In this forum you will find and post information regarding the modding of Star Wars Battlefront 2. DO NOT POST MOD IDEAS/REQUESTS.
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philomen
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by philomen » Thu Dec 11, 2008 9:27 pm
Ok my game crashes after about 1 minute or two of play and in the Bfront2.log it says :
How can i fix this ? it must be very simple but it never happened to me before ...
Oh i also have this little error but I don't think its related to it :
Commander_Fett
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by Commander_Fett » Thu Dec 11, 2008 9:39 pm
so, your game worked for two minutes before crashing? Because that sais thereis no custom rep side in your map.
philomen
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by philomen » Thu Dec 11, 2008 9:47 pm
yes i have a costum rep side in my map ... thats what i don't get ... and it works with my costum side for the time it works ... i can even play cis all game but after the 1-2 mins if i switch rep crash ... and they r costum sides with costum skins and weapons and all ...
Fiodis
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by Fiodis » Thu Dec 11, 2008 10:53 pm
For the first error, I'd suggest looking for a hud file from the shipped rep side and moving it over. It looks like the game can't find it.
Ditto for the others.
Out of curiosity, could we see your LUA?
Frisbeetarian
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Post
by Frisbeetarian » Thu Dec 11, 2008 11:02 pm
Sounds like a secondary weapon that an AI is just getting around to using.
philomen
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by philomen » Thu Dec 11, 2008 11:07 pm
This is the lua
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"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}
--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: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:Load\\common.lvl")
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("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"",
"rep_inf_ep3_jettrooper",
"rep_inf_clone_assassin",
"rep_hero_macewindu",
"rep_clon9",
"rep_inf_ep3_pilot")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_grievousguard",
"",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_inf_marine",
"cis_inf_OOM-9")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_built_chaingun",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_sniper",3, 4},
assault = { "rep_inf_ep3_jettrooper",1, 4},
engineer = { "rep_inf_ep3_pilot",1, 4},
sniper = { "",1, 4},
officer = {"rep_inf_clone_assassin",1, 2},
special = { "rep_clon9",1, 1},
AddUnitClass(REP, "rep_inf_ep3_rifleman",7, 15),
AddUnitClass(REP, "rep_inf_ep3_engineer",3, ,
AddUnitClass(REP, "rep_inf_ep3_rocketeer",1, 4),
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_sniper",3, 4},
assault = { "",1, 4},
engineer = { "cis_inf_rifleman",1, 4},
sniper = { "cis_inf_droideka",1, 4},
officer = {"cis_inf_grievousguard",1, 2},
special = { "cis_inf_OOM-9",1, 1},
AddUnitClass(CIS, "cis_inf_marine",7, 15),
AddUnitClass(CIS, "cis_inf_engineer",3, ,
AddUnitClass(CIS, "cis_inf_rocketeer",1, 4),
}
}
SetHeroClass(CIS, "cis_hero_grievous")
SetHeroClass(REP, "rep_hero_macewindu")
-- 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:GUS\\GUS.lvl", "GUS_conquest")
ReadDataFile("dc:GUS\\GUS.lvl", "GUS_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
and what do you mean by trying to use ? what does that mean ... that they don't know how to use that weapon and it crashes ?
Deviss
Master of the Force
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Post
by Deviss » Thu Dec 11, 2008 11:08 pm
could you post your bfront2.log??
Delta 47
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Post
by Delta 47 » Fri Dec 12, 2008 1:20 am
DEVISS-REX wrote: could you post your bfront2.log??
Ahem,
philomen wrote: Ok my game crashes after about 1 minute or two of play and in the Bfront2.log it says :
MercuryNoodles
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by MercuryNoodles » Fri Dec 12, 2008 5:09 am
The level chunk errors mean you have a req problem, or it didn't munge properly. The texture error comes from having RLE compression on when you save the targa.
