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FPM Error log

Posted: Thu Jan 16, 2014 6:05 am
by Anakin
Hi,

i followed this tutorial (last post) but i get an error in the bflog.
http://www.gametoast.com/forums/viewtop ... 27&t=12319
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\rep\rep.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\mdo\mdo_inf_assassin.lvl

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Platform\PC\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\mdo\mdo_inf_officer.lvl
So because it's an 3 error i thought it's maybe important. Normaly i would say ok there is something wrong with the 1st perspective, but it works ingame. So i have my custom 1st perspective, but also this log. I wouldn't care, but the game is also crashing, even i tink it's something else i couldn't figure out yet, but i want to be sure that this will not crash my game.

So are there others using this 1st perspective methode with the same log??

Re: FPM Error log

Posted: Thu Jan 16, 2014 5:08 pm
by AQT
I can confirm that I also use this method and get those errors but no crash.

Re: FPM Error log

Posted: Thu Jan 16, 2014 5:47 pm
by Anakin
Ok.

I found out it's the magnaguard's electrostaff. I have no idea how to fix now, but it cause the crash.

Re: FPM Error log

Posted: Thu Jan 16, 2014 9:42 pm
by Nedarb7
Could you post the Magnaguards odfs (and weapon odfs)? The LUA would also be helpful.

Re: FPM Error log

Posted: Fri Jan 17, 2014 9:14 am
by Anakin
i gave the magnaguard the E5 rifle to test, if the magnaguard itselfe works. that does it. With the electrostaff it crashs.

cis_default_magnaguard.odf
Hidden/Spoiler:
[code]
[GameObjectClass]
ClassParent = "com_jedi_default"


[Properties]
ExplosionName = "cis_droid_exp"
HealthType = "droid"

FleeLikeAHero = 0
NoEnterVehicles = 1
ForceMode = 1


MinFootHeight = 0.3
CollisionHeadOffset = "0.0 0.0 0.0"

CAMERASECTION = "STAND"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 4"
TiltValue = "10.0"

CAMERASECTION = "STANDZOOM"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.4 0.05 2.8"
TiltValue = "3.5"

CAMERASECTION = "CROUCH"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.0 0.15 3.5"
TiltValue = "10.0"
CameraBlendTime = "0.75"

CAMERASECTION = "CROUCHZOOM"
EyePointOffset = "0.0 1.3 0.0"
TrackCenter = "0.0 1.3 0.0
TrackOffset = "0.4 0.2 2.8"
TiltValue = "3.5"

CAMERASECTION = "SPRINT"
EyePointOffset = "0.0 1.8 0.0"
TrackCenter = "0.0 1.8 0.0
TrackOffset = "0.0 0.0 5.0"
TiltValue = "10.0"
CameraBlendTime = "0.75"


ChunkFrequency = 0.6

CHUNKSECTION = "CHUNK1"
ChunkGeometryName = "cis_inf_magnaguard_chunk1"
ChunkNodeName = "bone_neck"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK2"
ChunkGeometryName = "cis_inf_magnaguard_chunk2"
ChunkNodeName = "bone_l_upperarm"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK3"
ChunkGeometryName = "cis_inf_magnaguard_chunk3"
ChunkNodeName = "bone_l_calf"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK4"
ChunkGeometryName = "cis_inf_magnaguard_chunk4"
ChunkNodeName = "bone_r_thigh"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0

CHUNKSECTION = "CHUNK5"
ChunkGeometryName = "cis_inf_magnaguard_chunk5"
ChunkNodeName = "bone_a_spine"
ChunkTerrainCollisions = "4"
ChunkTerrainEffect = "dirtspray"
ChunkTrailEffect = "com_sfx_chunksmolder"
ChunkPhysics = "FULL"
ChunkOmega = "4.0 4.0 4.0"
ChunkSpeed = 8.0


HurtSound = "cis_inf_com_chatter_wound"
DeathSound = "droid_death"
DamageRegionSound = "cis_inf_com_chatter_wound"
ShockFadeOutTime = ""
ShockFadeInTime = ""
ShockFadeOutGain = ""
ShockSound = ""
ClothingRustleSound = ""
LowHealthSound = ""
//LowHealthThreshold = ".25"
FoleyFXClass = "cis_inf_droid"


