Peculiar CTD (debugger not making sense)
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Slime615
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Peculiar CTD (debugger not making sense)
I have a peculiar CTD - The debugger is to big to post, unfortuanatley, however, I have narrowed it down to what I think is the problem... These:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
And this:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a
not sure what they mean.... Any Help?
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1412)
Out of space for soldier animation banks (max 18)
And this:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a
not sure what they mean.... Any Help?
Last edited by Slime615 on Sun Dec 18, 2011 12:28 pm, edited 1 time in total.
- DarthD.U.C.K.
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Re: Perculiar CTD
"Out of space for soldier animation banks (max 18)" means that you loaded more than 18 animationbanks and went over the limit (who would have guessed?
). therefore the map crashes.
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Slime615
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Re: Perculiar CTD
Oh! Right! Thanks.
EDIT: I just checked, and I have only munged 8 Animation sets....
EDIT: I just checked, and I have only munged 8 Animation sets....
- Teancum
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Re: Perculiar CTD (debugger not makeing sense)
Don't forget the shipped sets. Post the LUA.
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Slime615
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Re: Perculiar CTD (debugger not makeing sense)
Hidden/Spoiler:
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Re: Perculiar CTD (debugger not makeing sense)
well, the stock animbanks plus human_sabre are 6 animsets already, you just gotte get rid of somce custom animbanks.
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Slime615
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Re: Perculiar CTD (debugger not makeing sense)
The only animations I am useing are:
Dooku
mace
vader
obiwan
maul
aalya
Twilek
Thats no over 18, even plus the 6 stocks......
Dooku
mace
vader
obiwan
maul
aalya
Twilek
Thats no over 18, even plus the 6 stocks......
- Teancum
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Re: Perculiar CTD (debugger not makeing sense)
What folks also need to understand is that one animation set is not the same as one bank. Some animation sets are bigger and take up multiple banks. Regardless you'll have to remove some, there's no getting around that.
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Re: Perculiar CTD (debugger not makeing sense)
im pretty sure the droidekas, magnagaurds, bds, sbds and jangos animset count too.
@teancum: actually, as far as i know its synonymous. i use "animationset" is an alternative name for the "animationbank" of a soldier to avoid confusion with the animationbanks of weapons like pistol, tool, launcher etc.
the too many animbanks error is only about the number of animsets loaded and each set is on "bank". if too many actual anims are loaded you get a "couldnt find animation" error.
@teancum: actually, as far as i know its synonymous. i use "animationset" is an alternative name for the "animationbank" of a soldier to avoid confusion with the animationbanks of weapons like pistol, tool, launcher etc.
the too many animbanks error is only about the number of animsets loaded and each set is on "bank". if too many actual anims are loaded you get a "couldnt find animation" error.
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Slime615
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Re: Perculiar CTD (debugger not makeing sense)
Are you certain that is the problem? It was working fine earlier, and I have not added any new animations since - only changed some player models around....
- DarthD.U.C.K.
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Re: Perculiar CTD (debugger not makeing sense)
yes, im 100% sure. this is one of the very easy to interpret errors and from changing models you dont get these. try removing one or two units with own animsets and see if you still get the error then.
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Slime615
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Re: Perculiar CTD (debugger not makeing sense)
But I am not useing any of my own just Stock "With the exception of a twelik one from the BFX Assets"
Apart from that they are all stock....
Apart from that they are all stock....
- DarthD.U.C.K.
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Re: Perculiar CTD (debugger not makeing sense)
it doesnt matter if they are stock or custom. battlefront simply counts all animationsets.
- Teancum
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Re: Perculiar CTD (debugger not makeing sense)
The easy way is simply to comment out some units in your lua's ReadDataFile sections. If it works, then it's confirmed. Going back and forth won't help until you try it. 
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Slime615
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Re: Peculiar CTD (debugger not making sense)
Ok. For some reason its only letting me have four Jedi Units....
EDIT
Just a thought - Why would this take place here, when On the Hero assault maps, There are loads of different animation sets used - more than 4...
Double posting is against the RULES; please EDIT your post instead -Staff
EDIT
Just a thought - Why would this take place here, when On the Hero assault maps, There are loads of different animation sets used - more than 4...
Double posting is against the RULES; please EDIT your post instead -Staff
- Teancum
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Re: Peculiar CTD (debugger not making sense)
Again, if you have animation-heavy custom units they take up more memory (not sure whether you do). Someone like Maul or Grevious is much more resource intensive than say, Anakin or Obi-Wan, since they use more unique animations. Also, are you using props or vehicles that have custom animations?
Again - there's a distinction between total memory and animation banks, but in the end both will affect crashing.
Again - there's a distinction between total memory and animation banks, but in the end both will affect crashing.
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Slime615
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Re: Peculiar CTD (debugger not making sense)
i am not useing any animated props. Its just a basic side mod, on an epty map.
The side is a Jedi Side, 7 Different types, with 7 different animations, representing the seperate lightsaber forms.
The only addition is a "twi'lek" Animation set, that is allya with animations to allow a single saber, since on of the jedi will be a twi'lek
This worked perfectaly fine untill a couple of days ago when I changed the player models for a few of the other players.
All of a sudden, it is not telling me I have gone over the allowed animation banks, and refuses to work with more than 4 jedi... I dont know why this is...
Luke - ShiiCho
Dooku - Makashi
Obiwan - Soreusa
Maul - Ataru
Vader - Djem So
Mace - Niman
Aalya - Juyo
The side is a Jedi Side, 7 Different types, with 7 different animations, representing the seperate lightsaber forms.
The only addition is a "twi'lek" Animation set, that is allya with animations to allow a single saber, since on of the jedi will be a twi'lek
This worked perfectaly fine untill a couple of days ago when I changed the player models for a few of the other players.
All of a sudden, it is not telling me I have gone over the allowed animation banks, and refuses to work with more than 4 jedi... I dont know why this is...
Luke - ShiiCho
Dooku - Makashi
Obiwan - Soreusa
Maul - Ataru
Vader - Djem So
Mace - Niman
Aalya - Juyo
- DarthD.U.C.K.
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Re: Peculiar CTD (debugger not making sense)
it doesnt matter(as long as the animset once worked) what the addition is. batlefront counts all animations/animationsets, no matter whether they are custom.(like i previously said)Slime615 wrote:The only addition is a "twi'lek" Animation set, that is allya with animations to allow a single saber, since on of the jedi will be a twi'lek
thats just not possible(like i previously said), or do you have a modelrror for that in your bfront2log?Slime615 wrote:This worked perfectaly fine untill a couple of days ago when I changed the player models for a few of the other players.
do you get "cant find animaion" errors? if so you have too many animations despite having not too many animsets (like teancum previously said)Slime615 wrote: All of a sudden, it is not telling me I have gone over the allowed animation banks, and refuses to work with more than 4 jedi... I dont know why this is...
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Slime615
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Re: Peculiar CTD (debugger not making sense)
Possible or not, Thats what happened... I cant explain it.thats just not possible(like i previously said), or do you have a modelrror for that in your bfront2log?
Nr is it telling me that I have to many animations...
EDIT:
I may have found the problem. It is now telling me it reading lots of animations more then once. Here is an Example:
Hidden/Spoiler:
Last edited by Slime615 on Tue Dec 20, 2011 4:02 pm, edited 1 time in total.
- DarthD.U.C.K.
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Re: Peculiar CTD (debugger not making sense)
could you please post the bfront2log?
