wierd problem...

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Goblin014

wierd problem...

Post by Goblin014 »

Okey dokey, I am working on a map that will be in WIP as soon as this thing is figured out and I can play test my map...
below is a list of things that went wrong in a Bfront2 log. What is happening? How do I fix it?

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\CKR\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

Message Severity: 2
.\Source\StringDB.cpp(4
ID=62901230: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=2274dbe6: trying to replace "myg1_bldg_small_spiral_ruin1" with "myg1_bldg_small_spiral_ruin11"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f2dd5776: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=aa77f095: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin21"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=25a3ab99: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5faeb092: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster14"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=3949e87d: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=23a3a873: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=27a3aebf: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=639013c3: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=64901556: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=3649e3c4: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=74c6eca9: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=66507887: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=a777ebdc: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin22"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=4688440c: trying to replace "myg1_bldg_small_spiral" with "myg1_bldg_small_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5aaea8b3: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster13"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=64507561: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=fddd68c7: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large9"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f3dd5909: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=67507a1a: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=615070a8: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=fcdd6734: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large8"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=59aea720: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster12"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=76c6efcf: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=3849e6ea: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=67901a0f: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=26a3ad2c: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=6690187c: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=22a3a6e0: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5a5065a3: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral8"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=69901d35: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f7dd5f55: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=68507bad: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f0dd5450: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5baeaa46: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster10"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=635073ce: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5caeabd9: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster11"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=60aeb225: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster15"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=a977ef02: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin20"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=655076f4: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=75c6ee3c: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f1dd55e3: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=02668848: trying to replace "myg1_bldg_coll_bridge_l" with "myg1_bldg_coll_bridge_l1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=31a3be7d: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster8"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=a877ed6f: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin23"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=659016e9: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=24a3aa06: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f6dd5dc2: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=28a3b052: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=30a3bcea: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster9"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=77c6f162: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger1"

i am confused... there is an 8 ) after wach of the ".cpp(4"s it came out as the smiley: 8)
Rekubot
Jedi
Jedi
Posts: 1080
Joined: Wed Apr 05, 2006 12:34 pm
Projects :: No Mod project currently.
Games I'm Playing :: Shadow Complex
xbox live or psn: Rekubot
Location: UK

RE: wierd problem...

Post by Rekubot »

Do you have all the ODFs, MSHs, textures and animations in your world folder? I can remember having this error before, but I'm not sure how I solved it. If you have all the necessary files, clean and munge if it's not too much trouble.

Edit: Or listen to Hebes. I thought that they said message severity 3's, LoL. Message severity 2's won't (or at least shouldn't) crash your map.
Last edited by Rekubot on Fri Sep 29, 2006 4:36 pm, edited 1 time in total.
Hebes24
Sith Master
Sith Master
Posts: 2594
Joined: Sat Jun 03, 2006 5:15 pm
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set
Location: In An Epic Space Battle!
Contact:

RE: wierd problem...

Post by Hebes24 »

Message Severity: 2
.\Source\StringDB.cpp(4
ID=77c6f162: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger1"
Don't worry about stuff like that.
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\CKR\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit
That is a problem. Post the LUAs, and the addme.lua. :?
Goblin014

Post by Goblin014 »

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
clone wars LUA:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--
-- 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"}



--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:Start()

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_hover_barcspeeder")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 30,
reinforcements = 200,
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 = 30,
reinforcements = 200,
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:MUR\\MUR.lvl", "MUR_conquest")
ReadDataFile("dc:MUR\\MUR.lvl", "MUR_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
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
GCW LUA:
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

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"}



--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:Start()

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(40)
SetMaxPlayerFlyHeight(40)


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\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")

ReadDataFile("SIDE\\imp.lvl",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper",
"imp_hero_bobafett",
"imp_fly_destroyer_dome" )

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

SetupTeams{
all = {
team = ALL,
units = 30,
reinforcements = 200,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},

},
imp = {
team = IMP,
units = 30,
reinforcements = 200,
soldier = { "imp_inf_rifleman",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}

SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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:MUR\\MUR.lvl", "MUR_conquest")
SetDenseEnvironment("false")


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--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")

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Sorry about the length, addme LUA, this might be it
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

--Search through the missionlist to find a map that matches mapName,
--then insert the new flags into said entry.
--Use this when you know the map already exists, but this content patch is just
--adding new gamemodes (otherwise you should just add whole new entries to the missionlist)
function AddNewGameModes(missionList, mapName, newFlags)
for i, mission in missionList do
if mission.mapluafile == mapName then
for flag, value in pairs(newFlags) do
mission[flag] = value
end
end
end
end




--insert totally new maps here:
local sp_n = 0
local mp_n = 0
sp_n = table.getn(sp_missionselect_listbox_contents)

sp_missionselect_listbox_contents[sp_n+1] = { isModLevel = 1, mapluafile = "MUR%s_%s", era_g = 1, era_c = 1, mode_con_g = 1, mode_con_c = 1,}
mp_n = table.getn(mp_missionselect_listbox_contents)
mp_missionselect_listbox_contents[mp_n+1] = sp_missionselect_listbox_contents[sp_n+1]

-- associate this mission name with the current downloadable content directory
-- (this tells the engine which maps are downloaded, so you need to include all new mission lua's here)
-- first arg: mapluafile from above
-- second arg: mission script name
-- third arg: level memory modifier. the arg to LuaScript.cpp: DEFAULT_MODEL_MEMORY_PLUS(x)

AddDownloadableContent("MUR","MURg_con",4)
AddDownloadableContent("MUR","MURc_con",4)

