custom sides trouble
Posted: Sun Apr 05, 2009 7:08 am
by lucasfart
i have been getting the old cannot find level chunk for on of my custom units. another one in the same side works fine and it is just this one.
the actual error is
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk sith_clone_assassin in C:program files........(you know the rest, in the end sith.lvl)
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk in dc:SIDE\sith.lvl
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "sith_clone_assassin" (check the sides .req file)
i have tried searching but all the things i found in other posts don't seem to apply to mine.....
i am sure i have followed it perfectly
here is my c_con.lua:
and my units odf:
and my sides .req:
and my error log:
the actual error is
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk sith_clone_assassin in C:program files........(you know the rest, in the end sith.lvl)
Message Severity: 3
.\Source\LoadUtil.cpp(829)
Unable to find level chunk in dc:SIDE\sith.lvl
Message Severity: 2
.\Source\Team.cpp(625)
Team missing class "sith_clone_assassin" (check the sides .req file)
i have tried searching but all the things i found in other posts don't seem to apply to mine.....
i am sure i have followed it perfectly
here is my c_con.lua:
Hidden/Spoiler:
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("SoldierAnimation",1700)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\sith.lvl",
"sith_elite",
"sith_clone_assassin")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
AddUnitClass(CIS, "sith_elite",1, 4)
AddUnitClass(REP, "sith_clone_assassin",1, 4)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TM1\\TM1.lvl", "TM1_conquest")
ReadDataFile("dc:TM1\\TM1.lvl", "TM1_conquest")
SetDenseEnvironment("false")
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(30)
SetMaxPlayerFlyHeight (30)
SetMemoryPoolSize ("SoldierAnimation",1700)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\yav.lvl;yav1cw")
ReadDataFile("SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hover_fightertank",
"rep_hero_anakin",
"rep_hover_barcspeeder")
ReadDataFile("dc:SIDE\\sith.lvl",
"sith_elite",
"sith_clone_assassin")
ReadDataFile("SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_rocketeer",
"cis_inf_engineer",
"cis_inf_sniper",
"cis_inf_officer",
"cis_inf_droideka",
"cis_hero_darthmaul",
"cis_hover_aat")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser",
"tur_bldg_tower")
SetupTeams{
rep = {
team = REP,
units = 20,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",9, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},
},
cis = {
team = CIS,
units = 20,
reinforcements = 150,
soldier = { "cis_inf_rifleman",9, 25},
assault = { "cis_inf_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
officer = {"cis_inf_officer",1, 4},
special = { "cis_inf_droideka",1, 4},
}
}
SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_anakin")
AddUnitClass(CIS, "sith_elite",1, 4)
AddUnitClass(REP, "sith_clone_assassin",1, 4)
-- Level Stats
-- ClearWalkers()
AddWalkerType(0, 4) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
--ReadDataFile("dc:TM1\\TM1.lvl", "TM1_conquest")
ReadDataFile("dc:TM1\\TM1.lvl", "TM1_conquest")
SetDenseEnvironment("false")
Hidden/Spoiler:
// any text following two slashes is a comment
// the section following [GameObjectClass] is for
// MUST include ClassParent, which is used
// by Battlefront 2 to determine which class
// this soldier derives from.
// Alternately to ClassParent, you may use
// ClassLabel = "soldier"
// however, the ODF for ìcom_jedi_defaultî sets up
// values we like, so we leave this class deriving from it.
[GameObjectClass]
ClassParent = "com_jedi_default"
// the Properties section defines everything else
// about the soldier
[Properties]
// which type of connections this soldier will follow
// on the AI path graph for the level
// - soldiers are generally ìSOLDIERî, but
// - those that can jet, jetjump, or forcejump are ìHOVERî
AISizeType = "HOVER"
// Don't take damage from collisions with objects in the world
CollisionScale = "0.0 0.0 0.0" // x, y, then z scales
// the model (filename ends in .msh, and is located in the // MSH folder) to use for our character
// NOTE: Omit the .msh from the name!
GeometryName = "rep_inf_ep3jettrooper"
// the model to use for our character when he is far away
// (Generally this model is cheaper to render)
// if this line is not present the model will disappear
// when viewed from far away, and this geometry CANNOT
// be the same file as the high-res geometry!
