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Huge evil errors with .combo editing

Posted: Thu Jun 21, 2007 12:01 pm
by MetalcoreRancor
Ok, so I took up .combo editing yesterday, and I read the tutorial, and everything made sense.

Instead of doing the usual "I WANTZ DIS LUKE ATTACKZ ADDED TO MAUL LOLOLOLO" routine I actually came up with a brilliant idea of removing the force button and giving people a secondary attack pattern for the force button. And it worked. I gave Aalya a mace attack on right click. Then I gave Mace, dooku's and I gave Dooku, Vader's.

Today I started to fix the errors I had with maul, sidious not showing up and grevious not being able to be munged, but then I came across a new and much more sinister error.

I overcame the first obstacle by changing Obiwan to tat_luke and making him use a combination of luke and obi attacks.

That worked. Then I went for Anakin, and well, suffice it to say it broke when I gave him vaders stuff.

Here is my BF2 error log, and I do NOT need to give the .lua, I know my errors and its not in .lua and theres nothing wrong with it :P


Code: Select all

Opened logfile BFront2.log  2007-06-21 1242
ingame stream    movies\crawl.mvs
prev =     none     iLastPage =     nil
prev =     texture     iLastPage =     1
prev =     texture     iLastPage =     2
prev =     texture     iLastPage =     3
ifs_legal.Exit

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main

ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadFileList
ifs_saveop_DoOps     LoadProfile
ifs_saveop_DoOps     LoadProfile
num, Selection =    1    table: 03CA116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    1
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    AB1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    7
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    8
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    9
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    11
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    12
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    16
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    18
EraSelection.subst =     c    era_c
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    20
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    25
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    28
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    30
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    51
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    73
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    66
EraSelection.subst =     c    era_c
EraSelection.subst =     c    era_c
num, Selection =    1    table: 03CA116C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx =    56
EraSelection.subst =     c    era_c
EraSelection.subst =     g    era_g
play movie    AB1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

bEra_CloneWar =     1     bEra_Galactic =     1
clonewar_visable =     true     galactic_visable =     true
Adding map:     SAMg_eli     idx:     1
this.CurButton =    _map_add
cur_button =    nil
this.CurButton =    _opt_global
cur_button =    global
this.CurButton =    _opt_playlist
cur_button =    nil
num, Selection =    1    table: 03CA116C
play movie    AB1         200    ,    300         510    x    400

Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly

this.CurButton =    Launch
cur_button =    nil

Message Severity: 2
.\Source\SoldierAnimationData.cpp(896)
SoldierAnimationData[5f0ce10d]::Animation: Unknown animation data 'stand_getdown_prone_upper'

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (han_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (leia_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (leia_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (leia_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (leia_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (leia_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		SpottedVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedRepairVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedPickupVO


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		NeedBackupVO


Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
.\Source\VOHelper.cpp(196)
unknown VO type: 		DefendPositionVO


Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[ba944832]::State[SPATTACK2]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 3
.\Source\Combo.cpp(3065)
Combo::State::Transition allocated out of order

Message Severity: 2
.\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'

Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[ba944832]::State[[NULL]:58b1ec4a]::Transition: invalid state 0000000f mapped to IDLE

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1078

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1084

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1087

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[90d1cbda]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[90d1cbda]::Animation[stand_attack2a_upper]::BlendTimeTo: unknown anim 'stand_attack2b_upper' [f0d571d3]

Message Severity: 2
.\Source\SoldierAnimationData.cpp(249)
SoldierAnimationData[90d1cbda]::Animation[stand_attack2a_lower]::BlendTimeTo: unknown anim 'stand_attack2b_upper' [f0d571d3]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[90d1cbda]::State[SPATTACK2]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1093

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1096

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1102

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1105

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1111

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1114

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1117

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1120

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1123

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1126

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1129

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1132

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[SPATTACK2]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 3
.\Source\Combo.cpp(3065)
Combo::State::Transition allocated out of order

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashattack_end' [4c1fa856]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashflip2' [8382b8c3]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP2]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP3]::Animation: failed to add 'stand_dashflip2' [8382b8c3]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP4]::Animation: failed to add 'stand_dashflip2' [8382b8c3]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHATTACK_END]::Animation: failed to add 'stand_dashattack_end' [4c1fa856]

Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[eede5a43]::State[[NULL]:58b1ec4a]::Transition: invalid state 0000000d mapped to IDLE

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1135

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1138

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1141

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1144

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1147

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1150

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1153

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1159

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1162

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1165

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1171

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1174

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1177

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1180

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[84d86099]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[84d86099]::State[SPATTACK2]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1183

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1186

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1189

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1195

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1198

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1201

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1204

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1207

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1210

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1213

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1219

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1222

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[4c231c67]::State[SPATTACK2]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 3
.\Source\Combo.cpp(3065)
Combo::State::Transition allocated out of order

Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[4c231c67]::State[[NULL]:18f00e69]::Transition: invalid state 0000000f mapped to IDLE

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1225

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1228

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1231

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1234

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1237

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1240

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1243

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1246

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1249

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1252

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1255

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1258

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1261

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1264

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1267

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ClothData" is full; raise count to at least 21

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1270

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1273

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1276

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1279

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1312

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[5493d4d3]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[5493d4d3]::State[SPATTACK2]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ClothData" is full; raise count to at least 22

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ClothData" is full; raise count to at least 23

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1315

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1318

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1321

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1544

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1327

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1330

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1546

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1333

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1548

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1339

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1342

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1550

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1552

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1345

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1351

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1554

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1354

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1556

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[0fa87c00]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[0fa87c00]::Animation: failed to add 'stand_attack3c' [330e603e]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[0fa87c00]::State[SPATTACK2]::Animation: failed to add 'stand_attack2b' [4a0c45dc]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[0fa87c00]::State[SPATTACK3]::Animation: failed to add 'stand_attack3c' [330e603e]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ClothData" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1357

