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Map Chrashing With Fatal Error [Solved]

Posted: Thu Aug 06, 2009 8:55 pm
by Ka-Ching
i am having an issue where it chrashes due to the fatal message. :x

Munge Log:
Hidden/Spoiler:
C:\BF2_ModTools\ToolsFL\Bin\luac.exe: ..\..\common\scripts\KCA\KCAg_eli.lua:73: unexpected symbol near `,'
ERROR[scriptmunge scripts\KCA\KCAg_eli.lua]:Could not read input file.ERROR[scriptmunge scripts\KCA\KCAg_eli.lua]:Could not read input file. [continuing]
2 Errors 0 Warnings

ERROR[levelpack mission\KCAg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\kcag_eli.script.req(1)...

ucft <--
ERROR[levelpack mission\KCAg_eli.req]:Expecting bracket, but none was found.
File : munged\pc\kcag_eli.script.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_1flag.lvl.req(1)...

ucft <--
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_1flag.lvl.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack tat2_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack tat2_ctf.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack tat2_hero1flag.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack tat2_hero1flag.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack tat2_hunt.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack tat2_hunt.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack tat2_tdm.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
ERROR[levelpack tat2_tdm.mrq]:Could not open munged\pc\mz.files for input. DOS reports:
No such file or directory
[continuing]
8 Errors 0 Warnings

ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...

ucft <--
ERROR[levelpack tat2.req]:Expecting bracket, but none was found.
File : munged\pc\tat2_ctf.lvl.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings
LUA:
Hidden/Spoiler:
--
-- 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("SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

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

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

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

--[[ 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_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_macewindu", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "rep_hero_lordvader", 1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_emperor", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",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("TAT\\tat2.lvl", "tat2_tdm")
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
Bfront2:
Hidden/Spoiler:
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(112)
OpenScript(KCAg_eli): script (86dcf584) not found

Message Severity: 5
C:\Battlefront2\main\Battlefront2\Source\GameState.cpp(1283)
Could not open MISSION\KCAg_eli.lvl
i looked in the addon map folder and it does have mission.lvl so i dont know what the problem could be.and yes i have tried a manual clean

Re: Map Chrashing With Fatal Error

Posted: Thu Aug 06, 2009 9:07 pm
by AQT
One of your errors is this here:
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan")
"rep_hero_lordvader",
and its solution:
Hidden/Spoiler:
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_macewindu",
"rep_hero_anakin",
"rep_hero_aalya",
"rep_hero_kiyadimundi",
"rep_hero_obiwan",
"rep_hero_lordvader")

Re: Map Chrashing With Fatal Error

Posted: Thu Aug 06, 2009 10:23 pm
by Ka-Ching
thanks man it doesnt come up with fatal error anymore but it still chrashes.
heres Bfront(i couldent post all of it due to the 60000 Character Limit!):http://www.filefront.com/14213847/BFront2.log

Re: Map Chrashing With Fatal Error

Posted: Fri Aug 07, 2009 9:32 am
by Teancum
Fill the SoldierAnimation pool

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 1012

The only other error I see that you need to worry about at the moment is this:

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation yoda_sabre_stand_attack2c(_upper)

Re: Map Chrashing With Fatal Error

Posted: Fri Aug 07, 2009 11:49 am
by Ka-Ching
Teancum wrote:Fill the SoldierAnimation pool

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 1012

The only other error I see that you need to worry about at the moment is this:

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\SoldierAnimatorClass.cpp(1881)
Can't find soldier animation yoda_sabre_stand_attack2c(_upper)

i fix the first one like this right?:SetMemoryPoolSize("SoldierAnimation", 1012)

im not sure about that second one...

EDIT:ah i figuired it out apparently i can't give yoda a double saber,this can be locked now

Re: Map Chrashing With Fatal Error [Solved]

Posted: Fri Aug 07, 2009 1:58 pm
by Par3210
yeah you'd have to rework his animations because he's so small and you need to copy and paste maul's anims for a normal character to the munged folder of your side.