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Problem with SPHAT
Posted: Fri Aug 03, 2007 12:07 am
by Master Fionwë
Something that I just noticed today while doing a check on things, trying to find the source of my crashing, is that teh spaht, wjile it's rep_walk_sphat, when you opne it up, the classlabel is hover. Would that cause any problems? Should I change the odf to be hover instead? Because I was wondering if that might be why my error log always comes up with could not build entityhover, because the vehicle spawn calls for a walk vehicle, only to find that it's really a hover.
Help, please! This crashing thing is getting annoying, I'm almost fed up with the whole thing since i'm encountering nothing but problem after problem.
Posted: Fri Aug 03, 2007 12:13 am
by Maveritchell
You could call it rep_tauntaun_sphat, for all the game cares. If the game can't spawn a hover vehicle, you probably haven't added memorypools for it. You need to have the SetMemoryPoolSize("EntityHover", numberofhovershere) line in there. Or, if it's a commandhover, you need to have a memorypool set for commandhovers.
Posted: Fri Aug 03, 2007 12:24 am
by Master Fionwë
I have two barcspeeders, two fightertanks, and the one sphat. The memory pool is set at 5 for hovers. Trust me, I went through all that already, counted out each and every vehicle spawn in ze, and which vehicle it spawned in, and set all the memory pools accordingly.
Just a quick thought, what's up with the dwarf spider walker? It seems to float around more than walk around.
EDIT: Okay, if this helps, here's a list of the vehicles in the map. Maybe that will help. All the memory pools, command walker 2, command flyer 1, entity walker 15, entity flyer 16, entity hover 5, are filled out right.
5 hover
15 walkers
16 flyers
14 treads
2 BARCSpeeder
2 IFTX Fightertanks
14 Hailfire
5 Dwarf Spider
8 Spider Walkers
2 ATTE
1 Command Ship
4 Command Shuttle
5 LAAT
2 Jedifighter
4 Geofighter
1 SPHAT
Hover vehicle needs an entityhover memory pool
Posted: Fri Aug 03, 2007 1:54 am
by AceMastermind
Look in the ODF's, if you see
ClassLabel = "hover"
then it fills an entityhover slot in the memory pool.
Posted: Fri Aug 03, 2007 7:16 am
by Teancum
One of the reasons your map is unstable is the sheer number of vehicles you have. I've never seen any map have half as many and run. I mean, just at a quick count I counter 81 vehicles. You seriously need to cut that down.
Posted: Fri Aug 03, 2007 7:27 am
by wazmol
i totally agree with tean' on this.
that must be a huge map you have that your making cause, Diet Dr. Pepper!
if it works i bet i would be quite funny and a cool battle on the other hand lol
-Waz
Posted: Fri Aug 03, 2007 7:58 am
by Master Fionwë
It is a huge map. The large number of vehicles is necessary to get teh battle I desire out of the map. Far too much open ground to have mainly infantry fights. I have all of the vehicles except for ten in the released version of the map. There are only fifty vehicles listed up there in that list, and forty in the map I entered into the contest. Conquest mode was the only mode that was unstable, and even then only slightly, while xl had just as many vehicles but was stable. The others, the 5 hovers... are just the total of each kind.
This is my Geonosis map, I'm working on the final version of it right now, adding in the geofighter and dwarfspider if I can, ajust pathing and a few cps, and fix terrain glitches. I have two more cps to add in as well.
Posted: Fri Aug 03, 2007 8:49 am
by Teancum
Yeah, but you're forgetting that's just your machine. 50 vehicles will kill a lot of machines that can run SWBF2 just fine, but aren't the newest and best as far as power goes. One thing is for sure though, packing your map that full of vehicles will absouletly, positively make it unplayable online. It's either going to crash for clients (most likely) or lag will kill it (which would happen if it didn't crash).
.....Ah, now I see. The first four are categories. I was adding them all due to the sheer number that I saw there. Still 50 is major overkill on machines. 30 is probably the max SWBF2 can handle without any complications. Especially if you have large numbers of infantry as well.
It's a shame (for me, since your map is unstable on my machine), cuz you're a pretty decent mapper and I see a lot of good stuff coming from you in the future. But you gotta remember to keep things a little smaller to keep things stable.
Posted: Fri Aug 03, 2007 9:05 am
by Master Fionwë
Really?! Thanks for the complement! I'll decrease the vehicles to thirty then. It'll take a lot of work figuring out which ones to have, but I think i know how to do it without losing too much from the battle, or losing certain kinds altogether.
So, then maybe that could be the issue I've been having this whole time. Too many vehicles. Would that leave a message in the error log, or would it be a silent crash due to overload?
Posted: Fri Aug 03, 2007 9:57 am
by Teancum
Well, if it was the engine itself getting overloaded it would leave a message in the log and crash during load. If it's just rough on a person's machine it'd probably crash after a few minutes. Post the log one more time just to be safe.
Posted: Fri Aug 03, 2007 11:17 am
by Master Fionwë
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "Weapon" is full; raise count to at least 2057
That is the last message in the log, ammo counter and energy bar are right above it. Would these cause crashing? 'Cause that's what it did. But this time it took almost twenty minutes for the crash to come about.
