Peculiar CTD (debugger not making sense)

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

Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Peculiar CTD (debugger not making sense)

Post by Slime615 »

I have a peculiar CTD - The debugger is to big to post, unfortuanatley, however, I have narrowed it down to what I think is the problem... These:

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)

And this:

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


not sure what they mean.... Any Help?
Last edited by Slime615 on Sun Dec 18, 2011 12:28 pm, edited 1 time in total.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Perculiar CTD

Post by DarthD.U.C.K. »

"Out of space for soldier animation banks (max 18)" means that you loaded more than 18 animationbanks and went over the limit (who would have guessed? :o ). therefore the map crashes.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Perculiar CTD

Post by Slime615 »

Oh! Right! Thanks.

EDIT: I just checked, and I have only munged 8 Animation sets....
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Perculiar CTD (debugger not makeing sense)

Post by Teancum »

Don't forget the shipped sets. Post the LUA.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Perculiar CTD (debugger not makeing sense)

Post by Slime615 »

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"}



--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: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("dc:ingame.lvl")
ReadDataFile("ingame.lvl")

SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)

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("sound\\yav.lvl;yav1cw")
ReadDataFile("dc:SIDE\\sit.lvl",
"sit_Acolyte",
"sit_Apprentice",
"sit_Assassin",
"sit_Alchemist",
"sit_Warrior",
"sit_Dark_Lord",
"sit_Maraurder",
"sit_hero_revan")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_jangofett",
"cis_hover_aat")


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

SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "sit_Acolyte",2, 5},
assault = { "sit_Apprentice",2, 5},
engineer = { "sit_Alchemist",2, 5},
sniper = { "sit_Assassin",2, 5},
officer = {"sit_Warrior",2, 5},
special = { "sit_Dark_Lord",2, 5},

},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",8, 10},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",2, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}

AddUnitClass(REP, "sit_Maraurder",2,5)

-- 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("ParticleTransformer::ColorTrans", 3000)
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2300)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 1900)
SetMemoryPoolSize("SoldierAnimation", 784)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TOS\\TOS.lvl", "TOS_conquest")
ReadDataFile("dc:TOS\\TOS.lvl", "TOS_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
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Perculiar CTD (debugger not makeing sense)

Post by DarthD.U.C.K. »

well, the stock animbanks plus human_sabre are 6 animsets already, you just gotte get rid of somce custom animbanks.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Perculiar CTD (debugger not makeing sense)

Post by Slime615 »

The only animations I am useing are:

Dooku
mace
vader
obiwan
maul
aalya
Twilek


Thats no over 18, even plus the 6 stocks......
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Perculiar CTD (debugger not makeing sense)

Post by Teancum »

What folks also need to understand is that one animation set is not the same as one bank. Some animation sets are bigger and take up multiple banks. Regardless you'll have to remove some, there's no getting around that.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Perculiar CTD (debugger not makeing sense)

Post by DarthD.U.C.K. »

im pretty sure the droidekas, magnagaurds, bds, sbds and jangos animset count too.

@teancum: actually, as far as i know its synonymous. i use "animationset" is an alternative name for the "animationbank" of a soldier to avoid confusion with the animationbanks of weapons like pistol, tool, launcher etc.
the too many animbanks error is only about the number of animsets loaded and each set is on "bank". if too many actual anims are loaded you get a "couldnt find animation" error.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Perculiar CTD (debugger not makeing sense)

Post by Slime615 »

Are you certain that is the problem? It was working fine earlier, and I have not added any new animations since - only changed some player models around....
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Perculiar CTD (debugger not makeing sense)

Post by DarthD.U.C.K. »

yes, im 100% sure. this is one of the very easy to interpret errors and from changing models you dont get these. try removing one or two units with own animsets and see if you still get the error then.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Perculiar CTD (debugger not makeing sense)

Post by Slime615 »

But I am not useing any of my own just Stock "With the exception of a twelik one from the BFX Assets"

Apart from that they are all stock....
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Perculiar CTD (debugger not makeing sense)

Post by DarthD.U.C.K. »

it doesnt matter if they are stock or custom. battlefront simply counts all animationsets.
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Perculiar CTD (debugger not makeing sense)

Post by Teancum »

The easy way is simply to comment out some units in your lua's ReadDataFile sections. If it works, then it's confirmed. Going back and forth won't help until you try it. :thumbs:
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Peculiar CTD (debugger not making sense)

Post by Slime615 »

Ok. For some reason its only letting me have four Jedi Units....

