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Lightsabre Color

Posted: Mon Jan 25, 2010 2:57 pm
by Coley
I tried to change the color of a lightsaber, and It seems it works, but when I try to make a sprint attack, the characterbecomes very slow for a time and if I try to make a jumpattack the game crashs.
A missing jump animation? How to fix that? :(

Re: Lightsabre Color

Posted: Mon Jan 25, 2010 3:42 pm
by mswf
Error log, please :P

My first guess is that you made a mistake in your lightsaber .odf, try using a new one and apply the changes to the colour. It'd be best if you'd give the error log first though.

Re: Lightsabre Color

Posted: Mon Jan 25, 2010 4:44 pm
by sampip
What did you do to edit the colour of the lightsaber? All it requires is a change of skin and a different glow and trail colour in the odf.

Re: Lightsabre Color

Posted: Mon Jan 25, 2010 6:22 pm
by computergeek
sampip wrote:All it requires is a change of skin and a different glow and trail colour in the odf.
Check the trail color and see if it is ok, my guess is that it was messed up, as the saber has a trail on the jump attack and sprint.

Re: Lightsabre Color

Posted: Mon Jan 25, 2010 7:52 pm
by Fiodis
The color has nothing to do with the crash. Either you messed up and deleted a few reference lines in the saber's odf or your combo memory pools aren't high enough.

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:12 pm
by Coley
Erm. It´s a bit complicated.
If I play it in-game, it crashs.
If I run it in the errorlog, just the graphic of the jump is "crashed".
It looks like you jump between yourself.
So I don´t get an errorlog.

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:32 pm
by Fiodis
I'm afraid I couldn't quite understand you. You did play the map in the debuging utility, right? As written in the FAQ? And the error log is BF2log.txt?

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:41 pm
by mswf
I think hes's saying that when he plays as that unit with the normal .exe he crashes and when he plays it in the debug mode the unit doesn't crash, but freezes in movement when doing a jump-attack.

Did I understand that right Coley? If so, I suggest you try to reverse-engineer what you changed to the .odf and see when your unit starts working again. (or you could start with a fresh original from the assets and then redo your changes)

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:42 pm
by Coley
I don´t get an errorlog.
The game just crashes in the game.
With the thing where I get the errorlog it doesn´t crash....
there looks the person just annoying.
I try to make a pic. Can I make screenshots in the nomodtools?

EDIT
You understand it.
In the debug mode it doesn´t freeze it, it looks like a...big rubbish? xD
But let´s say it freezes... I copypasted the odf, req, mshs, tgas, options but it still doesn´t work...

EDIT
Maybe not a lightsabre fail.
I tried it with obiwan now and it happens the same.
With the cis hero everything works.
What could THAT be?

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:52 pm
by mswf
Did you try raising the memorypools of your .lua and did you make sure you really included ALL of the necessary animations?

Oh and FYI, the "thing were you get the errorlog" is called the "modtools" or the "debug version of the game". (using those terms helps keeping away from misunderstandings, one of the most common things on the net :) )

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:53 pm
by Fiodis
Is the CIS hero a melee-user? It sounds like your memory pools aren't high enough. Memory pools being too low most certainly can hurt your map. Some don't cause a crash, some do, but it's better to be on the safe side and fill in even the memory pools that aren't supposed to cause crashes.

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:53 pm
by Coley
What do you mean with included shouldn´t they be in?
And the memorypools:
I thought they doesn´t hurt anything?
(BF2 errorlogs explained)
But then I will search a way to raise

EDIT thanks mswf. debug, remember, debug...^^

so i raise like this?
SetMemoryPoolSize("SoldierAnimation", 500)

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:56 pm
by mswf
In your mode .lua, you can find a part where it saying:

soldieranimationpool = number
comboanimationpool = number
etc. (I can't check if I used the right terms, just look for something similar)

Then, if you found the thingy with the "combo", try raising the number behind that one (from 50 to 200 for example, you wouldn't want to overdo it :) )

EDIT:
Oh, you reply to quick :P
Yes, you're right, raise that one.

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 12:58 pm
by Coley
Okay, try.

Doesn´t work.
Should I put a higher number in?
Not 500....maybe 1000? xD

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 1:06 pm
by Fiodis
Wrong memory pool. Check out a stock eli LUA (Hero assault). Look at the memory pool lines in the beginning of the ScriptInit section.

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 1:10 pm
by Coley
and?
Hidden/Spoiler:
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 1:12 pm
by Fiodis
Fiodis wrote:Look at the memory pool lines in the beginning of the ScriptInit section.

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 1:14 pm
by Coley
:oops: :oops: :oops:
SOrry :(

EDIT
À la?
Hidden/Spoiler:
conquest:Start()

EnableSPHeroRules()
end

function ScriptInit()
StealArtistHeap(1200*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(3100000)

SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo

ReadDataFile("ingame.lvl")




ReadDataFile("sound\\nab.lvl;nab2cw")
ReadDataFile("dc: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_hero_obiwan",
"rep_walk_oneman_atst")

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 1:43 pm
by Fiodis
Yep; but only the ones with "combo" in them.

Re: Lightsabre Color

Posted: Tue Jan 26, 2010 1:45 pm
by Coley
So I have to delete the clothes line? xD