects at random. As a bit of advice, do small amounts of work, then playtest. It makes problems a lot easier to solve when you can remember what exactly you did before it started crashing.



Btw everyone, that SoldierAnimation pool isn't a significant factor here. From what I recall, that pool is automatically updated by the game, and reallocating it just helps with MP stability as well as removing the annoying stream of messages from the log.

The OP could mean "It's not working.", or "It's still not working." :P I wouldn't take his (her?) grammar too seriously, since I'm pretty sure English isn't a first language for the OP.
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

MercuryNoodles wrote:I hate going over this again, but you did remove at least 22 missions from your AddOn folder, right? Each mode in each era counts as a mission, so you should only need to remove a handful of maps, or one mod.

Do you have any errors in the mungelog? That log can also have important information. If that doesn't help, clean and remunge. Then, generate a new error log, and see if there are any severity 3 errors. There was no need to delete objects at random. As a bit of advice, do small amounts of work, then playtest. It makes problems a lot easier to solve when you can remember what exactly you did before it started crashing.



Btw everyone, that SoldierAnimation pool isn't a significant factor here. From what I recall, that pool is automatically updated by the game, and reallocating it just helps with MP stability as well as removing the annoying stream of messages from the log.

The OP could mean "It's not working.", or "It's still not working." :P I wouldn't take his (her?) grammar too seriously, since I'm pretty sure English isn't a first language for the OP.

i can speak english XD thats not the probleme:D but the gramatik (right )

Okay back to topic the munge log say error hotx.tga but befor nothing was wrong

i have make a teleporter then a second and after that the map crash so i remove the second teleporter and remove some maps from the addon folder and what you mean with fill you SoldierAnimation pool ?
MercuryNoodles
Jedi
Jedi
Posts: 1003
Joined: Sun Mar 12, 2006 7:16 pm
Projects :: Space - Boarding Action
xbox live or psn: No gamertag set

Re: Map NoT Work

Post by MercuryNoodles »

G_M_StYlEr_M wrote:i can speak english XD thats not the probleme:D but the gramatik (right )

Okay back to topic the munge log say error hotx.tga but befor nothing was wrong

i have make a teleporter then a second and after that the map crash so i remove the second teleporter and remove some maps from the addon folder and what you mean with fill you SoldierAnimation pool ?

- Um.. Right. :P

- There's your problem. Any munglelog error will cause a crash. Show us the exact error, so we know which we are dealing with.

- If you did something wrong in the lua, it usually shows in one of the logs. Focus on the mungelog error first, and let's see what happens.

- I'll just hope you have removed enough missions, but there is an error with the map, so this may no longer be a problem. If it is, it'll show in the error log when you retest with the debug exe.

- The SoldierAnimation memory pool error doesn't cause a crash, but it is useful to raise the pool. It's in the lua, with the other memory pools such as "EntityFlyer" and "TreeGridStack", and all you need to do is change the number to something greater than the largest number shown with that error.
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

MercuryNoodles wrote:
G_M_StYlEr_M wrote:i can speak english XD thats not the probleme:D but the gramatik (right )

Okay back to topic the munge log say error hotx.tga but befor nothing was wrong

i have make a teleporter then a second and after that the map crash so i remove the second teleporter and remove some maps from the addon folder and what you mean with fill you SoldierAnimation pool ?

- Um.. Right. :P

- There's your problem. Any munglelog error will cause a crash. Show us the exact error, so we know which we are dealing with.

- If you did something wrong in the lua, it usually shows in one of the logs. Focus on the mungelog error first, and let's see what happens.

- I'll just hope you have removed enough missions, but there is an error with the map, so this may no longer be a problem. If it is, it'll show in the error log when you retest with the debug exe.

- The SoldierAnimation memory pool error doesn't cause a crash, but it is useful to raise the pool. It's in the lua, with the other memory pools such as "EntityFlyer" and "TreeGridStack", and all you need to do is change the number to something greater than the largest number shown with that error.

okay first my 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"}



--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:Start()
OnEnterRegion(
function(regIn,character)
MoveEntityToNode(character,"Teleport_target")
end,
"Teleport"
)
ActivateRegion("Teleport")

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_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_fly_anakinstarfighter_sc",
"rep_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_fly_tridroidfighter",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

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:TLE\\TLE.lvl", "TLE_conquest")
ReadDataFile("dc:TLE\\TLE.lvl", "TLE_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
function MoveEntityToNode(entIn,pathIn,nodeIn)
if not entIn then
print("Warning!: Entity not specified for move")
return false
elseif not pathIn then
print("Warning!: Path not specified for Entity " .. entIn .. " move")
return false
end

local node
if nodeIn then
node = nodeIn
else
node = 0
end

local locDest = GetPathPoint(pathIn,node)
local charUnit = GetCharacterUnit(entIn)
if charUnit then
SetEntityMatrix(charUnit,locDest)
return true
end
return false
end
i have fix the error but nothing change !
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: Map NoT Work

Post by Darth_Spiderpig »

Code: Select all

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("SoldierAnimation", 500) <-------------
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
	SetMemoryPoolSize("UnitAgent", 128)
	SetMemoryPoolSize("UnitController", 128)
	SetMemoryPoolSize("Weapon", weaponCnt)
   
That's for the soldieranim.
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

Darth_Spiderpig wrote:

Code: Select all

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("SoldierAnimation", 500) <-------------
    SetMemoryPoolSize("SoundSpaceRegion", 64)
    SetMemoryPoolSize("TreeGridStack", 1024)
	SetMemoryPoolSize("UnitAgent", 128)
	SetMemoryPoolSize("UnitController", 128)
	SetMemoryPoolSize("Weapon", weaponCnt)
   
That's for the soldieranim.
and now i must change the 500 in to 0 ?
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: Map NoT Work

Post by Darth_Spiderpig »

No, just add this line. :wink:
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

Darth_Spiderpig wrote:No, just add this line. :wink:

okay ! but the problem is not solved ?
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: Map NoT Work

Post by Darth_Spiderpig »

That solves the problem with the Soldieranimation.

Just to make sure: You do not have water in your map, right?
User avatar
G_M_StYlEr_M
Rebel Sergeant
Rebel Sergeant
Posts: 194
Joined: Wed Oct 01, 2008 5:59 am
Projects :: No Mod project currently.
Games I'm Playing :: Minecraft XD
xbox live or psn: No gamertag set
Location: germany
Contact:

Re: Map NoT Work

Post by G_M_StYlEr_M »

Darth_Spiderpig wrote:That solves the problem with the Soldieranimation.

Just to make sure: You do not have water in your map, right?
iam really really sure i can nothing see why the map crash i look after all capture regions and controls all paths


i can not explaine whats wrong !
Post Reply