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1363

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1558

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1366

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1560

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1369

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1372

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1375

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1562

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1564

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1378

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1381

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1384

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1566

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1387

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1568

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1390

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1393

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1396

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1570

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1399

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1572

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1574

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1402

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1576

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1578

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1405

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1580

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1408

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1582

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1411

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1584

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1414

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1586

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 4

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 8

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 12

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 16

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 20

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 24

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 28

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 32

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 36

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 40

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 44

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 48

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 52

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 56

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 60

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 64

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 68

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 72

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 76

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 80

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 84

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 88

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 92

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 96

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 100

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 104

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 108

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 112

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 116

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 120

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 124

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 128

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 132

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 136

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 140

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 144

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 148

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 152

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 156

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 160

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 164

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 168

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 172

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 176

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 180

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 184

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 188

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 192

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 196

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 200

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 204

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 208

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 212

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 220

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 224

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 228

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 232

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 236

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 240

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 244

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 248

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 252

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 256

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 260

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 264

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 268

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 272

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 276

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 280

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 284

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 288

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 292

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 296

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 300

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 304

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 308

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 312

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 316

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 320

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 324

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 328

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 332

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 336

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 340

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 344

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 348

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 352

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 356

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 360

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 364

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 372

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 376

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 "SoldierAnimation" is full; raise count to at least 384

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 388

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 392

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 396

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 400

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 404

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 408

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 412

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 416

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 420

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 424

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 428

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 432

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 436

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 440

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 444

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimat

RE: Huge evil errors with .combo editing

Posted: Thu Jun 21, 2007 12:08 pm
by Teancum
You're probably out of combo memory. There's only so many animations you can load per jedi. No way around it I'm afraid.

Also, add a line in your memory pools to fill SoldierAnimation. I usually set it to 1000. Doesn't fix the problem above, but it cleans up the log a lot.

Posted: Thu Jun 21, 2007 12:14 pm
by MetalcoreRancor
Yup, it cut down the animation stuff, but heres where the errors lie.

Before all this occured, I could go ingame, but whatever I selected that I had edited, crashed the map.

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation tat_vader_sabre_stand_attack2b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation tat_vader_sabre_stand_attack2a_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation mace_sabre_stand_attack2b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation dooku_sabre_stand_attack2b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation dooku_sabre_stand_attack2a_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation maul_sabre_stand_attack2b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation maul_sabre_stand_attack2a(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation maul_sabre_stand_attack2a_end(_upper)


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

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

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

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

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

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_attack1a_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_attack1b(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_attack1a(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_block_idle(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_block_front1(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_block_front2(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_block_left1(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_block_left2(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_block_right1(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_block_right2(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_attack1b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_attack1c(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_stand_dashattack(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_jumpattack_land(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_jumpattack_fall(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation grevious_sabre_jumpattack_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_idle_emote(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_idle_emote(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_idle_checkweapon(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_idle_checkweapon(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_idle_lookaround(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_idle_lookaround(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_turnleft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_turnleft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_turnright(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_stand_turnright(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_idle_emote(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_idle_emote(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_idle_checkweapon(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_idle_checkweapon(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_idle_takeknee(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_idle_takeknee(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_turnleft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_turnleft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_turnright(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_crouch_turnright(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_idle_emote(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_idle_emote(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_idle_checkweapon(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_idle_checkweapon(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_idle_lookaround(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_idle_lookaround(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_turnleft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_turnleft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_turnright(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1977)
Can't find soldier animation grevious_sabre_prone_turnright(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_sprint(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_sprint(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_forward(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_forward(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_backward(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_backward(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_left(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_left(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_right(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jump_right(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_landsoft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_landsoft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_landhard(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_landhard(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_fall(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_fall(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flail(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flail(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingfront(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingfront(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingback(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingback(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingleft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingleft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingright(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_flyingright(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_tumblefront(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_tumblefront(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_tumbleback(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_tumbleback(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_bouncefrontsoft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_bouncefrontsoft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_bouncebacksoft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_bouncebacksoft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_landfrontsoft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_landfrontsoft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_landbacksoft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_thrown_landbacksoft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_getupfront(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_getupfront(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_getupback(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_getupback(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restfrontsoft(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restfrontsoft(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restbacksoft(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_thrown_restbacksoft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_diveforward(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_diveforward(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jetpack_hover(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_jetpack_hover(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_deadhero(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_deadhero(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_forward(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_forward(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_backward(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_backward(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_left(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_left(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_right(_upper)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2035)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_stand_death_right(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitfront(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitfront(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitback(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitback(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitleft(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitleft(_lower)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitright(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(2037)
Can't find soldier animation grevious_sabre_stand_hitright(_lower)


Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2062)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_choking

Posted: Thu Jun 21, 2007 12:19 pm
by Teancum
Yep. Two unfixable errors:

1-You have more than 18 combos running ingame. That's the max
2-It can't find the animations because you're out of memory for them. You'll have to remove quite a few.

Posted: Thu Jun 21, 2007 12:26 pm
by MetalcoreRancor
Can you suggest to me a better way of making my combo method better?