Aman/Pinguin
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Post
by Aman/Pinguin » Fri Dec 12, 2008 5:17 am
philomen wrote: This is the lua
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"",
"rep_inf_ep3_jettrooper",
"rep_inf_clone_assassin",
"rep_hero_macewindu",
"rep_clon9",
"rep_inf_ep3_pilot")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_grievousguard",
"",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_inf_marine",
"cis_inf_OOM-9")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_sniper",3, 4},
assault = { "rep_inf_ep3_jettrooper",1, 4},
engineer = { "rep_inf_ep3_pilot",1, 4},
sniper = { "",1, 4},
officer = {"rep_inf_clone_assassin",1, 2},
special = { "rep_clon9",1, 1},
AddUnitClass(REP, "rep_inf_ep3_rifleman",7, 15),
AddUnitClass(REP, "rep_inf_ep3_engineer",3, ,
AddUnitClass(REP, "rep_inf_ep3_rocketeer",1, 4),
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_sniper",3, 4},
assault = { "",1, 4},
engineer = { "cis_inf_rifleman",1, 4},
sniper = { "cis_inf_droideka",1, 4},
officer = {"cis_inf_grievousguard",1, 2},
special = { "cis_inf_OOM-9",1, 1},
AddUnitClass(CIS, "cis_inf_marine",7, 15),
AddUnitClass(CIS, "cis_inf_engineer",3, ,
AddUnitClass(CIS, "cis_inf_rocketeer",1, 4),
}
}
I don't think that would crash, but you should remove the lines instead of just removing the name. Actually I would make it look like this:
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_jettrooper",
"rep_inf_clone_assassin",
"rep_hero_macewindu",
"rep_clon9",
"rep_inf_ep3_pilot")
ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_grievousguard",
"cis_inf_droideka",
"cis_hero_grievous",
"cis_inf_marine",
"cis_inf_OOM-9")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_sniper",3, 4},
assault = { "rep_inf_ep3_jettrooper",1, 4},
engineer = { "rep_inf_ep3_pilot",1, 4},
sniper = { "rep_inf_clone_assassin",1, 2},
officer = {"rep_clon9",1, 2},
special = { "rep_inf_ep3_rifleman",7, 15},
AddUnitClass(REP, "rep_inf_ep3_engineer",3, ,
AddUnitClass(REP, "rep_inf_ep3_rocketeer",1, 4),
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_sniper",3, 4},
assault = { "cis_inf_rifleman",1, 4},
engineer = { "cis_inf_droideka",1, 4},
sniper = { "cis_inf_grievousguard",1, 2},
officer = {"cis_inf_OOM-9",1, 1},
special = { "cis_inf_marine",7, 15},
AddUnitClass(CIS, "cis_inf_engineer",3, ,
AddUnitClass(CIS, "cis_inf_rocketeer",1, 4),
}
}
philomen
Second Lance Corporal
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Post
by philomen » Fri Dec 12, 2008 6:54 pm
ok could the texture saved with RLE compression crash the game cause i really don't know what texture it could be
Oh and I tried to to what you Aman/Pinguin but didn't work ... any other idea ? anything else that would help you help me lol ?
Frisbeetarian
Jedi
Posts: 1233 Joined: Wed Sep 12, 2007 3:13 pm
Post
by Frisbeetarian » Fri Dec 12, 2008 7:34 pm
Double check the weapons, make sure they're set up correctly and remunge.
I say this assuming you've already done a manual clean, remunged, and gotten the same problem [/hint: do this first]
philomen
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by philomen » Fri Dec 12, 2008 9:01 pm
ok i did a manual clean and still doesn't work ... and i lost my beloved loadscreen lol
anyways what do you mean by checking if the weapons are set correctly ???
U mean the odf ? msh ? ord ? lol sry ... still gotta get used to all this
Frisbeetarian
Jedi
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Post
by Frisbeetarian » Sat Dec 13, 2008 1:04 am
What all have you changed in terms of the weapons? According to your Lua, you've changed something on every unit, even the heroes, and even added new units, but it doesn't tell us what, if anything you've changed on the weapons.
And in terms of the load screen, you didn't lose it, you just need to move the .lvl back into the folder manually like you had to in the first place.
philomen
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Post
by philomen » Sat Dec 13, 2008 9:06 am
kk and that could be the problem ???
cause i changed alot of weapons ... well actualy all exept the rocket launcher and the sniper ... ( does laser color change count ? )
Could the problem be when the ai try to use the weapons ? cause i really don't know what weapons could be wrong ... last thing i changed before that was the pistol ... i gave him the rile odf and changed the fire rate and amo ...
( oh i also changed the models of the award weapons ... )
I don't think there is anyting wrong though ... do you wanna see their odfs ?
Frisbeetarian
Jedi
Posts: 1233 Joined: Wed Sep 12, 2007 3:13 pm
Post
by Frisbeetarian » Sat Dec 13, 2008 6:15 pm
To make sure that it is a weapon, see if you can duplicate the results yourself. Run the ModTools and use every weapon, once should be good enough. If you don't get a crash, then it's probably not a weapon. If you do get a crash, try it again to verify the results, but make sure that you are the one creating the crash, not the AI.
philomen
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by philomen » Sat Dec 13, 2008 6:44 pm
kk and what do i do if it is the AI cause i am pretty sure its them and yes it must be a weapon .. changing the award weapons model , could that cause a crash ?
Frisbeetarian
Jedi
Posts: 1233 Joined: Wed Sep 12, 2007 3:13 pm
Post
by Frisbeetarian » Sat Dec 13, 2008 7:03 pm
What I'm saying is that you should use the units to cause the crash before they do. It may take more than one try because you may not make it all the way down the list before the AI causes it to crash with a weapon you haven't reached yet.
You could also just take the AI out of the level to test it, but you would then have to edit the Lua and remunge.
philomen
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by philomen » Sat Dec 13, 2008 8:16 pm
I've tested all the weapons but none seems related to the crash ... it still crashes ater 1-2 minutes ... but just to make sure, if i have a pistol odf that looks like this :
should i remove the ord ? cause i didn't change anything in the ord
MercuryNoodles
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by MercuryNoodles » Sun Dec 14, 2008 3:32 am
Leave the ord in. That line tells the game which odf to look for. No ord line, no ord.