In my map (which is very close to done) I can never spawn. I once was able to, but then the objects stopped munging. I ran the debug SWBF2 and about a billion errors were there, mostly about raising the memory pool:
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1590
the error youve posted doesnt crash a map, it just tellys that battlefront has to handle more particles than expected.
Re: Objects munge error
Posted: Sun Nov 28, 2010 9:22 pm
by Noobasaurus
If this is the error, then how might one fix it?
P.S. I have also done the things mentioned by THEWULFMAN, but they never worked.
Edit: Is the error log the thing that comes up after the munge or the thing that appears after you run SWBF2 debug version?
Re: Objects munge error
Posted: Mon Nov 29, 2010 5:57 am
by DarthD.U.C.K.
the errorlog is the the debuglog or the bfront2log, the thing that comes up after the munge is the mungelog.
anyway, you could try to put "SetMemoryPoolSize("ParticleTransformer::ColorTrans", 1600) in your lua and see that happens mut it may not work because not all of these pools are suported in the lua. that doesnt really matterthough because battlefront raises them automatically as the log said. its not a real "error" that notifies you that something went completely wrong, its more just a message that tells you what is going on.
Re: Objects munge error
Posted: Mon Nov 29, 2010 6:47 pm
by Noobasaurus
I tried that, but it did not work. Any other suggestions for this problem?
Re: Objects munge error
Posted: Tue Nov 30, 2010 3:41 am
by DarthD.U.C.K.
just ignore it
Re: Objects munge error
Posted: Tue Nov 30, 2010 6:53 pm
by Noobasaurus
DarthD.U.C.K. wrote:just ignore it
I might as well delete that map and start over if you're suggesting to ignore it. Oh well, better luck next time.
Re: Objects munge error
Posted: Wed Dec 01, 2010 3:39 am
by DarthD.U.C.K.
why? the error youve posted doesnt harm anything, its just telling you that battlefront is doing something and that is nothing bad.
Re: Objects munge error
Posted: Wed Dec 01, 2010 10:26 pm
by Noobasaurus
DarthD.U.C.K. wrote:why? the error youve posted doesnt harm anything, its just telling you that battlefront is doing something and that is nothing bad.
My objects have disappeared. If this is not the error, than what might be? A munging script file that is not munging correctly or something?
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode6
cur_button = nil
this.CurButton = nil
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 063D116C
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: BFU<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 063D6BCC
The key, value is: key mode_eli
The key, value is: subst eli
The key, value is: showstr modename.name.hero-assault
The key, value is: descstr modename.description.elimination
The key, value is: icon mode_icon_eli
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: BFUg_eli idx: 1
this.CurButton = Launch
cur_button = nil
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:load\common.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Entity.cpp(218)
Entity base class "com_hero_default" not found
Thats my whole BFlog! Now does anyone know how I can fix the #3's please?
Re: Objects munge error
Posted: Fri Dec 03, 2010 7:45 pm
by DarthD.U.C.K.
copy the common folder from assets\sids to your maps sidefolder and munge it