Here is an example of my work (when it used to work)

Code: Select all

OffhandAnimation("stand_useforce", "FIRE")
{
    Loop("FinalFrame");
   AimType("Torso");
    BlendInTime(0.15);
    BlendOutTime(0.15);
}
OffhandAnimation("stand_useforce", "FIRE2");
OffhandAnimation("stand_useforce", "CHARGE");

Animation("stand_attack1a_end");
Animation("stand_attack1b");
//Animation("stand_attack1a_upper")
//{
//    AimType("Torso");
//    BlendInTime(0.0);
//    BlendOutTime(0.15);
//    BlendTimeTo("stand_attack1a_end", 0.0);
//    BlendTimeTo("stand_attack1b", 0.0);
//}
//Animation("stand_attack1a_lower")
//{
//    BlendInTime(0.15);
//    BlendOutTime(0.15);
//    BlendTimeTo("stand_attack1a_end", 0.0);
//    BlendTimeTo("stand_attack1b", 0.0);
//}

// Throw stuff....
ThrowAnimation("stand_throw");
 
State("CATCH_SABRE")
{
    Posture("Stand");
   // Sound("saber_catch");
    Animation("stand_catch")
    {
        AimType("None");
        BlendOutTime(0.2);
    }

    InputLock("All", "!Thrust");
    AlignedToThrust();
}

State("IDLE")
{
    Duration(0.0);  // infinite duration
    EnergyRestoreRate();    // (0.0, "FromSoldier")
    InputLock(0.15, "Sprint", "Jump", "Crouch");

    Transition("DEFLECT")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Energy(">=", 2.5);  // at least half a second worth of deflect time 
            Button("FireSecondary", "Press");
        }
    }
    Transition("BACK_ATTACK")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Button("Fire", "Press");
	    Thrust(">", 0.25);
	    ThrustAngle(135, 225);	
        }
    }
    Transition("ATTACK1")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Button("Fire", "Press");
        }
    }
    Transition("SPATTACK2")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Stand", "Crouch");
            Button("Reload", "Press");
        }
    }
    Transition("DASHATTACK")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Sprint");
            Button("Fire", "Press");
        }
    }
    Transition("JUMPATTACK_FALL")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0
            Posture("Jump", "Jet");
            //The following should be true during a jetjump, jump, or fall 
            // unless we're more than 0.35 seconds from the apex
            //NOTE: This may not allow luke to jump attack during longer falls
            // or falling from a force jump when it could.
            //VelocityY(">", -6.3);
            Button("Fire", "Press");
        }
    }
}

State("DEFLECT")
{
    Posture("Stand");
    Sound("imp_weap_lightsabre_block");
    Animation("stand_block_idle")
    {
        Loop();
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
        LowResPose(0, "Frames");
    }

    Duration(0.0);  // infinite duration, looping anim

    InputLock(0.0, "All", "!Thrust");   // lock all but move controller for duration of state
    EnergyRestoreRate(-10.0);    // drain energy while ready to deflect
    Deflect()
    {
        DeflectAngle(-110, 110);    // deflect anything from forward arc
        EnergyCost(0.0);

        DeflectAnimation("stand_block_front1", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_front2", "Forward")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left1", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_left2", "Left")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right1", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
        DeflectAnimation("stand_block_right2", "Right")
        {
            // AimType("Torso");
            BlendInTime(0.00);
            BlendOutTime(0.05);
            LowResPose(5, "Frames");
        }
    }

    Transition("ATTACK1")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Fire", "Press");
        }
    }
    Transition("SPATTACK2")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Reload", "Press");
        }
    }
    Transition("DEFLECT_ROLL") // same as the code checking for rolling
    {
        EnergyCost(25.0);
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Crouch", "Press");
        Thrust(">", 0.9);
            ThrustAngle(-120, 120);
        }
    }
    Transition("DEFLECT_CROUCH")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Crouch", "Press");
        }
    }
    Transition("DEFLECT_JUMP")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Jump", "Press");
        }
    }
    Transition("DEFLECT_SPRINT")
    {
        If()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Sprint", "Down");
        }
    }
    Transition("IDLE")
    {
        If()
        {
            Break();
            Energy("<=", 0.0);          // if no energy left
        }
        Or()
        {
            Break(20, "Frames");    // all transitions are breaking if Duration is 0 
            Button("FireSecondary", "Press");
        }
        Or()
        {
            Break();    // all transitions are breaking if Duration is 0 
            Button("Reload", "Press");
        }
    }
}

State("DEFLECT_JUMP")
{
    Posture("Jump");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

State("DEFLECT_CROUCH")
{
    Posture("Crouch");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

State("DEFLECT_ROLL")
{
    Posture("Roll");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

State("DEFLECT_SPRINT")
{
    Posture("Sprint");

    MustShowOneFrame();

    Transition("IDLE")
    {
        If()
        {
            Break(1, "Frames");
        }
    }
}

State("BACK_ATTACK")
{
    Posture("Stand");
    Animation("stand_attack_backwards")
    {
        BlendInTime(0.15);
	BlendOutTime(0.15);
    }
    Sound("saber_swing");

    InputLock("All", "!Thrust");
    AlignedToThrust();
    Attack()
    {
	Edge(0);
        DamageTime(5, 10, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(4.0);
    }

    Attack()
    {
	Edge(0);
        DamageTime(14, 20, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(4.0);
    }

    Attack()
    {
	Edge(1);
        DamageTime(5, 8, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(200);
	Push(4.0);
    }

    Transition("IDLE")
    {
	If()
	{
	    Break(25, "Frames");
	}
    }
}

//Forward declare animations to allow BlendTimeTo references:
Animation("stand_attack1b_end");
Animation("stand_attack1c");

State("ATTACK1")
{
    Posture("Stand");
    Animation("stand_attack1a")
    {
       BlendInTime(0.1);  // was 0.5
       AimType("None");
    }

    Sound("saber_attack_three");

    InputLock("All", "!Thrust");

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(9.0);
        VelocityFromStrafe(5.0);
    }

    AlignedToThrust();

    Attack()
    {
    Edge(1);
        DamageTime(2, 7, "Frames");
        DamageLength(1.5);
        DamageWidth(.95);
        Damage(400);
    Push(3.0);
    }
    Attack()
    {
    Edge(0);
        DamageTime(13, 17, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
        Damage(300);
    Push(3.0);
    }
    Attack()
    {
    Edge(1);
        DamageTime(13, 17, "Frames");
        DamageLength(1.5);
        DamageWidth(.95);
        Damage(300);
    Push(3.0);
    }

    Transition("ATTACK1_WINDDOWN")
    {
        If()
        {
            TimeStart(9, "Frames");
            TimeEnd(22, "Frames");   //, "SyncIfOvertime");
            Posture("Stand");
            Button("Fire", "Press");
        }
    }
    Transition("RECOVER1");
}

