Crash between game modes
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theITfactor
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Crash between game modes
Each of my game modes works perfectly on their own. They are packed with pretty much everything and use up a lot of memory. In multiplayer, if I have a map rotation with only one game mode, it works fine round after round with no crashing.
However, in multiplayer, if I have a map rotation with two or more modes, for example cw conquest followed by gcw conquest, it will crash after the first map, usually right after you choose a side for the second map (or sooner).
I backed up and removed all my animations and that did not help, so I am thinking it has something to do with sides or memory pools...although since there is no log to help I am really at a loss.
I tried copying the cw lua into the gcw after backing it up, and I was then able to play cw and gcw one after the other fine.
However, in multiplayer, if I have a map rotation with two or more modes, for example cw conquest followed by gcw conquest, it will crash after the first map, usually right after you choose a side for the second map (or sooner).
I backed up and removed all my animations and that did not help, so I am thinking it has something to do with sides or memory pools...although since there is no log to help I am really at a loss.
I tried copying the cw lua into the gcw after backing it up, and I was then able to play cw and gcw one after the other fine.
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RepSharpshooter
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Re: Crash between game modes
So it must be something different between your luas that conflict. I can't offer you any specific advice without any log, but you could try making them the same again, then systematically add components until it crashes.theITfactor wrote:I tried copying the cw lua into the gcw after backing it up, and I was then able to play cw and gcw one after the other fine.
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theITfactor
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Re: Crash between game modes
Ok I did a test. I copied one by one new units between the luas, and that caused it to crash.
I guess there are just too many units? I had 18 units for the cw era and 18 for the gcw era. I had made both eras have the same units then one by one I would change the gcw era to have its real units. After 3 it crashed.
Could it be because I load both era's units from the same side? Or are there just too many.
Every single unit is a cis sniper or ep3 clone sniper but the msh is duplicated many times, and there are 6 different weapons available for all of them, in rainbow colors.
Maybe there is a way to use one msh and override textures? or something to solve the problem...
I guess there are just too many units? I had 18 units for the cw era and 18 for the gcw era. I had made both eras have the same units then one by one I would change the gcw era to have its real units. After 3 it crashed.
Could it be because I load both era's units from the same side? Or are there just too many.
Every single unit is a cis sniper or ep3 clone sniper but the msh is duplicated many times, and there are 6 different weapons available for all of them, in rainbow colors.
Maybe there is a way to use one msh and override textures? or something to solve the problem...
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Fingerfood
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Re: Crash between game modes
It could be overload of the same asset, but it could just be that one unit it crashed on. Try that unit alone with all the other cw settings and see if it crashes.
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theITfactor
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Re: Crash between game modes
As I said in the first post, every game mode runs fine on its own. It only crashes after a previous, different game mode has been played.Fingerfood wrote:It could be overload of the same asset, but it could just be that one unit it crashed on. Try that unit alone with all the other cw settings and see if it crashes.
- Teancum
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Re: Crash between game modes
First thing to check is to make sure all of your memory pools are full. It typically causes problems in MP if they aren't.
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RepSharpshooter
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Re: Crash between game modes
You know there *could* be too many unique classes being loaded between the two modes. You actually could have the same classes between each mode. Then, in lua you could either setclassproperty geometry name OR preferably overridetexture. The latter would make it so you have 1 mesh per team, and everything is switched through lua. You may want to test if you can change override textures through lua. It may actually process them during the munge. If override textures don't work, you could always include all the geometries you want to use in modified.req like instead of "class" it's "model". That way, you could do something like this:theITfactor wrote:Ok I did a test. I copied one by one new units between the luas, and that caused it to crash.
I guess there are just too many units? I had 18 units for the cw era and 18 for the gcw era. I had made both eras have the same units then one by one I would change the gcw era to have its real units. After 3 it crashed.
Could it be because I load both era's units from the same side? Or are there just too many.
Every single unit is a cis sniper or ep3 clone sniper but the msh is duplicated many times, and there are 6 different weapons available for all of them, in rainbow colors.
Maybe there is a way to use one msh and override textures? or something to solve the problem...
cis =
cis_inf_1
cis_inf_2
cis_inf_3
cis_inf_4
etc...
rep =
rep_inf_1
rep_inf_2
etc...
But before that (just after the readdatfiles) put:
SetClassProperty("rep_inf_1","GeometryName","rep_inf_pwn_sniper") <--- alternatively could be overridetexture ONLY if it works
SetClassProperty("rep_inf_2","GeometryName","rep_inf_fll_sniper")
etc, then for GCW
SetClassProperty("rep_inf_1","GeometryName","rep_inf_urh_sniper")
SetClassProperty("rep_inf_2","GeometryName","rep_inf_tri_sniper")
I mean if it HAS to be done, then that'd be the way to do it. But, you don't know whether your problem actually lies in reading in the geometries, not the classes. Then all of this would be superfluous. Then you're only hope would be that override textures work, then you have 1 geometry per team. Good luck!
But this is all assuming the issue lies in units, not memory pools as teancum mentioned. However, assuming you ONLY changed units in the previous test, it probably is units (well running 2 different modes back to back may make you run out of memory, you never know). Nevertheless, one of the methods above *may* give you less space and less memory.
- Culvar
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Re: Crash between game modes
If it's using ep3Snipers could it be the ammount of cloth?
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RepSharpshooter
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Re: Crash between game modes
Could be,
You only have it at 20, and I would imagine it would need 1 for every unit or so (perhaps try 40)
I mean you might as well try that little line before doing major renovations.
Code: Select all
SetMemoryPoolSize ("ClothData",20)I mean you might as well try that little line before doing major renovations.
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theITfactor
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Re: Crash between game modes
Okay, I'll try boosting the cloth memory pool. Right now I am converting all the CIS units to use one mesh and then just have overridetextures (they are working).RepSharpshooter wrote:Could be,
You only have it at 20, and I would imagine it would need 1 for every unit or so (perhaps try 40)Code: Select all
SetMemoryPoolSize ("ClothData",20)
I mean you might as well try that little line before doing major renovations.
If the above two solutions do not work then I will try your lua idea. While I'm doing this, would it be possible for you to sign on Xfire? It would be easier if I could talk to you in real time
and on a side note, the error I have the most in the log are these:
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
EDIT: Still crashing after the cloth memory pool changes and the overridetextures.
- Teancum
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Re: Crash between game modes
Again, just to make sure you saw it, make sure you fill all memory pools (aside from those pesky particle effect ones) to stabilize MP. I typically set all pools to about 1.5x whatever BFront2.log asks for in case folks turn up the AI count above my liking.Teancum wrote:First thing to check is to make sure all of your memory pools are full. It typically causes problems in MP if they aren't.
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theITfactor
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Re: Crash between game modes
They are no memory pool errors in the log. However there were 222 of these errors between two rounds of the cw conquest:Teancum wrote:Again, just to make sure you saw it, make sure you fill all memory pools (aside from those pesky particle effect ones) to stabilize MP. I typically set all pools to about 1.5x whatever BFront2.log asks for in case folks turn up the AI count above my liking.Teancum wrote:First thing to check is to make sure all of your memory pools are full. It typically causes problems in MP if they aren't.
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
The numbers and letters in parentheses varied.