GeometryLowRes = "rep_inf_ep3jettrooper_low1"
// the next line can be one of 3 choices:
// - Not included (blank), if the model wants to use the
// ìhuman_sabreî skeleton and animations.
// (Those are Luke Skywalkerís animations, but we
// will be defining our own so we are going to
// use this line anyway).
// - AnimationName if this model uses the basic human
// skeleton, but wants to provide its own animations
// as a set of files in the ìmungedî folder.
// - SkeletonName if this model wants to use its own
// skeleton in addition to its own animations.
// NOTE ñ if this modelís animation set does not define
// an animation, such as ìstand_walkforwardî,
// the default animation from the current weapon
// will be used instead. For example,
// if he is carrying a rifle, it will use
// human_rifle_stand_walkforward, and if he is
// carrying a lightsaber it will use
// human_sabre_stand_walkforward.
// For specialized additional animations
// such as melee attacks, they MUST be defined
// by this modelís animation set.
// for the demo, we will be using the base skeleton
// but redefining SOME of the animations
// there may also optionally be a
// SkeletonNameLowRes or an AnimationNameLowRes
// if the low-res animations are different from
// the high-res ones...
// **** The following lines are the default Jedi parameters.
// They are fairly straightforward and usually not changed,
// so mess with them if you see fit.
// Force Jump ignores the Jet numbers and just uses the Jump
// numbers, but they still must be defined.
//The initial jump-push given when enabling the jet
JetJump = "10.0"
//The constant push given while the jet is enabled (20 is gravity)
JetPush = "0.0"
// for characters with jet jump, use this acceleration for
// in-air control
JetAcceleration = "30.0"
// the particle effect to show while jetting
JetEffect = "rep_sfx_jetpack"
//Additional fuel per second (fuel is 0 to 1)
JetFuelRechargeRate = "0.0"
// optional, tells this character to hover (Darth Vader, Jet Trooper)
// versus jump (Luke Skywalker, Dark Trooper)
JetType = "hover"
// Vader used JetFuel to control how long he can hover,
// even though it's not visible in the HUD
//Cost per second when hovering (only used for jet-hovers)
//(fuel is 0 to 1)
JetFuelCost = "0.1"
//initial cost when jet jumping(fuel is 0 to 1)
JetFuelInitialCost = "0.0"
//minimum fuel to perform a jet jump(fuel is 0 to 1)
JetFuelMinBorder = "0.0"
// display the meter for jet fuel, or donít display it
JetShowHud = 1
// How much Sprint energy to take away per jet activation or force-jump
JetEnergyDrain = 20.0
// the foley effects to use when walking around, falling, rolling, etc.
// generally this doesnít deviate from rep_inf_soldier,
// cis_inf_soldier, all_inf_soldier, imp_inf_soldier,
// or wok_inf_soldier (for Wookiees).
FoleyFXClass = "rep_inf_soldier"
// We are skipping the rest of the sound section (grunts, groans,
// hero voiceovers) for this guide.
// Tentacles and cloth go here, if any...
// (see below for an explanation of these lines)
// Now for weapons ñ you can have up to 8 different weapons.
// Each one is defined in a WEAPONSECTION.
// Parameters include:
// - WeaponName ñ the name of the ODF that defines it.
// This ODF can come from common, sides/common, or the side itself.
// It can also come from a different side, but only if that side
// is loaded before this soldier in your mission LUA. Otherwise,
// BF2 will crash. :^)
// - WeaponAmmo ñ max number of ammo clips this weapon holds.
// It will start with this much ammo. Zero is infinite ammo,
// used for lightsabers and force powers and such.
// (The amount of Sprint energy a weapon drains, and how much ammo
// is actually in each clip are defined in the weaponís ODF.)
// - WeaponChannel = 1 //optional line
// This line indicates that the weapon is part of the secondary
// line of weapons (i.e. thermal detonators, force powers). It
// will be activated by the Secondary Fire button or the
// Force Power button, and the character will never be shown
// carrying it, only using it.
// NOTE: ìBonusî weapons are equipped below as well, they lock or
// unlock themselves based upon Medal-status values set in
// the weaponís ODF.