State("RECOVER1")
{
    Posture("Stand");
    Animation("stand_attack1a_end")
    {
//      SyncType("attack1b", "ByTime");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
    }

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(1.0);
        VelocityFromStrafe(1.0);
    }

    InputLock("All", "!Thrust");
    AlignedToThrust();

    Transition("IDLE");
}

State("ATTACK1_WINDDOWN")
{
    Posture("Stand");
    Animation("stand_attack1a_end")
    {
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
    }

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(1.0);
        VelocityFromStrafe(1.0);
    }

    AlignedToThrust();
    InputLock("All", "!Thrust");

    Transition("ATTACK2")
    {
        If()
        {
            Break(0.2); // break out after 0.2 seconds
        }
    }
}

State("ATTACK2")
{
    Posture("Stand");
    Animation("stand_attack1b")
    {
//      SyncType("attack1b", "ByTime");
        AimType("None");
        BlendInTime(0.06);
        BlendOutTime(0.15);
        BlendTimeTo("stand_attack1b_end", 0.0);
        BlendTimeTo("stand_attack1c", 0.0);
        BlendTimeTo("stand_attack1a", 0.25);
    }
    Sound("saber_swing");

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(9.0);
        VelocityFromStrafe(5.0);
    }

    Duration(12, "Frames");

    InputLock("All", "!Thrust");
    AlignedToThrust();
    Attack()
    {
        AttackID("A2");
        Edge(0);
        DamageTime(9, 15, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
        Damage(300);
        Push(3.0);
    }

//    Transition("ATTACK_JUMP")
//    {
//        If()
//        {
//            TimeStart(0.0);
//            TimeEnd(0.25, "FromEnd");   //, "SyncIfOvertime");
//            Posture("Stand");
//            Button("Jump", "Press");
//        }
//    }

//    Transition("ATTACK3")
//    {
//        If()
//        {
//            TimeStart(0.0);
//            TimeEnd(0.25, "FromEnd");   //, "SyncIfOvertime");
//           Posture("Stand");
//            Button("Fire", "Press");
//        }
//    }

//    Transition("RECOVER2");

      Transition("ATTACK2_LAND");
}

State("ATTACK2_LAND")
{
    Posture("Stand");
    Animation("stand_attack1b")
    {
//      SyncType("attack1b", "ByTime");
        AimType("None");
        BlendInTime(0.06);
        BlendOutTime(0.15);
        BlendTimeTo("stand_attack1b_end", 0.0);
        BlendTimeTo("stand_attack1c", 0.0);
        BlendTimeTo("stand_attack1a", 0.25);
    }

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(1.0);
        VelocityFromStrafe(1.0);
    }

    InputLock("All", "!Thrust");
    AlignedToThrust();
    Attack()
    {
        AttackID("A2");
        Edge(0);
        DamageTime(9, 15, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
        Damage(300);
        Push(3.0);
    }

    Attack()
    {
        Edge(1);
        DamageTime(12, 15, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
        Damage(300);
        Push(3.0);
    }

//    Transition("ATTACK_JUMP")
//    {
//        If()
//        {
//            TimeStart(0.0);
//            TimeEnd(0.25, "FromEnd");   //, "SyncIfOvertime");
//            Posture("Stand");
//            Button("Jump", "Press");
//        }
//    }

    Transition("ATTACK3")
    {
        If()
        {
            TimeStart("-12", "Frames");
            TimeEnd(23, "Frames");   //, "SyncIfOvertime");
            Posture("Stand");
            Button("Fire", "Press");
        }
    }

    Transition("RECOVER2");
}

//State("ATTACK_JUMP")
//{
//    Posture("Jump");
//    Animation("jump_backward");
//    AnimatedMove()      // animation controls velocity for entire state
//    {
//        VelocityZ(-8.0);
//        VelocityX(0.0);
//        VelocityFromThrust(0.0);
//        VelocityFromStrafe(3.0);
//    }
//
//    InputLock("All", "!Strafe");
//    AlignedToThrust();
//
//    Transition("JUMPATTACK_FALL2")
//    {
//        If()
//        {
//            Break(10, "Frames");
//            Button("Fire", "Press");
//        }
//    }
//
//    Transition("IDLE")
//    {
//        If()
//        {
//            Break(10, "Frames");
//            Posture("Any", "!Jump", "!Jet");
//        }
//    }
//}

State("RECOVER2")
{
    Posture("Stand");
    Animation("stand_attack1b_end")
    {
//      SyncType("attack1c", "ByTime");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
    }

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(1.0);
        VelocityFromStrafe(1.0);
    }

    InputLock("All", "!Thrust");
    AlignedToThrust();

    Transition("IDLE");
}

State("ATTACK3")
{
    Posture("Stand");
    Animation("stand_attack1c")
    {
//      SyncType("attack1c", "ByTime");
        AimType("Torso");
        BlendInTime(0.06);
        BlendOutTime(0.15);
        BlendTimeTo("stand_attack1c", 0.5);
    }
    Sound("saber_triple");

    //set a duration so we will go to state _LAND before the animation ends
    Duration(19, "Frames");

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(9.0);
        VelocityFromStrafe(3.0);
    }
    AlignedToThrust();

    StrafeFactor(0.5);
    TurnFactor(0.5);

    InputLock("All", "!Thrust", "!Fire");    // lock all controls for duration of state
    Attack()
    {
    Edge(1);
        DamageTime(5, 9, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(600);
    Push(3.0);
    }
    Attack()
    {
    AttackID("A3-0");
    Edge(0);
        DamageTime(18, 21, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(600);
    Push(3.0);
    }
    Attack()
    {
    AttackID("A3-1");
    Edge(1);
        DamageTime(18, 21, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(600);
    Push(3.0);
    }

