I recently added a few objects, CPs, and regions to my map. However those objects did not appear in game; actually, no changes were apparent. I decided to make a manual clean and munge again. Now there isn't anything in the map, including CPs and regions, and I cannot spawn in or do anything past the unit selection screen.
Here's my error log:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2010-08-13 1925
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0525FA20
The key is mapluafile, the formated value is: SC1<A>_<B>
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 04E56BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl
Message Severity: 2
.\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: 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
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1604
utility_functions2: ReadDataFile(): This map's code, mode: sc1 sc1_cw-assault
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SC1\SC1.lvl
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region deathregion4 not found
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region rep-CP1Con not found
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region rep-CP2Con not found
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region rep-CP3Con not found
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region cis-CP1Con not found
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region cis-CP2Con not found
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region cis-CP3Con not found
Message Severity: 2
.\Source\TriggerRegionManager.cpp(233)
Region cis-CP4Con not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis-life-int" in the level to use as a critical system!
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis-engines" in the level to use as a critical system!
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis_drive_1" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_1" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis_drive_2" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_2" not found
Message Severity: 3
.\Source\SpaceAssault.cpp(338)
Cannot find first critical system (hashID: 4073233) in the linkage...make sure to call AddCriticalSystem first
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_1" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis-life-ext" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-life-ext" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis-bridge" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-bridge" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis-comms" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-comms" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis-sensors" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-sensors" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "cis-frigate" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep-life-int" in the level to use as a critical system!
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep-engines" in the level to use as a critical system!
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep_drive_1" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_drive_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_drive_1" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep-life-ext" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-life-ext" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep-bridge" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-bridge" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep-comms" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-comms" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep-sensors" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-sensors" not found
Message Severity: 2
.\Source\SpaceAssault.cpp(303)
SpaceAssault: Can't find an object named "rep-frigate" in the level to use as a critical system!
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-frigate" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-frigate" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_3" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_3" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_3" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_4" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_4" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_ship_4" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis_drive_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate6" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate6" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "cis-frigate6" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_2" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_3" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_3" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_3" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_4" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_4" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_ship_4" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-bridge" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-comms" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-life-ext" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep-sensors" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_drive_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_drive_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "rep_drive_1" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "jediacclamator" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "jediacclamator" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "jediacclamator" not found
Message Severity: 2
.\Source\ActiveRegion.cpp(186)
Region "rep_up_level2_reg" not found
Message Severity: 2
.\Source\ActiveRegion.cpp(186)
Region "rep_bridge_in_reg" not found
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
[/code]
I believe the reason is because I (stupidly) tried to save a second version of my world (SC1 to SC1a) and ZE saved a whole new set of stuff along with the SC1a wld file, which I thought backed up my map. I later discovered my mistake and, just before saving SC1a back to SC1, I deleted the SC1 stuff. That's when map changes ceased to be munged. All files in the world1 folder is all SC1 stuff (SC1a stuff saved via ZE to SC1). I hope this isn't too confusing.
Additional Info:
-I moved the SC1a stuff to a separate location, so they are still available.
-Sides are not affected.
What can I do to fix this problem?
Re: No objects whatsoever?
Posted: Fri Aug 13, 2010 9:06 pm
by genaral_mitch
Please post your munge (Not munge log, but the words it shows what it's munging.) to make sure it's munging at all.
Re: No objects whatsoever?
Posted: Fri Aug 13, 2010 9:42 pm
by lucasfart
Could you tell us what file size your SC1.lvl file is? It should be in your _LVL_PC folder, in a folder called SC1.
If your SC1.lvl file is only a few kilobytes big, its definitely a munging issue. If there is a .req file next to it, it means it didn't finish munging or that there was an issue halfway through, and this is the same for all the files in _LVL_PC.
Re: No objects whatsoever?
Posted: Fri Aug 13, 2010 10:29 pm
by stardestroyer001
I'm currently on my iPod touch and so I am working from memory.
Munge output: When munging it seems to be munging normally and no abnormal messages occur, when I get back on my computer tomorrow morning I'll check.