VOSound = "cis1_inf_pc_com_hostile SpottedVO"
VOSound = "cis1_inf_pc_com_bacta NeedMedicVO"
VOSound = "cis1_inf_pc_com_mechanic NeedRepairVO"
VOSound = "cis1_inf_pc_com_ammo NeedAmmoVO"
VOSound = "cis1_inf_pc_com_transport NeedPickupVO"
VOSound = "cis1_inf_pc_com_backup NeedBackupVO"
VOSound = "cis1_inf_pc_com_clear_area AttackPositionVO"
VOSound = "cis1_inf_pc_com_defend DefendPositionVO"

VOSound = "cis1_inf_pc_com_hostile_inVehicle SpottedVO +InVehicle"
VOSound = "cis1_inf_pc_com_bacta_inVehicle NeedMedicVO +InVehicle"
VOSound = "cis1_inf_pc_com_mechanic_inVehicle NeedRepairVO +InVehicle"
VOSound = "cis1_inf_pc_com_ammo_inVehicle NeedAmmoVO +InVehicle"
VOSound = "cis1_inf_pc_com_transport_inVehicle NeedPickupVO +InVehicle"
VOSound = "cis1_inf_pc_com_backup_inVehicle NeedBackupVO +InVehicle"
VOSound = "cis1_inf_pc_com_clear_area_inVehicle AttackPositionVO +InVehicle"
VOSound = "cis1_inf_pc_com_defend_inVehicle DefendPositionVO +InVehicle"
[/code]
cis_inf_maganguard.odf
Hidden/Spoiler:
[code]
[GameObjectClass]
ClassParent = "cis_default_magnaguard"


[Properties]
UnitType = "support"
GeometryName = "cis_inf_magnaguard"
GeometryLowRes = "cis_inf_magnaguard_low1"
SkeletonName = "magnaguard"
SkeletonLowRes = "magnaguardlz"
SkeletonRootScale = "1.24"
AnimationName = "magnaguard"

PointsToUnlock = 20
MaxHealth = 1800.0
MaxSpeed = 12.0 // base forward speed
MaxStrafeSpeed = 10.0 // base right/left speed


WEAPONSECTION = 1
WeaponName = "cis_weap_E5_rifle"
WeaponAmmo = 0

WEAPONSECTION = 2
WeaponName = "cis_weap_buff_damage"
WeaponAmmo = 0
WeaponChannel = 1

VOUnitType = 093
[/code]
cis_weap_electrostaff.odf
Hidden/Spoiler:
[code]
[WeaponClass]
ClassLabel = "melee"
ClassParent = "com_weap_inf_lightsaber"

[Properties]
HUDTag = "cis_weap_magnastaff"
GeometryName = "cis_weap_magnastaff"
ComboAnimationBank = "human_sabre melee cis_inf_magnaguard"

NumDamageEdges = "3"
FirePointName = "hp_fire1"
LightSaberLength = "0.4"
LightSaberWidth = "0.06"
LightSaberTexture = "electro"
LightSaberTrailColor = ""
LightSaberTrailColor = "189 7 255 128"

FirePointName = "hp_fire2"
LightSaberLength = "0.4"
LightSaberWidth = "0.06"
LightSaberTexture = "electro"
LightSaberTrailColor = ""
LightSaberTrailColor = "189 7 255 128"

AttachedFirePoint = "bone_l_calf 1.0 0.0 0.0 0.35 0.0 0.0"
DamageEdgeLength = "0.5"
DamageEdgeWidth = "0.1"

ShieldScale = 10.0
DroidScale = 5.0

TargetVehicle = 1
AITargetVehicle = 1

//AttachDynamic = “1”

//AttachEffect = "electroeffect"
//AttachToHardpoint = "hp_fire1 [0.01] [0.05]"

//AttachEffect = "electroeffect"
//AttachToHardpoint = "hp_fire2 [0.01] [0.05]"

SoundProperty = "force_lightning_impact"
[/code]
geo.lua
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