    Transition("ATTACK3_LAND");
}

State("ATTACK3_LAND")
{
    Posture("Stand");
    Animation("stand_attack1c")
    {
//      SyncType("attack1c", "ByTime");
        AimType("Torso");
        BlendInTime(0.06);
        BlendOutTime(0.15);
        BlendTimeTo("stand_attack1c", 0.5);
    }

    //set a duration so we will go to state RECOVER3 before the animation ends
    Duration(30, "Frames");
    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(2.0);
        VelocityFromStrafe(2.0);
    }
    AlignedToThrust();

    //StrafeFactor(0.5);
    TurnFactor(0.5);

    InputLock("All", "!Thrust", "!Fire");    // lock all controls for duration of state
    Attack()
    {
    AttackID("A3-0");
    Edge(0);
        DamageTime(18, 21, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(600);
    Push(3.0);
    }
    Attack()
    {
    AttackID("A3-1");
    Edge(1);
        DamageTime(18, 21, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(600);
    Push(3.0);
    }

    //Transition("DASHATTACK")
    //{
    //    If()
    //    {
    //        Break(25, "Frames");
    //        TimeStart(0.0);
    //        TimeEnd(0.25, "FromEnd");   //, "SyncIfOvertime");
    //        Posture("Stand");
    //        Button("Fire", "Press");
    //    }
    //}

    Transition("RECOVER3");
}

State("RECOVER3")
{
    Posture("Stand");
    Animation("stand_attack1c");

    InputLock("All", "!Thrust");

    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(2.0);
        VelocityFromStrafe(2.0);
    }

    AlignedToThrust();

    Transition("IDLE");
}

Animation("stand_attack2b_end");
Animation("stand_attack2c");

State("SPATTACK1")
{
    Posture("Stand");
    Animation("stand_attack2a");
    Sound("saber_swing");

    InputLock("All", "!Thrust");
    AlignedToThrust();
    Attack()
    {
        DamageTime(2, 9, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(3.0);
    }

    Transition("SPATTACK2")
    {
        If()
        {
            TimeStart(4, "Frames");
            TimeEnd(14, "Frames");   //, "SyncIfOvertime");
            Posture("Stand");
            Button("Reload", "Press");
        }
    }
    Transition("RECOVER1");
}

State("RECOVER1")
{
    Posture("Stand");
    Animation("stand_attack2a_end")
    {
//      SyncType("attack2b", "ByTime");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
    }

    InputLock("All", "!Thrust");
    AlignedToThrust();

    Transition("IDLE");
}

State("SPATTACK2")
{
    Posture("Stand");
    Animation("stand_attack2b")
    {
//      SyncType("attack2b", "ByTime");
        AimType("None");
        BlendInTime(0.06);
        BlendOutTime(0.15);
        BlendTimeTo("stand_attack2b_end", 0.0);
        BlendTimeTo("stand_attack2c", 0.0);
    }
    Sound("saber_swing");

    InputLock("All", "!Thrust");
    AlignedToThrust();
    Attack()
    {
	AttackID("MaceA2");
        DamageTime(1, 6, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(3.0);
    }

    Transition("SPATTACK3")
    {
        If()
        {
            TimeStart(3, "Frames");
            TimeEnd(18, "Frames");   //, "SyncIfOvertime");
            Posture("Stand");
            Button("Reload", "Press");
        }
    }
    Transition("RECOVER2");
}

State("RECOVER2")
{
    Posture("Stand");
    Animation("stand_attack2b_end")
    {
//      SyncType("attack2c", "ByTime");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.15);
    }

    Attack()
    {
	AttackID("MaceA2");
        DamageTime(1, 3, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(300);
	Push(3.0);
    }

 Transition("SPATTACK3")
    {
        If()
        {
            TimeStart(0.0);
            TimeEnd(6, "Frames");   //, "SyncIfOvertime");
            Posture("Stand");
            Button("Reload", "Press");
        }
    }

    InputLock("All", "!Thrust");
    AlignedToThrust();

    Transition("IDLE");
}

State("SPATTACK3")
{
    Posture("Stand");
    Animation("stand_attack2c")
    {
//      SyncType("attack2c", "ByTime");
        AimType("None");
        BlendInTime(0.06);
        BlendOutTime(0.15);
    }
    Sound("saber_attack_three", 10, "Frames");

    //set a duration so we will go to state RECOVER3 before the animation ends
    Duration(18, "Frames");
    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(8.0);
        VelocityFromStrafe(3.0);
    }
    AlignedToThrust();

    TurnFactor(0.5);

    InputLock("All", "!Thrust");    // lock all controls for duration of state
    Attack()
    {
        DamageTime(8, 16, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(400);
	Push(5.0);
    }

    Attack()
    {
	AttackID("MaceA3");
        DamageTime(16, 28, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(400);
	Push(5.0);
    }


    Transition("SPATTACK3_LAND");
}

State("SPATTACK3_LAND")
{
    Posture("Stand");
    Animation("stand_attack2c")
    {
//      SyncType("attack2c", "ByTime");
        AimType("None");
        BlendInTime(0.06);
        BlendOutTime(0.15);
    }
    Sound("saber_attack_three");

    //set a duration so we will go to state RECOVER3 before the animation ends
    AnimatedMove()      // animation controls velocity for entire state
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(0.5);
        VelocityFromStrafe(0.5);
	Until()
	{
	    Break(28, "Frames");
	}
    }
    AlignedToThrust();

    TurnFactor(0.5);

    InputLock("All", "!Thrust");    // lock all controls for duration of state

    Attack()
    {
	AttackID("MaceA3");
        DamageTime(16, 28, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
        Damage(400);
	Push(5.0);
    }


    Transition("IDLE");
}

State("DASHATTACK")
{
    Posture("Stand");
    Animation("stand_dashattack")
    {
        AimType("FullBody");
        BlendInTime(0.10);
        BlendOutTime(0.25);
    }
    Sound("saber_triple");