EDIT
Just a thought - Why would this take place here, when On the Hero assault maps, There are loads of different animation sets used - more than 4...

Double posting is against the RULES; please EDIT your post instead -Staff
User avatar
Teancum
Jedi Admin
Jedi Admin
Posts: 11080
Joined: Wed Sep 07, 2005 11:42 pm
Projects :: No Mod project currently.
Games I'm Playing :: Destiny
xbox live or psn: No gamertag set
Location: Indiana

Re: Peculiar CTD (debugger not making sense)

Post by Teancum »

Again, if you have animation-heavy custom units they take up more memory (not sure whether you do). Someone like Maul or Grevious is much more resource intensive than say, Anakin or Obi-Wan, since they use more unique animations. Also, are you using props or vehicles that have custom animations?

Again - there's a distinction between total memory and animation banks, but in the end both will affect crashing.
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Peculiar CTD (debugger not making sense)

Post by Slime615 »

i am not useing any animated props. Its just a basic side mod, on an epty map.

The side is a Jedi Side, 7 Different types, with 7 different animations, representing the seperate lightsaber forms.

The only addition is a "twi'lek" Animation set, that is allya with animations to allow a single saber, since on of the jedi will be a twi'lek

This worked perfectaly fine untill a couple of days ago when I changed the player models for a few of the other players.

All of a sudden, it is not telling me I have gone over the allowed animation banks, and refuses to work with more than 4 jedi... I dont know why this is...


Luke - ShiiCho
Dooku - Makashi
Obiwan - Soreusa
Maul - Ataru
Vader - Djem So
Mace - Niman
Aalya - Juyo
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Peculiar CTD (debugger not making sense)

Post by DarthD.U.C.K. »

Slime615 wrote:The only addition is a "twi'lek" Animation set, that is allya with animations to allow a single saber, since on of the jedi will be a twi'lek
it doesnt matter(as long as the animset once worked) what the addition is. batlefront counts all animations/animationsets, no matter whether they are custom.(like i previously said)
Slime615 wrote:This worked perfectaly fine untill a couple of days ago when I changed the player models for a few of the other players.
thats just not possible(like i previously said), or do you have a modelrror for that in your bfront2log?
Slime615 wrote: All of a sudden, it is not telling me I have gone over the allowed animation banks, and refuses to work with more than 4 jedi... I dont know why this is...
do you get "cant find animaion" errors? if so you have too many animations despite having not too many animsets (like teancum previously said)
Slime615
Lieutenant General
Lieutenant General
Posts: 704
Joined: Thu Jan 07, 2010 9:38 am

Re: Peculiar CTD (debugger not making sense)

Post by Slime615 »

thats just not possible(like i previously said), or do you have a modelrror for that in your bfront2log?
Possible or not, Thats what happened... I cant explain it.

Nr is it telling me that I have to many animations...

EDIT:

I may have found the problem. It is now telling me it reading lots of animations more then once. Here is an Example:
Hidden/Spoiler:
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_idle_emote_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_idle_emote_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_idle_checkweapon_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_idle_checkweapon_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_idle_takeknee_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_idle_takeknee_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_turnleft_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_turnleft_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_turnright_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_turnright_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_walkforward_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_walkforward_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_runforward_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_runforward_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_walkbackward_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_walkbackward_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_runbackward_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_runbackward_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_walkright_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_walkright_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_runright_upper' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_runright_lower' was already read

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimationData.cpp(900)
SoldierAnimationData[5f0ce10d]::Animation: animation data 'crouch_walkleft_upper' was already read
Last edited by Slime615 on Tue Dec 20, 2011 4:02 pm, edited 1 time in total.
User avatar
DarthD.U.C.K.
Master of the Force
Master of the Force
Posts: 6027
Joined: Wed Sep 27, 2006 11:05 am
Location: Duckburg, Germany

Re: Peculiar CTD (debugger not making sense)

Post by DarthD.U.C.K. »

could you please post the bfront2log?
Post Reply