Posted: Fri Aug 03, 2007 3:50 pm
by Teancum
Very possibly. In your odf you'll need to find 'local weaponCnt = 1024' (or whatever number happens to be there). Up that number to around 2250.
Posted: Fri Aug 03, 2007 4:04 pm
by Ace_Azzameen_5
SettMemoryPool(Weapon, 2057) ,--Is that necessary?
Fionwe, you could always add an "Extreme" mode, and make the mode be abc_c1 so that it uses Zerted's shells custom slot or 'add map' to use.
Posted: Fri Aug 03, 2007 4:35 pm
by wazmol
Teancum wrote:
It's a shame (for me, since your map is unstable on my machine), cuz you're a pretty decent mapper and I see a lot of good stuff coming from you in the future. But you gotta remember to keep things a little smaller to keep things stable.
i totally agree with tean on this.
you have what it takes to be one of the best modders on GT. especially the way you help out the GT community.
Bit off-topic but owell.
-Waz
Posted: Fri Aug 03, 2007 5:41 pm
by Master Fionwë
Fionwe, you could always add an "Extreme" mode, and make the mode be abc_c1 so that it uses Zerted's shells custom slot or 'add map' to use.
What do you mean? Could you explain further, please?
i totally agree with tean on this.
you have what it takes to be one of the best modders on GT. especially the way you help out the GT community.
Wow! Thank you! It's always a pleasure to help out. Although I'd be lucky to ever make something as good as one of Yankfan's and a_speck_of_dust's maps.
Posted: Fri Aug 03, 2007 7:04 pm
by Ace_Azzameen_5
I mean a mode with all the vehicles you wanted.
Posted: Fri Aug 03, 2007 8:01 pm
by AlexSecura
Master Fionwë wrote:
i totally agree with tean on this.
you have what it takes to be one of the best modders on GT. especially the way you help out the GT community.
Wow! Thank you! It's always a pleasure to help out. Although I'd be lucky to ever make something as good as one of Yankfan's and a_speck_of_dust's maps.
You are a very cool Gt Member,Master Fionwë.The Mods and the first Map you made are very great. Its good to have you here. :yodaful:
Posted: Fri Aug 03, 2007 11:44 pm
by Master Fionwë
Again, thank you!!!
@ Ace_Azzameen, okay, I get it. Yeah, I could do that. But I've already tried to get new modes in, and the result is that the fatal error can't open xl.lua comes up, and ctd.
But back to the SPHAT, I gave it a new weapon, a beam. Actually, it's teh second position weapon on the fightertank, but it doesn't fire off. Here's the odf of the sphat, I've hardly changed it. Also, it seems to lose health if I'm inside it, because it blows up and says Master Fionwë died on the top, after a minute inside. Always after the same amount of time, unless I'm blown up first by the dozens of rockets flying around.
[GameObjectClass]
ClassLabel = "hover"
GeometryName = "rep_walk_sphat.msh"
[Properties]
WALKERSECTION = "BODY"
VehicleType = "medium"
ExplosionName = "rep_walk_sphat_exp"
Label = "S-phat"
MapTexture = "walker_icon"
StatusTexture = "HUD_rep_sphat_icon"
MapScale = "1.6"
GeometryName = "rep_walk_sphat"
MaxHealth = "5000.0"
MaxShield = 2000
AddShield = 20
SetAltitude = "1.0"
Acceleraton = "100"
MaxSpeed = "5.0"
MaxStrafeSpeed = "5"
MaxTurnSpeed = "5"
EyePointOffset = "0.0 15.0 -20.0"
TrackOffset = "0.0 5.0 20.0"
//NormalDirection = "-0.8"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"
WEAPONSECTION = 1
WeaponName = "rep_weap_hover_fightertank_laser"
WeaponAmmo = "0"
//TurretNodeName = "turret"
AimerYawLimits = "-30.0 30.0"
AimerPitchLimits = "10 25"
AimerNodeName = "aimer_x"
BarrelNodeName = "barrel"
FirePointName = "hp_fire"
BarrelLength = "12.0"
FLYERSECTION = "TURRET1"
WeaponName = "rep_weap_hover_fightertank_laser"
WeaponAmmo = "0"
EyePointOffset = "0.0 15.0 -20.0"
TrackOffset = "0.0 5.0 20.0"
//NormalDirection = "-0.8"
AimValue = "0.8"
AutoAimYLimits = "-0.9 0.9"
AimerYawLimits = "-30.0 30.0"
//AimerPitchLimits = "10 25"
AimerNodeName = "Gun_arm"
BarrelNodeName = "Side_guns"
FirePointName = "hp_1"
Posted: Fri Aug 03, 2007 11:51 pm
by Penguin
If its lossing health and you can't see the weapon, maybe your shooting yourself? If you've got no HP or using the wrong one the weapon will shoot from the dummyroot. Or, the vehicles colliding with something else and getting damaged (like if you place a vehicle spawn in an object or in another spawn point)
Posted: Fri Aug 03, 2007 11:59 pm
by RepSharpshooter
He's probably not shooting himself, or else it would say master fionwe killed himself.