Raising ParticleTransformer::ColorTrans

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theultimat
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Raising ParticleTransformer::ColorTrans

Post by theultimat »

I was wondering, is there a way to fix the error:

Code: Select all

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 2860
If so, how? And yes, I know it doesn't matter or crash my map, but I was just wondering if I could fix it. Thanks in advance.
Last edited by theultimat on Fri Aug 14, 2009 2:25 pm, edited 1 time in total.
AQT
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Re: RaisingParticleTransformer::ColorTrans

Post by AQT »

From the BFront2.log errors explained topic:
Teancum wrote:These errors were here when the game shipped, and don't hurt anything whatsoever.

Code: Select all

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075
All ParticleTransformer memory pool errors can be ignored. When playing the actual game (not the debug exe) the game will automatically update these pools as needed.
:wink:
theultimat
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Re: Raising ParticleTransformer::ColorTrans

Post by theultimat »

Ah...oops. :oops: Thanks for pointing that out for me AQT. I guess this should be locked now.
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KnightsFan
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Re: Raising ParticleTransformer::ColorTrans

Post by KnightsFan »

May I note that if you really want to not see that error, put

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SetMemoryPoolSize("ParticleTransformer::SizeTransf", 2860)
somewhere near the other code that looks like this. (Under setup teams)
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Teancum
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Re: Raising ParticleTransformer::ColorTrans

Post by Teancum »

That won't work, if I recall. ParticleTransformer pools can't be set by LUA, or at least don't recognize it.
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destos
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Re: Raising ParticleTransformer::ColorTrans

Post by destos »

are you sure? i put it in my lua and i never got the error again, or at least my map stopped crashing.... it might still be there, i would check it out but i 4got which map had it >.<
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KnightsFan
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Re: Raising ParticleTransformer::ColorTrans

Post by KnightsFan »

Agreed with destos. I put it in and I stopped getting the errors. May not change anything in-game, though.
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Re: Raising ParticleTransformer::ColorTrans

Post by MercuryNoodles »

I have to be the oddball, here. For me, filling the pool doesn't do anything more than add the "Set item count after being allocated" error.
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Re: Raising ParticleTransformer::ColorTrans

Post by Teancum »

MercuryNoodles wrote:I have to be the oddball, here. For me, filling the pool doesn't do anything more than add the "Set item count after being allocated" error.
Yep -- in a cryptic way that's what it does. The game sets that pool automatically, but for some reason the log still reports it.
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[RDH]Zerted
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Re: Raising ParticleTransformer::ColorTrans

Post by [RDH]Zerted »

MercuryNoodles wrote:"Set item count after being allocated" error.
Move memory pools that give you that message above the ReadDataFile('ingame.lvl') line in ScriptInit().
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