Bantha55 wrote:I can tell you what a list pool error means because i know this problem very well...
It has happened to my coruscant map too. When there are too many loud sounds at a time the game crashes because it´s overloaded. I had to remove most of my flyer´s sounds. ...
There´s maybe only a solution if there´s a memory pool that regulates sounds and can be added to the lua or we find a way to change shipped sounds´ attributes.
o.0 sound overload...that's wierd...And no you can't set the listpool, it's a hardcoded value.
Not to be nitpicky with any of you, but I've tried/am trying everything mentioned, and I'm more interested in understanding the error and what it's saying than actually just solving it.
Anyway, Listpool is like the StringPool. StringPool is a memory pool of all strings, script, and information, ODF, LUA, everything, even localization strings (That was how -_- or someone explained it to me a while back). ListPool is a memory pool of all listed information, primarily listed objects, as they are the most abundant, but it also includes the number of different units, vehicles, and weapons, (and apparantly sounds?), etc. And I've only encountered this in a map with excessive objects, and the error would only show occasionally in the error log. How much you're map is affected by a Listpool overload also seems to depend on your computers RAM.
One problem i'm having with pepperland is right now is that it works fine in single player, but it doesn't work in multi, and I assume this is because of an overload that is not appearing in the error log, as that has always been the case in the past with previous maps. The reason why this occurs (I think, this is the only explanation I've been able to find) is that Multiplayer is less stable and requires more RAM to function than single player. Someone who has less RAM than your computer has, may not even get it to work in single player, because their computer lacks the RAM, which is a problem people had with my Jinglin' Town and Cage Match maps.