1.) On my space map I kept getting these annoying memory pool errors:
Multiply that by 6.022*10^23. (who here takes Chemistry? LOL)Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1542
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1048
So I put in the appropriate lines in the c_cmn.lua: (I'll just show y'all the ScriptInit section)
But now I get these errors:function ScriptInit()
--tell the game to load our loading image
ReadDataFile("dc:Load\\common.lvl")
-- Designers, this line *MUST* be first!
ReadDataFile("ingame.lvl")
SetMemoryPoolSize("ParticleTransformer::SizeTransf", 3000)
SetMemoryPoolSize("ParticleTransformer::ColorTrans" , 3000)
SetMemoryPoolSize("ParticleTransformer::PositionTr", 3000)
SetMinFlyHeight(-1800)
SetMaxFlyHeight(1800)
SetMinPlayerFlyHeight(-1800)
SetMaxPlayerFlyHeight(1800)
SetAIVehicleNotifyRadius(100)
ReadDataFile("sound\\spa.lvl;spa2cw")
ScriptCB_SetDopplerFactor(0.4)
ScaleSoundParameter("tur_weapons", "MinDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MaxDistance", 3.0);
ScaleSoundParameter("tur_weapons", "MuteDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MinDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MaxDistance", 3.0);
ScaleSoundParameter("Ordnance_Large", "MuteDistance", 3.0);
ScaleSoundParameter("explosion", "MaxDistance", 5.0);
ScaleSoundParameter("explosion", "MuteDistance", 5.0);
SetupUnits()
SetupTeams(myTeamConfig)
-- Level Stats
ClearWalkers()
local weaponCnt = 250
local guyCnt = 32
local units = 72
SetMemoryPoolSize("Aimer", 200)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 73)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 0)
SetMemoryPoolSize("EntityDroideka",0)
SetMemoryPoolSize("EntityDroid",0)
SetMemoryPoolSize("EntityHover", 0)
SetMemoryPoolSize("EntityFlyer", 36)
SetMemoryPoolSize("EntityLight", 100)
SetMemoryPoolSize("EntityRemoteTerminal", 12)
SetMemoryPoolSize("EntitySoldier",guyCnt)
SetMemoryPoolSize("SoldierAnimation", 200)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 70)
SetMemoryPoolSize("Navigator", guyCnt)
SetMemoryPoolSize("Obstacle", 150)
SetMemoryPoolSize("PassengerSlot", 0)
SetMemoryPoolSize("PathNode", 92)
SetMemoryPoolSize("RedOmniLight", 200)
SetMemoryPoolSize("UnitAgent", units)
SetMemoryPoolSize("UnitController", units)
SetMemoryPoolSize("Weapon", weaponCnt)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("Combo::DamageSample", 0)
And the same errors keep showing up. Where do I put the SetMemoryPoolSize lines so that it actually Works?!Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::SizeTransf" set item count after being allocated
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::ColorTrans" set item count after being allocated
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::PositionTr" set item count after being allocated
NOTE: These error messages don't affect anything, it's just Extremely annoying to scroll through them all.
2.) I wanted to make a Capital ship that was severely damaged, so I wanted the critical systems destroyed. The problem was, there is no odf for the destroyed versions of the capital ship, but they had models. So I made some Building odfs. Nothing fancy, just something to make the msh appear. It loaded into ZE fine, saved, munged (no errors), but the map CTDed at the end of loading with these strange error messages:
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_sensorp" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_engines" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_lifesup" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_prop_shipturret_dam1" not built: "ALL YOUR MODEL ARE BELONG TO US."
Message Severity: 3
.\Source\EntityProp.cpp(921)
Prop "rep_assultship_destruct_commarr" not built: "ALL YOUR MODEL ARE BELONG TO US."
this is the odf for the comm array, the others look the same, but with different mshs called, etc:
Is there something wrong with the odf? What else could I do to have the critical systems of that ship destroyed?[GameObjectClass]
ClassLabel = "building"
GeometryName = "rep_assultship_destruct_commarray_dam.msh"
[Properties]
VehicleCollision = "CollisionMesh"
VehicleCollisionOnly = "p_vehicle"
FoleyFXGroup = "metal_foley"
NOTE: This is not the main Rep cruiser, and I don't think that the Critical systems have a team assigned to them, so if I have to destroy it through the LUA or something, it wouldn't give the Reps points (I think
Sorry for the HUGE post.



