Combo memory in lua

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Master Fionwë
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Combo memory in lua

Post by Master Fionwë »

Okay, as posted in the unit numbers not spawning, I've been having some pretty bad and persistent problems with my map. Some of them had to do with the jedi in it. It seems that something special needs to be done to get jedi to work. So I copied this from the eli script, and pasted it in my lua.
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",30) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",500) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",500) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",400) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",4000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",88) -- should be ~1x #combo
It cut out about fifty lines of errors from the error log after I tried it again, though the map still crashed. What do I need to do to fix this? Am I missing any lines that are needed for this, or are the values just wrong for some of them?
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(3253)
Combo[84d86099]::State: failed to add Combo::State 'JUMPATTACK_LAND' [7d5471df] (85 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(3398)
Combo[84d86099]::State[JUMPATTACK_FALL:e245242b]::Transition: invalid state 7d5471df mapped to IDLE

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(3398)
Combo[84d86099]::State[JUMPATTACK_END:b8430a5b]::Transition: invalid state 7d5471df mapped to IDLE

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(3222)
Combo[5493d4d3]: failed to add Combo::State 'IDLE' [c301cf93] (86 needed)

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3191)
WeaponMelee "cis_weap_lightsaber" invalid combo definition file "cis_hero_countdooku"

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\WeaponMelee.cpp(3196)
WeaponMelee[cis_weap_lightsaber]::ComboAnimationBank invalid params "human_sabre melee cis_hero_countdooku"

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Maveritchell
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Post by Maveritchell »

Those first few errors aren't a problem; the errors concerning Dooku's animations and combo file are. You need to copy (into your dataMODID/side/yoursidehere/munged folder) Dooku's .anims, .zaabin, and .zafbin files. Also, into your side's odf folder, make sure you copy Dooku's .combo file.
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Post by Teancum »

Try removing all but one jedi. Test it. Then add one more, test it. You'll have to repeat the process until it works. Unfortunately after all the default animations that have to be loaded there's not much room in memory and you'll get errors like that, even the Dooku errors. These two errors are the only errors that don't cause any problems.

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2475)
Combo[ba944832]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'
Master Fionwë
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Post by Master Fionwë »

REALLY?!!! I thought that the bottom one was the issue. Okay, I'll do that.

Off-topic: Some friends from out of state will be staying with us for teh weekend, so I won't be on much. But don't think that the problem is solved, because I might get back with more info on it.

Thanks for your help so far, guys. Hopefully it's not much longer before the map is mostly done.

EDIT: Do these do anything?
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\HUDManager.cpp(619)
HUD unable to find HUD element type 0x16ce484a

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\PC\Shaders\pcTerrainShader.cpp(180)
pcTerrainShader: detail texture expects L8 format!

Message Severity: 3
C:\Battlefront2\main\RedEngineFL\Graphics\Pc\Shaders\pcTerrainShader2.cpp(293)
TerrainShader_: detail texture expects L8 format!
I did what you said, only one jedi in the ally team, and one hero. These are the only severity 3 messages that come up. There are no animation errors other than the one posted in the first post. The hero is mace windu, and by a mistake, so is the only jedi ally. Though that shouldn't cause a problem, right? This is what frustrates me, constant crashing, about three seconds after the map has finished loading, and no apparent reason for the crash.
Although, would too many units crash the game? I know it would, if the comp can't take them all, but would a message come up in the error'log, or would it go unnoticed by it?
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