WEAPONSECTION = 1
WeaponName = "com_weap_inf_sniper_rifle"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_forcewave"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "com_weap_inf_shockfield"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 5
WeaponName = "all_weap_lightsaber"
WeaponAmmo = 0
WEAPONSECTION = 6
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 0
// this is the end of the ODF...
// the section following [GameObjectClass] is for
// MUST include ClassParent, which is used
// by Battlefront 2 to determine which class
// this soldier derives from.
// Alternately to ClassParent, you may use
// ClassLabel = "soldier"
// however, the ODF for ìcom_jedi_defaultî sets up
// values we like, so we leave this class deriving from it.
[GameObjectClass]
ClassParent = "com_jedi_default"
// the Properties section defines everything else
// about the soldier
[Properties]
// which type of connections this soldier will follow
// on the AI path graph for the level
// - soldiers are generally ìSOLDIERî, but
// - those that can jet, jetjump, or forcejump are ìHOVERî
AISizeType = "HOVER"
// Don't take damage from collisions with objects in the world
CollisionScale = "0.0 0.0 0.0" // x, y, then z scales
// the model (filename ends in .msh, and is located in the // MSH folder) to use for our character
// NOTE: Omit the .msh from the name!
GeometryName = "rep_inf_ep3jettrooper"
// the model to use for our character when he is far away
// (Generally this model is cheaper to render)
// if this line is not present the model will disappear
// when viewed from far away, and this geometry CANNOT
// be the same file as the high-res geometry!
GeometryLowRes = "rep_inf_ep3jettrooper_low1"
// the next line can be one of 3 choices:
// - Not included (blank), if the model wants to use the
// ìhuman_sabreî skeleton and animations.
// (Those are Luke Skywalkerís animations, but we
// will be defining our own so we are going to
// use this line anyway).
// - AnimationName if this model uses the basic human
// skeleton, but wants to provide its own animations
// as a set of files in the ìmungedî folder.
// - SkeletonName if this model wants to use its own
// skeleton in addition to its own animations.
// NOTE ñ if this modelís animation set does not define
// an animation, such as ìstand_walkforwardî,
// the default animation from the current weapon
// will be used instead. For example,
// if he is carrying a rifle, it will use
// human_rifle_stand_walkforward, and if he is
// carrying a lightsaber it will use
// human_sabre_stand_walkforward.
// For specialized additional animations
// such as melee attacks, they MUST be defined
// by this modelís animation set.
// for the demo, we will be using the base skeleton
// but redefining SOME of the animations
// there may also optionally be a
// SkeletonNameLowRes or an AnimationNameLowRes
// if the low-res animations are different from
// the high-res ones...
// **** The following lines are the default Jedi parameters.
// They are fairly straightforward and usually not changed,
// so mess with them if you see fit.
// Force Jump ignores the Jet numbers and just uses the Jump
// numbers, but they still must be defined.
//The initial jump-push given when enabling the jet
JetJump = "10.0"
//The constant push given while the jet is enabled (20 is gravity)
JetPush = "0.0"
// for characters with jet jump, use this acceleration for
// in-air control
JetAcceleration = "30.0"
// the particle effect to show while jetting
JetEffect = "rep_sfx_jetpack"
//Additional fuel per second (fuel is 0 to 1)
JetFuelRechargeRate = "0.0"
// optional, tells this character to hover (Darth Vader, Jet Trooper)
// versus jump (Luke Skywalker, Dark Trooper)
JetType = "hover"
// Vader used JetFuel to control how long he can hover,
// even though it's not visible in the HUD
//Cost per second when hovering (only used for jet-hovers)
//(fuel is 0 to 1)
JetFuelCost = "0.1"
//initial cost when jet jumping(fuel is 0 to 1)
JetFuelInitialCost = "0.0"
//minimum fuel to perform a jet jump(fuel is 0 to 1)
JetFuelMinBorder = "0.0"
// display the meter for jet fuel, or donít display it
JetShowHud = 1
// How much Sprint energy to take away per jet activation or force-jump
JetEnergyDrain = 20.0
// the foley effects to use when walking around, falling, rolling, etc.
