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Hero Crashing

Posted: Fri Apr 27, 2007 3:52 pm
by EGG_GUTS
I added some heroes from the released heroes side in assault mode. they were

Durge
Plo Koon
IG-88
Tatooine Luke
Prince Xizor
Asajj Ventress
Quinlan Vos
Ep2 Obi-Wan
Sharad Hett

I munged and it started to crash. So I ran the mod tools thing and these came up.

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\heroes\heroes.lvl

Message Severity: 3
.\Platform\Pc\pcFirstPerson.cpp(69)
FirstPerson::LoadLVLFile: Could not open FPM\heroes\heroes.lvl

Message Severity: 3
.\Source\Weapon.cpp(96)
Weapon failed to find animmap human_sabre

Does anybody know how to stop the crashing?

I have Quinlan Vos as the rep hero in CW and it works fine.

thanks

RE: Hero Crashing

Posted: Fri Apr 27, 2007 4:26 pm
by phazon_elite
I think Tat Luke would be the problem, since I think he's the only one in there who uses human_sabre.

- EP-782

Posted: Sat Apr 28, 2007 8:10 am
by EGG_GUTS
So does that mean I have to take Luke out? or change his ODF?

Posted: Sat Apr 28, 2007 9:44 am
by Teancum
Try loading the default Luke as well.

ReadDataFile("SIDE\\all.lvl",
"all_hero_luke_jedi")

Posted: Sun Apr 29, 2007 4:07 pm
by EGG_GUTS
He is loaded. And What does the FPM ones mean?

Posted: Sun Apr 29, 2007 4:18 pm
by phazon_elite
Nothing...

FPM errors don't cause crashes.

- EP-782

Posted: Sun Apr 29, 2007 5:08 pm
by EGG_GUTS
but it's severity 3.

Posted: Mon Apr 30, 2007 4:08 am
by MercuryNoodles
Severity 3's may or may not cause a crash. It depends on what the error is. I only say this because I've run across a few of these that did not crash my level. I don't think a FPM error (in general) would cause a crash, but I think the game not being able to open a lvl file would, in my view. I can't think of why it can't be opened, though.

Edit: Idea...is the lvl file in the folder the error is indicating?

Posted: Mon Apr 30, 2007 3:21 pm
by EGG_GUTS
there's nothing in the file I checked several times.

Posted: Tue May 01, 2007 4:25 am
by MercuryNoodles
You mean there's no file in the folder? That could be why.

Posted: Tue May 01, 2007 7:08 am
by Teancum
Did you make a new side folder under _BUILD_PC? If not it will never actually munge the files

Posted: Tue May 01, 2007 3:13 pm
by EGG_GUTS
I made a folder in _build. and Like I said before Quilan Vos works in CW

Posted: Tue May 01, 2007 4:02 pm
by Teancum
But you said there's no file in the folder earlier. Post the lua that's crashing.

Posted: Wed May 02, 2007 3:10 am
by Penguin
FPM = First person mode,

won't cause a crash. its another one of those files that aren't copied when munged. you have to manually copy and paste it into your addons ModID folder.

Posted: Sun May 06, 2007 7:45 pm
by EGG_GUTS
Here's the lua

--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end


---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()


SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)

ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("dc:SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_emperor",
"imp_hero_bobafett",
"imp_inf_officer_gray")

ReadDataFile("SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")

ReadDataFile("SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")

ReadDataFile("dc:SIDE\\heroes.lvl",
"cis_hero_durge",
"rep_hero_plokoon",
"rep_hero_vos",
"imp_hero_ig88",
"rep_hero_hett",
"rep_hero_ep2_obiwan",
"imp_hero_xizor",
"cis_hero_ventress")

ReadDataFile("dc:SIDE\\KOR.lvl",
"kor_inf_K")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_ep2_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_vos", 1,2},
},
}

AddUnitClass(ALL,"rep_hero_plokoon", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_hett",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_inf_officer_gray", 1,2},
assault = { "kor_inf_K",1,2},
engineer= { "imp_hero_xizor", 1,2},
sniper = { "cis_hero_durge", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_ig88", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_ventress",1,2)

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- 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 = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:DER\\DER.lvl", "DER_eli")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")

SetAttackingTeam(ATT)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end


thanks.

Posted: Mon May 07, 2007 9:39 pm
by fat_walrus
if you are taking the heroes from the conversion pack, try changing the "dc" in dc:SIDE\\heroes.lvl. Take it and the colon out. If it crashes, load the luke from all.lvl instead of dc:--.lvl.

If you put "dc" in there it looks for the side in your addon\sides folder, not your gamedata\folder.

Posted: Tue May 15, 2007 8:11 pm
by EGG_GUTS
I tryed it didn't work :(

but now it's saying this

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

and that it can't find any of grievous' animes when Grievous isn't even in my map! :x

thanks

Posted: Tue May 15, 2007 9:35 pm
by Teancum
To many different types of heroes. You need to remove some.