Pepperland.....Psychedelia....Released!!

Working on a new map? Have a new mod out for swbf2?! Post an announcement of the up-coming release here.

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Post by SBF_Dann_Boeing »

Snork wrote:What was the last thing you placed before it crashed? That might help us figuring out what went wrong.
The last change i made was to up the ai count, and add a weapon. When it crashed i took back these changes, cleaned everything, tried again and it crashes. Also It doesn't crash right away, strangely it only does in a certain area of the map by the spinning temple and psychedelic mist, both of which have not been a problem, but i removed the animations to the spinning temple and the mist objects, and it still crashes. I think it may be that the greater amount of ai are around this area fighting each other, the use of all my weapons in an area may be overloading it, though i don't know why it is all of the sudden. I will try to tone down the amount of large ordnances such as throwable/shootable boulders, which i'm suspicious of, I'll try to keep those to just the Rock It launcher in assault. First thing tho, I will try to see if the map will run with AI off to make sure that it is a weapons issue and not an objects issue.
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Post by SBF_Dann_Boeing »

As I suspected this is a weapons/ai issue and not an objects issue.
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Post by SBF_Dann_Boeing »

doesn't seem to be a weapon problem...as it sometimes crashes before units start firing.....it also works just fine in assault
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Post by Teancum »

What are your unit counts? Max in-play are 200 per side with a max of 2000 reinforcements. But that's the absolute limit. It can still crash if someone's system can't handle that many. I'd never go over 150/1500. That way any system can play it.
Last edited by Teancum on Fri Jun 08, 2007 1:38 pm, edited 1 time in total.
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Post by SBF_Dann_Boeing »

as i said i turned them back to their original unit counts (20 vs 20)
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Post by Teancum »

K, start a new game, don't actually play, just sit there. Time how long it takes to crash. If it takes a few minutes it's probably a secondary weapon problem. AI only use those every so often so that could be your cause. Also, check your 2nd, 3rd or 4th primary weapons. When an AI runs out of ammo they switch to another primary weapon, thus taking a little while to cause the crash.
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Post by SBF_Dann_Boeing »

as i said this only occurs in 1 area for some reason when i have ai turned on, if i go somewhere else, i can stay there until the end of the map. Sometimes when i go to this particular area, even if i don't see any units around except acklays it can crash. i tried taking the acklays out but that didn't work either. As i said i tried taking out animations to the objects in this area but that did not work either.
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Post by brokenshard_of_glass »

Then leave the cool animations...
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Post by Taivyx »

Run the battlefront.exe and see what shows up.
Try it without going into the area, then going to the area.
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Post by SBF_Dann_Boeing »

done that, nothin shows up after i run mod_tools.exe in the error log.
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Post by TheRocket »

for the disco ball idea, what if you had a massive disco ball
that was like a reskinned rock and have it bounce around
the map randomly.
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Post by Hebes24 »

SBF_Dann_Boeing wrote:done that, nothin shows up after i run mod_tools.exe in the error log.
Nothing as in no Severity 3 messages, or no as in absolutely nothing?
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Post by Ateas »

You said assault mode works fine, right? Maybe you should release the map early with just that mode. (for now.)

Then if you fix the problem, you could finish it and release the final, like normal. If you cant fix the problem and the map klunks out completely, then at least we would be able to experience the map at least once. :wink:
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Post by TheRocket »

I aggre i think that if the map finally just dies,
that we should at least have a back up that you could work off of to recrreate it.
If the worst happens.
*crosses fingers*
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Post by SBF_Dann_Boeing »

Hebes24 wrote:
SBF_Dann_Boeing wrote:done that, nothin shows up after i run mod_tools.exe in the error log.
Nothing as in no Severity 3 messages, or no as in absolutely nothing?
no severity 3 messages, other than the fact htat my music still refuses to work, but thats not making it crash. There are lots of severity 2's, all of them seem to be normal as i've seen them before when it worked fine such as:

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

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1632

.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1216

Message Severity: 2
.\Source\Godray.cpp(298)
GodrayManager: Exceeded maximum number of godrays (0)

If the particletransformer errors are indeed the cause of the crash they would mean that there are too many colors and particles being used, which doesn't make sense because it was working fine with the same amount before. Godrays i have no clue what they are. Soldieranimations i c whenever i mod sides and they never seem to cause problems. In my past experiance with these doom type errors, going back and toning stuff down won't fix it because it just kind of screws itself over and refuses to work any longer, so i hope that these arn't the case.
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Post by t551 »

You checked both the general and specific mungelogs, right?
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Post by SBF_Dann_Boeing »

Yep, Nothing.
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Post by phazon_elite »

It might be a terrain issue. One time my Mount Corona kept crashing when I would look at this certain area where there was nothing there. I got rid of a certain texture, and it worked again.

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Post by SBF_Dann_Boeing »

that is sort of whats happenning but it works fine with AI off
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Post by Snork »

Maybe its one of the units? Whne I tried to use the Jed side in one of my maps it crashed it.
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