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game freeze after map loads second time
Posted: Thu Jul 07, 2005 6:49 am
by Rends
Anyone have an idea?
My Coruscant maps runs ok first time but if it loads a second time the Game freeze in "loading" screen and the taskmanager says that battlefront runs at 100 percent CPU time.
Bfront error message doesn´t report something usefull about this bug:
Opened logfile BFront.log 2005-07-07 0013
Message Severity: 2
.\movie\RedMovie.cpp(467)
Segment 0xb4da9edb does not exist in movie 0xb86e8e36
Message Severity: 2
.\source\VehicleSpawn.cpp(126)
Vehicle spawn outside command post "CP1" control region
I have no idea where to start searching for the bug?
RE: game freeze after map loads second time
Posted: Thu Jul 07, 2005 8:31 am
by Leviathan
I do not want to be pessimistic, but maybe there are too many entities on your map...

RE: game freeze after map loads second time
Posted: Thu Jul 07, 2005 9:23 am
by Lord-Bandu
If so then it wouldnt load the 1st time ..or at least it would crash.
RE: game freeze after map loads second time
Posted: Thu Jul 07, 2005 9:36 am
by Leviathan
It could work the first time, but the CPU charge would be "full". Reload this map a second time - while memory has not been cleaned yet - may crash the computer...
RE: game freeze after map loads second time
Posted: Thu Jul 07, 2005 12:34 pm
by Rends
Leviathan,
what do you mean with entities?
I´ve no 3rd fraction caracters on the map. Only the Coruscant dome vehicles are 3rd party. From regular troops CIs and Rebs there are only 30 per side on the map.
RE: game freeze after map loads second time
Posted: Thu Jul 07, 2005 12:56 pm
by Leviathan
Excuse me, I considered entities as Spawn points, Turrets, etc... And buildings ! Maybe those constructions have too many details, or they are two many...

RE: game freeze after map loads second time
Posted: Thu Jul 07, 2005 1:36 pm
by Rends
ok thx for clarifying. Hm, will there be a way to check this in sbtest.exe?
Posted: Thu Jul 07, 2005 5:16 pm
by -_-
too much vehicles i guess. Last time i tried 16 attes that happened to me as well
Posted: Thu Jul 07, 2005 5:18 pm
by Qdin
Walkers uses MUCH more 'power' than other things in the game

so I 'hope' you game lagged a LOT -_-

Posted: Thu Jul 07, 2005 6:04 pm
by -_-
actually 12 attes was still okay... look at this pic first of all
http://i15.photobucket.com/albums/a391/ ... t_0518.jpg
P.S. if u saw this pic on swbffiles, this is MY pic, so dont worry about me stealing someone's pic.
Posted: Thu Jul 07, 2005 7:26 pm
by Rends
i´ve only a handfull flyers on the map. nothing else except some dome models but even without the dome models the map crashed.
Posted: Thu Jul 07, 2005 8:13 pm
by Lord-Bandu
iv noticed that shadowvolumes make a big difference in 'lag' . Especially complex models ....im currently editing mine so have much less polygons / edges .
Iv noticed in munge that my models have sometimes 4000 edges ...what i was doin was duplicating my model for the shadowvolume ....so thats double that for 1 prop!!!
I should really get a hold of myself when modeling ...but i cant help but add tons of details

Posted: Fri Jul 08, 2005 7:54 am
by Leviathan
Rends, if I were you, I'd try to remove some buildings from your map to see if it makes a difference...
Posted: Fri Jul 08, 2005 8:28 am
by Ace_Azzameen_5
No! Coruscant is too good to be cursed with a mystery problem! It's going to need to be on servers everywhere! Why is this happening!!!
Posted: Fri Jul 08, 2005 8:34 am
by Leviathan
Unfortunately, the problem is there for unknown reasons...

Posted: Fri Jul 08, 2005 3:33 pm
by Rends
Leviathan,
you put me in the right direction.
I deleted half of the odf files so only the basic building would be loaded and it seems to work fine. So i think it is either too many objects on the map or one of the objects made this problem. Now i will go on to put the files back one after one...
I don´t think it´s shadow poly count related because most shadows doesn´t have more than 100-200 edges and only 2 or 3 have more than 400 edges. I guess it will be a wrong odf file or to many cloud clusters i used on the map. we will see...
Posted: Fri Jul 08, 2005 3:48 pm
by Qdin
yeah - I'm glad its working now
good luck Rends
and Ace: Are you a big Rends Fan or what since you want his maps all over MP? lol JK (well, its not that I dont understand why

because I'm Rends Fan too

)
Posted: Fri Jul 08, 2005 6:04 pm
by Rends
It IS the cloud cluster.
Seems that i still miss something.
Maybe someone knows more about the needed files and entries.
I´ve copied so far from the Bespin map:
to ODF folder:
bes1_prop_cloud
bes1_prop_cloud_cluster
to MSH folder:
EDITOR_prop_cloud.msh
cloud.tga
cloud.tga option
and into sky req (dome section)
CloudLayer()
{
// Odf("bes1_prop_cloud_cluster");
Odf("bes1_prop_cloud");
Height(20.0);
}
But it still crash while second load.
Posted: Sat Jul 09, 2005 8:54 am
by Leviathan
You should use another cloud effects... (Look at Geonosis, Hoth, Naboo, etc... folders)
Posted: Sun Jul 10, 2005 11:01 am
by Rends
I fixed the bug.
Instead of placing the cloudcluster on the map it only need to be activated in the sky Req.