// generally this doesnít deviate from rep_inf_soldier,
// cis_inf_soldier, all_inf_soldier, imp_inf_soldier,
// or wok_inf_soldier (for Wookiees).
FoleyFXClass = "rep_inf_soldier"
// We are skipping the rest of the sound section (grunts, groans,
// hero voiceovers) for this guide.
// Tentacles and cloth go here, if any...
// (see below for an explanation of these lines)
// Now for weapons ñ you can have up to 8 different weapons.
// Each one is defined in a WEAPONSECTION.
// Parameters include:
// - WeaponName ñ the name of the ODF that defines it.
// This ODF can come from common, sides/common, or the side itself.
// It can also come from a different side, but only if that side
// is loaded before this soldier in your mission LUA. Otherwise,
// BF2 will crash. :^)
// - WeaponAmmo ñ max number of ammo clips this weapon holds.
// It will start with this much ammo. Zero is infinite ammo,
// used for lightsabers and force powers and such.
// (The amount of Sprint energy a weapon drains, and how much ammo
// is actually in each clip are defined in the weaponís ODF.)
// - WeaponChannel = 1 //optional line
// This line indicates that the weapon is part of the secondary
// line of weapons (i.e. thermal detonators, force powers). It
// will be activated by the Secondary Fire button or the
// Force Power button, and the character will never be shown
// carrying it, only using it.
// NOTE: ìBonusî weapons are equipped below as well, they lock or
// unlock themselves based upon Medal-status values set in
// the weaponís ODF.
WEAPONSECTION = 1
WeaponName = "com_weap_inf_sniper_rifle"
WeaponAmmo = 0
WEAPONSECTION = 2
WeaponName = "com_weap_inf_forcewave"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 3
WeaponName = "com_weap_inf_sabre_throw"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 4
WeaponName = "com_weap_inf_shockfield"
WeaponAmmo = 0
WeaponChannel = 1
WEAPONSECTION = 5
WeaponName = "all_weap_lightsaber"
WeaponAmmo = 0
WEAPONSECTION = 6
WeaponName = "rep_weap_inf_emp_launcher"
WeaponAmmo = 0
// this is the end of the ODF...
Hidden/Spoiler:
ucft
{
REQN
{
"lvl"
"sith_elite"
"sith_clone_assassin"
}
}
{
REQN
{
"lvl"
"sith_elite"
"sith_clone_assassin"
}
}
Hidden/Spoiler:
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
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"
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\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 (9691cdf9)!
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 1027
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030
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 1033
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
.\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 1045
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 (c3a9860f)!
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
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
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
.\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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
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
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099
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
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
uf_updateClassIndex(): Added class: sith_elite
uf_updateClassIndex(): Added class: sith_clone_assassin
utility_functions2: ReadDataFile(): This map's code, mode: tm1 tm1_conquest
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'com_weap_inf_forcewave' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'com_weap_inf_sniper_rifle' is not localized for stats page
.\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
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"
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\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 (9691cdf9)!
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 1027
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030
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 1033
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
.\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 1045
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 (c3a9860f)!
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
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
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
.\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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1081
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
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
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1090
Message Severity: 2
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
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
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Graphics\Pc\pcRedStencilShadow.cpp(892)
No shadow data!
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1099
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
.\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (5f518933)!
Message Severity: 2
.\Source\EntitySoldier.cpp(10471)
Soldier cis_inf_caped_magnaguard has geometry collision
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: cis_inf_rifleman
uf_updateClassIndex(): Added class: cis_inf_rocketeer
uf_updateClassIndex(): Added class: cis_inf_sniper
uf_updateClassIndex(): Added class: cis_inf_engineer
uf_updateClassIndex(): Added class: cis_inf_officer
uf_updateClassIndex(): Added class: cis_inf_droideka
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_anakin
uf_updateClassIndex(): Added class: sith_elite
uf_updateClassIndex(): Added class: sith_clone_assassin
utility_functions2: ReadDataFile(): This map's code, mode: tm1 tm1_conquest
Message Severity: 2
.\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'com_weap_inf_forcewave' is not localized for stats page
Message Severity: 2
.\Source\Weapon.cpp(82)
Weapon 'com_weap_inf_sniper_rifle' is not localized for stats page