    Duration(20, "Frames");
    AnimatedMove()
    {
        VelocityZ(11.0);
        VelocityX(0.0);
        VelocityFromThrust(5.0);
        VelocityFromStrafe(1.0);
    }
    TurnFactor(0.3);

    InputLock("All", "!Thrust");

    Deflect()
    {
	DeflectAngle(-140, 140);    // deflect anything from forward arc
	EnergyCost(2.0);
    }

    Attack()
    {
    Edge(0);
        DamageTime(4, 8, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(500);
    Push(4.0);
    }
    Attack()
    {
    Edge(0);
        DamageTime(10, 16, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(500);
    Push(4.0);
    }


    Attack()
    {
    Edge(1);
        DamageTime(6, 17, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(500);
    Push(4.0);
    }
    Attack()
    {
    AttackID("Dash_RA1");
    Edge(0);
        DamageTime(16, 22, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(500);
    Push(4.0);
    }

    Transition("DASHATTACK_LAND");
}

State("DASHATTACK_LAND")
{
    Posture("Stand");
    Animation("stand_dashattack")
    {
        AimType("FullBody");
        BlendInTime(0.10);
        //BlendOutTime(0.10);
    }

    Sound("saber_throw"); // the sound, that is

    AnimatedMove()
    {
        VelocityZ(0.0);
        VelocityX(0.0);
        VelocityFromThrust(0.5);
        VelocityFromStrafe(0.5);
    }
    TurnFactor(0.3);
    Duration(32, "Frames");

    InputLock("All", "!Thrust");

    Attack()
    {
    AttackID("Dash_RA1");
    Edge(0);
        DamageTime(16, 22, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(500);
    Push(4.0);
    }

    Attack()
    {
    AttackID("Dash_end_twirl");
    Edge(0);
        DamageTime(28, 40, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(300);
    Push(4.0);
    }


    Transition("DASHATTACK_RECOVER");
}

State("DASHATTACK_RECOVER")
{
    Posture("Stand");
    Animation("stand_dashattack")
    {
        AimType("FullBody");
        BlendInTime(0.10);
        //BlendOutTime(0.10);
    }

    InputLock("All", "!Thrust");

    Attack()
    {
    AttackID("Dash_end_twirl");
    Edge(0);
        DamageTime(28, 40, "Frames");
        DamageLength(1.5);
        DamageWidth(.75);
    Damage(300);
    Push(4.0);
    }

    Transition("IDLE");
}

// forward declare jumpattack_land, since jumpattack_fall refers to it:
Animation("jumpattack_land");

State("JUMPATTACK_FALL")
{
    Posture("Jump");
    Animation("jumpattack_fall")
    {
        Loop("FinalFrame");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.80);
//      BlendTimeTo("jumpattack_land", 0.15);
    }
    Sound("saber_double");

    Gravity(2.0);
    GravityVelocityTarget(-20.0);   // accelerate us to 20m/s down at 2 g's
    AnimatedMove();
    InputLock("All", "!Thrust");    // lock all buttons for duration of state

    Attack()
    {
    Edge(0);
        AttackId("JUMPATTACK");
        DamageTime(2, 22, "Frames");
        DamageLength(1.75);
        DamageWidth(1.25);
    Damage(800);
    Push(4.0);
    }
    Attack()
    {
    Edge(1);
        AttackId("JUMPATTACK");
        DamageTime(2, 22, "Frames");
        DamageLength(1.75);
        DamageWidth(1.25);
    Damage(800);
    Push(4.0);
    }

    Transition("JUMPATTACK_LAND")
    {
        If()
        {
            Break();
            Posture("Stand");
        }
    }
    Transition("IDLE")
    {
        If()
        {
            Break();
            Posture("Any", "!Stand", "!Jump", "!Jet");
        }
    }
    Transition("JUMPATTACK_END")
}

// from ATTACK_JUMP only
State("JUMPATTACK_FALL2")
{
    Posture("Jump");
    Animation("jumpattack_fall")
    {
        Loop("FinalFrame");
        AimType("None");
        BlendInTime(0.15);
        BlendOutTime(0.80);
//      BlendTimeTo("jumpattack_land", 0.15);
    }
    AnimatedMove()
    {
        VelocityZ(150.0);
        VelocityX(0.0);
        VelocityFromThrust(0.0);
        VelocityFromStrafe(1.0);
    }
    TurnFactor(0.3);

    Sound("saber_swing");

    Gravity(0.3);
    GravityVelocityTarget(-2.5, "Impulse", "ZeroGravity");   // accelerate us immediately

    InputLock("All", "!Strafe");    // lock all buttons for duration of state

    Attack()
    {
    Edge(0);
        AttackId("JUMPATTACK");
        DamageTime(2, 22, "Frames");
        DamageLength(1.75);
        DamageWidth(1.25);
    Damage(800);
    Push(4.0);
    }
    Attack()
    {
    Edge(1);
        AttackId("JUMPATTACK");
        DamageTime(2, 22, "Frames");
        DamageLength(1.75);
        DamageWidth(1.25);
    Damage(800);
    Push(4.0);
    }

    Transition("JUMPATTACK_LAND")
    {
        If()
        {
            Break();
            Posture("Stand");
        }
    }
    Transition("IDLE")
    {
        If()
        {
            Break();
            Posture("Any", "!Stand", "!Jump", "!Jet");
        }
    }
    Transition("JUMPATTACK_END")
}

State("JUMPATTACK_END")
{
    Posture("Jump");
    Animation("jumpattack_end")
    {
        AimType("None");
        SyncType("jumpattack_land", "ByTime");
        BlendInTime(0.15);
        BlendOutTime(0.80);
//      BlendTimeTo("jumpattack_land", 0.15);
    }

    Sound("saber_swing");

    Gravity(2.0);
    GravityVelocityTarget(-20.0);   // accelerate us to 20m/s down at 2 g's
    Duration(15, "Frames");
    AnimatedMove();
    InputLock("All", "!Thrust");    // lock all buttons for duration of state