SC1.lvl: I was specifically looking for this when manual cleaning. It's not that it's only a few bytes big, it doesn't even EXIST. After manual cleaning, a new one was never created (which I suspect now probably caused a Severity 3 error). There aren't any files in the SC1 folder. And that's for sure.
Re: No objects whatsoever?
Posted: Fri Aug 13, 2010 11:43 pm
by lucasfart
Hmm....what folders did you empty when you did a manual clean? Maybe you aren't getting all of the files which you need to?
Just ideas. Anyway, if worst comes to worst, move your data_sc1 folder out of the modtools (desktop, wherever) and create a new world called SC1. Then copy all your world1 and odf/msh files over, your luas, and your sides. This should set everything up the same as your current map, except it will DEFINITELY remunge.
Re: No objects whatsoever?
Posted: Sat Aug 14, 2010 7:14 am
by stardestroyer001
Ok, I'm back on my computer.
I just did another manual clean and munge, munging Common and EVERYTHING.
I made sure to delete everything I was supposed to.
Here's the output (edited because it's way too long):
C:\BF2_ModTools\data_SC1\_BUILD\Common>levelpack -inputfile MISSION.req -checkdate -continue -platform PC -sourcedir ..\..\Common -inputdir MUNGED\PC -outputdir ..\..\_LVL_PC 2>>"C:\BF2_ModTools\data_SC1\_BUILD\PC_MungeLog.txt"
1 file(s) moved.
1 file(s) moved.
Sides\munge PC
munge_side Common PC
3 File(s) copied
Munging com_bldg_inf_autoturret.odf
-blah-
Munging com_weap_veh_recoilless_ord.odf
Done
Munging spa1_sfx_lasertrail.fx
1 file(s) moved.
1 file(s) moved.
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 66 to 36
_CreateShadowMesh(lod:0): created hires shadow (190 verts 712 edges)
com_weap_inf_landmine has 125 vertices and no collision geometry - using normal geometry
com_weap_inf_landmine_placed has 113 vertices and no collision geometry - using normal geometry
Munging com_sfx_f_bam.tga
Munging spa1_sfx_lasertrail_b.tga
Munging com_prop_dropturret_rep.tga
Munging com_weap_inf_landmine.tga
1 file(s) moved.
1 file(s) moved.
munge_side ALL PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side CIS PC
57 File(s) copied
Munging cis_bldg_inf_autoturret.odf
-blah-
Munging cis_weap_walk_spider_beam_ord.odf
Done
Munging cis_sfx_droideka_explosion.fx
-blah-
Munging spiderdroid_ord_exp.fx
1 file(s) moved.
Munging cis_hero_countdooku.combo
Munging cis_hero_darthmaul.combo
Munging cis_hero_grievous.combo
1 file(s) moved.
cis_droideka_shield has 257 vertices and no collision geometry - using normal geometry
cis_1st_cockpit_stap has 515 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
cis_1st_sbdroid has 810 vertices and no collision geometry - using normal geometry
cis_1st_weap_inf_sniperrifle has 796 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
This Model has 46 Bones
SplitSkinnedSegments: Split segment with 37 bones (max 15) into 9, 28 (0 overlap)
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 6, 15 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 214 to 208
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 9, 8 (0 overlap)
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 9, 8 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 42 to 32
_CreateShadowMesh(lod:0): created hires shadow (213 verts 704 edges)
cis_weap_inf_launcher has 541 vertices and no collision geometry - using normal geometry
_CreateShadowMesh(lod:0): created hires shadow (197 verts 690 edges)
cis_weap_inf_rifle has 551 vertices and no collision geometry - using normal geometry
cis_weap_inf_sbdroidmuzzle has 3 vertices and no collision geometry - using normal geometry
_CreateShadowMesh(lod:0): created hires shadow (312 verts 1196 edges)
cis_weap_inf_sniperrifle has 706 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced vertex count from 312 to 306 (coincident)
cis_1st_weap_inf_thermaldetonator has 343 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 7, 15 (0 overlap)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 36 to 24
_CreateShadowMesh(lod:0): created hires shadow (187 verts 902 edges)
cis_fly_droidfighter_dome has 134 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_CreateShadowMesh(lod:0): created hires shadow (0 verts 0 edges) overrides (390 verts 1554 edges)