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

---------------------------------------------------------------------------
-- 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 ScriptPostLoad()
AddAIGoal(3, "Deathmatch", 100)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
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, text = "level.geo1.objectives.conquest", 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(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)

conquest:Start()
SetUberMode(1)
EnableSPHeroRules()

AddDeathRegion("deathregion")
AddDeathRegion("deathregion2")
AddDeathRegion("deathregion3")
AddDeathRegion("deathregion4")
AddDeathRegion("deathregion5")

end
function ScriptInit()

StealArtistHeap(800*1024)
-- Designers, these two lines *MUST* be first.
SetPS2ModelMemory(3500000)

SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2500)
SetMemoryPoolSize("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 2500)
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("dc:ingame.lvl")
ReadDataFile("ingame.lvl")

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

SetTeamAggressiveness(CIS, 1.0)
SetTeamAggressiveness(REP, 1.0)

SetMemoryPoolSize("Music", 40)
ReadDataFile("dc:sound\\rcm.lvl;RCMr")
ReadDataFile("sound\\geo.lvl;geo1cw")


--ReadDataFile("dc:SIDE\\rrl.lvl",
--"rrl_inf_ep2_rifleman",
--"rrl_inf_ep2_commander",
--"rrl_inf_ep2_jettrooper")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_commando_01_rifleman",
"rep_inf_commando_02_roketeer",
"rep_inf_commando_03_sniper",
"rep_inf_commando_04_engineer",
"rep_inf_commando_05_electronic",
"rep_inf_commando_06_sergeant",
"rep_inf_commando_07_havoc",
"rep_inf_commando_08_elite")
ReadDataFile("dc:SIDE\\kit.lvl",
"rep_hero_fisto")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_b1_rifleman",
"cis_inf_b1_rocketeer",
"cis_inf_b1_sniper",
"cis_inf_sbd",
"cis_inf_magnaguard",
"cis_inf_droideka")

ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_dome",
"rep_fly_gunship_dome",
"rep_hover_fightertank",
--"rep_fly_gunship",
--"rep_bldg_forwardcenter",
"rep_fly_jedifighter_dome",
"rep_walk_atte")

ReadDataFile("dc:SIDE\\geo.lvl",
"geo_inf_geonosian",
"geo_inf_geonosian_elite")
ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_dome",
--"cis_fly_geofighter",
"cis_tread_hailfire",
"cis_hover_stap",
"cis_walk_spider")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_geoturret")

-- Level Stats

ClearWalkers()
SetMemoryPoolSize("EntityWalker", -1)
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(2, 3) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponcnt = 300
SetMemoryPoolSize("Aimer", 100)
SetMemoryPoolSize("AmmoCounter", weaponcnt)
SetMemoryPoolSize("BaseHint", 100)
SetMemoryPoolSize("CommandWalker", 1)
SetMemoryPoolSize("EnergyBar", weaponcnt)
SetMemoryPoolSize("EntityFlyer", 6)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 50)
SetMemoryPoolSize("EntityCloth", 50)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("MountedTurret", 10)
SetMemoryPoolSize("Navigator", 70)
SetMemoryPoolSize("Obstacle", 450)
SetMemoryPoolSize("PathFollower", 70)
SetMemoryPoolSize("PathNode", 100)
SetMemoryPoolSize("TreeGridStack", 300)
SetMemoryPoolSize("UnitAgent", 70)
SetMemoryPoolSize("UnitController", 70)
SetMemoryPoolSize("Weapon", weaponcnt)
SetMemoryPoolSize("SoldierAnimation", 580)

SetSpawnDelay(10.0, 0.25)