    Attack()
    {
    Edge(0);
        AttackId("JUMPATTACK");
        DamageTime(0, 6, "Frames");
        DamageLength(1.75);
        DamageWidth(1.25);
    Damage(800);
    Push(4.0);
    }
    Attack()
    {
    Edge(1);
        AttackId("JUMPATTACK");
        DamageTime(0, 6, "Frames");
        DamageLength(1.75);
        DamageWidth(1.25);
    Damage(800);
    Push(4.0);
    }

    Transition("JUMPATTACK_LAND")
    {
        If()
        {
            Break();
            Posture("Stand");
        }
    }
    Transition("IDLE")
    {
        If()
        {
            Break();
            Posture("Any", "!Stand", "!Jump", "!Jet");
        }
    }
    Transition("IDLE");
}

State("JUMPATTACK_LAND")
{
    Posture("Stand");

    Animation("jumpattack_land")
    {
        AimType("FullBody");
        SyncType("jumpattack_land", "ByTime");
        BlendInTime(0.00);
        BlendOutTime(0.20);
    }

    AnimatedMove();
    InputLock("All");

    Attack()
    {
        AttackId("JUMPATTACK");
        DamageTime(0, 6, "Frames");
        DamageLength(1.5);
        DamageWidth(0.75);
    Damage(800);
    Push(4.0);
    }

    Transition("IDLE")
    {
        If()
        {
            Break(0.4);
            ButtonsPressed("Any");
        }
        Or()
        {
            Break(0.4);
            Thrust(">", 0.54);
        }
    }
}

Posted: Thu Jun 21, 2007 12:34 pm
by Teancum
The combos themselves aren't the problem. It's the fact that you have too many animations munged. You can only get about 1-2 more animations on any particular jedi. That's why no matter what when Grevious (the default) is used he's got animation errors. He has too many. So they just took those entries out of the .combo and never bothered to remunge the anims.

Posted: Sun Jun 24, 2007 5:20 pm
by MetalcoreRancor
Can you please clarify exactly what I have to remove here? Im considering removing grevious entirely, and Im curious as to what else I have to remove animation wise from my combos...

Posted: Sun Jun 24, 2007 7:44 pm
by Teancum
If you munged new animations for your characters you need to re-munge them with less animations. If you look at Dooku's msh animations that's about all you can have. You might be able to add one or maybe two. And the MAX 18 combos error means that you can only have 18 different .combo files in-game. That's not characters, but actual combos. For instance, Anakin and Obiwan use the same combo, so they'd count as one.

Posted: Sun Jun 24, 2007 7:55 pm
by MetalcoreRancor
Ok, well I have managed to get my map playable again, by removing the fetts, the gunners and grevious, but the only working characters are:

Yoda, Dooku, Vader, Palpatine and I havent tried maul, but its a bet he doesnt.

Dooku is the only modded one with the new attack. The rest crash the map, and I think it has to do with the last 3 errors, which I cannot figure out how to solve.


The following code has been cut down to reduce size.


Code: Select all

Message Severity: 3
.\Source\Combo.cpp(3065)
Combo::State::Transition allocated out of order

Message Severity: 2
.\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[ba944832]::State[JUMPATTACK_END]::Animation: failed to add 'jumpattack_end' [b8430a5b]

Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[ba944832]::State[[NULL]:58b1ec4a]::Transition: invalid state 0000000f mapped to IDLE

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1027

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1030

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1033

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
.\Source\Combo.cpp(3380)
Combo[930524c3]: unexpected data [fa7a2903]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[930524c3]::Animation: failed to add 'stand_comboattack1a' [bf4cb93c]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[930524c3]::Animation: failed to add 'stand_comboattack2a' [cf4483a7]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[930524c3]::Animation: failed to add 'stand_comboattack2b' [d044853a]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[ATTACK1]::Animation: failed to add 'stand_comboattack1a' [bf4cb93c]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[ATTACK2]::Animation: failed to add 'stand_comboattack2a' [cf4483a7]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[ATTACK3]::Animation: failed to add 'stand_comboattack2b' [d044853a]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[ATTACK3_RUSH]::Animation: failed to add 'stand_comboattack2b' [d044853a]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[ATTACK3_SLIDE]::Animation: failed to add 'stand_comboattack2b' [d044853a]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[DASHATTACK]::Animation: failed to add 'stand_comboattack3a' [b348292a]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[DASHATTACK_PRERISE]::Animation: failed to add 'stand_comboattack3a' [b348292a]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[DASHATTACK_RISE]::Animation: failed to add 'stand_comboattack3a' [b348292a]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[DASHATTACK_RECOVER]::Animation: failed to add 'stand_comboattack3b' [b2482797]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[DASHATTACK_RECOVER2]::Animation: failed to add 'stand_comboattack3b' [b2482797]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[DASHATTACK_RECOVER_WALK]::Animation: failed to add 'stand_comboattack3c' [b1482604]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[930524c3]::State[JUMPATTACK_END]::Animation: failed to add 'jumpattack_end' [b8430a5b]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1036

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1039

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1042

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1045

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1048

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1051

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1054

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1057

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1060

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1063

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1066

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1069

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1072

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1075

Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 3
.\Source\Combo.cpp(3065)
Combo::State::Transition allocated out of order

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashattack_end' [4c1fa856]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashflip2' [8382b8c3]

Message Severity: 2
.\Source\Combo.cpp(3324)
Combo[eede5a43]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP2]::Animation: failed to add 'stand_dashflip' [4f0daa23]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP3]::Animation: failed to add 'stand_dashflip2' [8382b8c3]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHFLIP4]::Animation: failed to add 'stand_dashflip2' [8382b8c3]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[DASHATTACK_END]::Animation: failed to add 'stand_dashattack_end' [4c1fa856]

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[eede5a43]::State[JUMPATTACK_END]::Animation: failed to add 'jumpattack_end' [b8430a5b]

Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[eede5a43]::State[[NULL]:58b1ec4a]::Transition: invalid state 0000000d mapped to IDLE



Message Severity: 3
.\Source\Combo.cpp(3065)
Combo::State::Transition allocated out of order

Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[4c231c67]::State[JUMPATTACK_END]::Animation: failed to add 'jumpattack_end' [b8430a5b]

Message Severity: 2
.\Source\Combo.cpp(3398)
Combo[4c231c67]::State[[NULL]:18f00e69]::Transition: invalid state 0000000f mapped to IDLE


Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[30f6e029]::State[JUMPATTACK_END]::Animation: failed to add 'jumpattack_end' [b8430a5b]

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1213

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1216

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1219

Message Severity: 2
Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[0fa87c00]::State[JUMPATTACK_END]::Animation: failed to add 'jumpattack_end' [b8430a5b]


Message Severity: 2
.\Source\Combo.cpp(2290)
Combo[126da200]::State[JUMPATTACK_END]::Animation: failed to add 'jumpattack_end' [b8430a5b]

Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
.\Source\EntityProp.cpp(875)
EntityProp 'fel1_bldg_segmented' AttachOdf 'fel1_prop_godray' odf not found

Message Severity: 2
.\Source\AttachedEffects.cpp(143)
AttachEffects: effect 'halo' not found


Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3a7a7333: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3949e87d: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=635944ed: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_19"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5a5936c2: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=120393fb: trying to replace "dag1_prop_yodahouse" with "dag1_prop_yodahouse1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b90c502a: trying to replace "fel1_bldg_segmented" with "fel1_bldg_segmented6"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=adcd229e: trying to replace "fel1_bldg_pitcher_c" with "fel1_bldg_pitcher_c1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=0a36a4c9: trying to replace "tat2_bldg_dome1" with "tat2_bldg_dome10"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5859339c: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_12"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=76b06418: trying to replace "myg1_bldg_main_bridge" with "myg1_bldg_main_bridge3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3849e6ea: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=55592ee3: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_17"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b50c49de: trying to replace "fel1_bldg_segmented" with "fel1_bldg_segmented2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=54592d50: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_16"

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [2e1f3c4c] has no hardpoint 'hp_dryice1' [372c0091]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [2e1f3c4c] has no hardpoint 'hp_fireflies1' [de852d07]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [2e1f3c4c] has no hardpoint 'hp_fireflies2' [d3c60bde]

Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [2e1f3c4c] has no hardpoint 'hp_fireflies3' [d7071669]

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=6259435a: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_18"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=1dc58429: trying to replace "fel1_bldg_pitcher_l" with "fel1_bldg_pitcher_l1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=d0a363ea: trying to replace "tat2_bldg_wall_40m" with "tat2_bldg_wall_40m1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=57593209: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_15"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=77b065ab: trying to replace "myg1_bldg_main_bridge" with "myg1_bldg_main_bridge2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=accd210b: trying to replace "fel1_bldg_pitcher_c" with "fel1_bldg_pitcher_c2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=abcd1f78: trying to replace "fel1_bldg_pitcher_c" with "fel1_bldg_pitcher_c3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=38dcbb41: trying to replace "myg1_bldg_med_spiral" with "myg1_bldg_med_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=56593076: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_14"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3b7a74c6: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship2"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=7dcaf5f4: trying to replace "tat2_bldg_cantina" with "tat2_bldg_cantina1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b40c484b: trying to replace "fel1_bldg_segmented" with "fel1_bldg_segmented1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b60c4b71: trying to replace "fel1_bldg_segmented" with "fel1_bldg_segmented3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3649e3c4: trying to replace "myg1_bldg_large_spiral" with "myg1_bldg_large_spiral1"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b80c4e97: trying to replace "fel1_bldg_segmented" with "fel1_bldg_segmented5"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=b70c4d04: trying to replace "fel1_bldg_segmented" with "fel1_bldg_segmented4"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5b593855: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_11"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=3c7a7659: trying to replace "tat2_bldg_crashed_spaceship" with "tat2_bldg_crashed_spaceship3"

Message Severity: 2
.\Source\StringDB.cpp(48)
ID=5959352f: trying to replace "dag1_prop_treegroup_1" with "dag1_prop_treegroup_13"

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1354

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1558

Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1560

Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.RDT.CP6" not localized

Message Severity: 2
.\Source\CommandPost.cpp(476)
Label "level.RDT.CP5" not localized

Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation mace_sabre_stand_attack2b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation dooku_sabre_stand_attack2b_end(_upper)


Message Severity: 3
.\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation dooku_sabre_stand_attack2a_end(_upper)

Posted: Sun Jun 24, 2007 8:05 pm
by Teancum
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1036

In other words, this means there's not enough memory to add your new animations. Basically when you add just all the jedi characters from Hero Assault you've got just enough room for 1 or 2 msh animations total. So that means one or two animations. One saber slice, one new jump attack.... that's about it. They maxed out the memory already, so there's not much you can do.

Posted: Sun Jun 24, 2007 8:08 pm
by MetalcoreRancor
Teancum wrote:Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
1 1036

In other words, this means there's not enough memory to add your new animations. Basically when you add just all the jedi characters from Hero Assault you've got just enough room for 1 or 2 msh animations total. So that means one or two animations. One saber slice, one new jump attack.... that's about it. They maxed out the memory already, so there's not much you can do.
I ran a 'replace the lines with 1' thing in notepad. But if that line is right anyways, then that means that Im screwed. If I take away one of my edited heros, will my others work again?

Posted: Sun Jun 24, 2007 8:14 pm
by Snork
.... Thoughts fill my head.

It wouldn't be possible for one person to have like 10 combos... Would it?


Oh man!

Posted: Sun Jun 24, 2007 9:00 pm
by Teancum
@ MetalcoreRancor -- yes, if you take away one or more edited heroes it should start working. Take them away one at a time until it does.

@ Snork -- One combo is the max per character.