-- all done
newEntry = nil
n = nil

-- Now load our core.lvl into the shell to add our localize keys
ReadDataFile("..\\..\\addon\\MUR\\data\\_LVL_PC\\core.lvl")
Goblin014

Post by Goblin014 »

any luck yeton find out its problem? Or should I drop the map and start from scratch? :(
Qdin
Old School Staff
Posts: 2059
Joined: Wed Feb 23, 2005 9:54 am
Projects :: No Mod project currently.
Games I'm Playing :: I have not listed any games yet
xbox live or psn: No gamertag set

Post by Qdin »

I made the codes smaller so it's easier to read and easier to browse :)
Goblin014

Post by Goblin014 »

thanks...
well, maybe instead of asking how do I fix it? I should ask if anyones come up with this before... anyone ever seen this before?
Im restarting it next weekend if noone can figure it out.
Xavious
Sith Master
Sith Master
Posts: 2783
Joined: Mon Jun 12, 2006 3:46 pm

Post by Xavious »

What did you change just before it started crashing?
Goblin014

Post by Goblin014 »

Added cps, plans (complicated ones), and regions... and i think a few buildings as well. Then I stopped and munged it.
Big_rich

Post by Big_rich »

Is it auctually doing anything weird in game? Cause those errors are pretty common and can/ should be fixed by giving names to your objects. So basically name your stuff in ZE and that will get rid of thos errors.
Goblin014

Post by Goblin014 »

I havent been able to play it to see if its doing something wierd... It crashes in CW before I can even choose my character, and in GCW I can play it for a total of 15 seconds (every time, I counted). The real problem is this:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\CKR\data\_LVL_PC\core.lvl
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
prev = texture iLastPage = 4
ifs_legal.Exit

I dont know what that means... and I dont knwo what CKR is, Ive never seen anything about it before. And my map is MUR... Very confusing.
Big_rich

Post by Big_rich »

ok do this:

Delete the bfmodtool2\modid_data\_lvl_pc folder. Delete your addon\Modid folder. Clean everything in visual munge. Munge everything. Then repost a bf2modtools logfile.
User avatar
[RDH]Zerted
Gametoast Staff
Gametoast Staff
Posts: 2982
Joined: Sun Feb 26, 2006 7:36 am
Projects :: Bos Wars AI - a RTS game
Games I'm Playing :: SWBF2 and Bos Wars
xbox live or psn: No gamertag set
Location: USA
Contact:

Post by [RDH]Zerted »

Goblin014 wrote:...and I dont knwo what CKR is, Ive never seen anything about it before...
That error message is generated before you even load your map. Check your game's addon folder for a CKR mod map. Delete it.
Goblin014

Post by Goblin014 »

*clears throat* Well, I think Ill just start over... I will be able to make it a little better than the current one.
Heres the Bfront2 logfile:

Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\CKR\data\_LVL_PC\core.lvl
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
num, Selection = 1 table: 03EAEDD0
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = g era_g
play movie HSV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment HSV0.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 2
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 3
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 24
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 46
EraSelection.subst = c era_c
EraSelection.subst = g era_g
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03EAEDD0
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 41
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie HSV 200 , 300 510 x 400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment HSV0.000000ly

bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: MURc_con idx: 1
Adding map: MURg_con idx: 2
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

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

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!

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

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

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

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

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

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

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

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

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "imp_walk_atst_exp"

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'myg_sfx_fire' not found

Message Severity: 2
.\Source\StringDB.cpp(4
ID=62901230: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=2274dbe6: trying to replace "myg1_bldg_small_spiral_ruin1" with "myg1_bldg_small_spiral_ruin11"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f2dd5776: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=aa77f095: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin21"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=25a3ab99: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5faeb092: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster14"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=3949e87d: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=23a3a873: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=27a3aebf: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=639013c3: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=64901556: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=3649e3c4: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=74c6eca9: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=66507887: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=a777ebdc: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin22"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=4688440c: trying to replace "myg1_bldg_small_spiral" with "myg1_bldg_small_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5aaea8b3: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster13"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=64507561: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=fddd68c7: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large9"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f3dd5909: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=67507a1a: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=615070a8: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=fcdd6734: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large8"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=59aea720: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster12"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=76c6efcf: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=3849e6ea: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=67901a0f: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=26a3ad2c: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=6690187c: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=22a3a6e0: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster7"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5a5065a3: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral8"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=69901d35: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f7dd5f55: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=68507bad: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral6"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f0dd5450: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large4"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5baeaa46: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster10"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=635073ce: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=5caeabd9: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster11"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=60aeb225: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster15"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=a977ef02: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin20"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=655076f4: trying to replace "myg1_bldg_stump_spiral" with "myg1_bldg_stump_spiral5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=75c6ee3c: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger3"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f1dd55e3: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=02668848: trying to replace "myg1_bldg_coll_bridge_l" with "myg1_bldg_coll_bridge_l1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=31a3be7d: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster8"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=a877ed6f: trying to replace "myg1_bldg_small_spiral_ruin2" with "myg1_bldg_small_spiral_ruin23"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=659016e9: trying to replace "myg1_bldg_collector_ribs" with "myg1_bldg_collector_ribs5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=24a3aa06: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster5"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=f6dd5dc2: trying to replace "myg1_bldg_central_rubble_large" with "myg1_bldg_central_rubble_large2"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=28a3b052: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster1"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=30a3bcea: trying to replace "myg1_prop_tbuster" with "myg1_prop_tbuster9"

Message Severity: 2
.\Source\StringDB.cpp(4
ID=77c6f162: trying to replace "pol1_bldg_hall_hanger" with "pol1_bldg_hall_hanger1"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 380


No hope... :( Im starting over.
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