SetupTeams{
rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_commando_01_rifleman",9, 25},
assault = { "rep_inf_commando_02_roketeer",1,4},
sniper = { "rep_inf_commando_03_sniper",1,4},
engineer= { "rep_inf_commando_04_engineer",1,4},
officer = { "rep_inf_commando_05_electronic",1,4},
special = { "rep_inf_commando_06_sergeant",1,4},
commander={ "rep_inf_commando_07_havoc", 1, 4},
general = { "rep_inf_commando_08_elite", 1, 2}
},
cis = {
team = CIS,
units = 32,
reinforcements = 300,
soldier = {"cis_inf_b1_rifleman",10, 30},
assault = {"cis_inf_b1_rocketeer",1, 4},
sniper = {"cis_inf_b1_sniper",1, 4},
engineer= {"geo_inf_geonosian",1, 6},
officer = {"cis_inf_droideka",1, 2},
special = {"geo_inf_geonosian_elite", 1, 2},
commander={"cis_inf_sbd", 1, 2},
general = {"cis_inf_magnaguard", 1, 2},
}
}
SetHeroClass(REP, "rep_hero_fisto")



-- Attacker Stats

--teamATT = ConquestTeam:New{team = ATT}
--teamATT:AddBleedThreshold(21, 0.75)
--teamATT:AddBleedThreshold(11, 2.25)
--teamATT:AddBleedThreshold(1, 3.0)
--teamATT:Init()
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(3,ATT)

-- Defender Stats

--teamDEF = ConquestTeam:New{team = DEF}
--teamDEF:AddBleedThreshold(21, 0.75)
--teamDEF:AddBleedThreshold(11, 2.25)
--teamDEF:AddBleedThreshold(1, 3.0)
--teamDEF:Init()
SetTeamAsFriend(DEF,3)

-- Local Stats
SetTeamName(3, "locals")
SetUnitCount(3, 7)
AddUnitClass(3, "geo_inf_geonosian", 7)
AddUnitClass(3, "geo_inf_geonosian_elite", 7)
SetTeamAsFriend(3, DEF)
--SetTeamName(4, "locals")
--AddUnitClass(4, "rep_inf_jedimale",1)
--AddUnitClass(4, "rep_inf_jedimaleb",1)
--AddUnitClass(4, "rep_inf_jedimaley",1)
--SetUnitCount(4, 3)
--SetTeamAsFriend(4, ATT)

ReadDataFile("GEO\\geo1.lvl", "geo1_conquest")

SetDenseEnvironment("false")
SetMinFlyHeight(-65)
SetMaxFlyHeight(50)
SetMaxPlayerFlyHeight(50)



-- Birdies
--SetNumBirdTypes(1)
--SetBirdType(0.0,10.0,"dragon")
--SetBirdFlockMinHeight(90.0)

-- Sound

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\\geo.lvl", "geo1cw")
OpenAudioStream("sound\\geo.lvl", "geo1cw")

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)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "repleaving")
SetOutOfBoundsVoiceOver(2, "cisleaving")

SetAmbientMusic(REP, 1.0, "rep_GEO_amb_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_GEO_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_GEO_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_GEO_amb_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_GEO_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_GEO_amb_end", 2,1)

SetVictoryMusic(REP, "rep_geo_amb_victory")
SetDefeatMusic (REP, "rep_geo_amb_defeat")
SetVictoryMusic(CIS, "cis_geo_amb_victory")
SetDefeatMusic (CIS, "cis_geo_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")


--ActivateBonus(CIS, "SNEAK_ATTACK")
--ActivateBonus(REP, "SNEAK_ATTACK")

SetAttackingTeam(ATT)

--Opening Satalite Shot
--Geo
--Mountain
AddCameraShot(0.996091, 0.085528, -0.022005, 0.001889, -6.942698, -59.197201, 26.136919)
--Wrecked Ship
AddCameraShot(0.906778, 0.081875, -0.411906, 0.037192, 26.373968, -59.937874, 122.553581)
--War Room
--AddCameraShot(0.994219, 0.074374, 0.077228, -0.005777, 90.939568, -49.293945, -69.571136)
end

[/code]

Re: FPM Error log

Posted: Fri Jan 17, 2014 4:24 pm
by Nedarb7
Does cis_inf_magnaguard.COMBO exist in your droid side odf folder?
Also get rid of these: LightSaberTrailColor = "" only keep the ones that have numbers.

Re: FPM Error log

Posted: Fri Jan 17, 2014 6:59 pm
by Anakin
Thank you. But acaelus fixed it :D so now the side mod is working again with only some small bugs