_ReduceShadowMesh: reduced edge count from 1554 to 1548
cis_fly_fedcoreship_dome has 134 vertices and no collision geometry - using normal geometry
cis_fly_fedlander_dome has 278 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1002 to 978
_CreateShadowMesh(lod:0): created hires shadow (248 verts 1294 edges)
_ReduceShadowMesh: reduced vertex count from 248 to 246 (coincident)
cis_fly_gunship_dome has 587 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 60 to 40
_ReduceShadowMesh: reduced ed_ReduceShadowMesh: reduced vertex count from 406 to 404 (coincident)
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 454 to 450
_ReduceShadowMesh: reduced edge count from 204 to 198
SplitSkinnedSegments: Split segment with 18 bones (max 15) into 6, 12 (0 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 4, 13 (0 overlap)
_ReduceShadowMesh: reduced edge count from 36 to 32
_CreateShadowMesh(lod:0): created hires shadow (329 verts 1362 edges)
_ReduceShadowMesh: reduced vertex count from 233 to 224 (coincident)
... Exporting hard skinned
cis_inf_bdroid_low1 has 915 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 18 bones (max 15) into 9, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 18 bones (max 15) into 5, 14 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (232 verts 1368 edges)
... Exporting hard skinned
cis_inf_countdooku_low1 has 380 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 18 bones (max 15) into 15, 4 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (235 verts 1386 edges)
... Exporting hard skinned
cis_inf_darthmaul_low1 has 357 vertices and no collision geometry - using normal geometry
Munging cis_inf_droideka_shield.tga
Munging cis_1st_weap_inf_sonicblaster.tga
1 file(s) moved.
Munging cis_fly_droidfighter_dome.req
Munging cis_walk_spiderkas.req
1 file(s) moved.
Munging cis.req
Munging cisshell.req
1 file(s) moved.
Munging cisaatp.req
Munging cisstrft.req
1 file(s) moved.
munge_side DES PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side EWK PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side GAM PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side GAR PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side GEO PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side GUN PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side IMP PC
52 File(s) copied
Munging imp_bldg_inf_autoturret.odf
Munging imp_weap_walk_atst_launcher_ord.odf
Done
Munging geo_blunderbuss_blast.fx
Munging imp_sfx_weap_wristrocket_red.fx
1 file(s) moved.
Munging imp_hero_darthvader.combo
Munging imp_hero_emperor.combo
1 file(s) moved.
geo_blast_ring has 225 vertices and no collision geometry - using normal geometry
imp_1st_cockpit_atat has 396 vertices and no collision geometry - using normal geometry
imp_1st_weap_inf_sniperrifle has 764 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 886
_ReduceShadowMesh: reduced edge count from 516 to 508
_CreateShadowMesh(lod:0): created hires shadow (239 verts 1394 edges)
... Exporting hard skinned
imp_inf_scout_low1 has 563 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting hard skinned
imp_inf_stormtrooper_low1 has 799 vertices and no collision geometry - using normal geometry
imp_stardestroyer_dome has 273 vertices and no collision geometry - using normal geometry
This Model has 38 Bones
SplitSkinnedSegments: Split segment with 30 bones (max 15) into 14, 16 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 30 bones (max 15) into 14, 16 (0 overlap)
_ReduceShadowMesh: reduced edge count from 276 to 224
_CreateShadowMesh(lod:0): created hires shadow (1119 verts 4400 edges)
_ReduceShadowMesh: reduced vertex count from 698 to 682 (coincident)
imp_walk_atat_chunk6 has 362 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 180 to 140
_CreateShadowMesh(lod:0): created hires shadow (127 verts 472 edges)
imp_weap_inf_fusioncutter has 313 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 336 to 246
_CreateShadowMesh(lod:0): created hires shadow (136 verts 512 edges)
imp_weap_inf_lascannon has 369 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 168 to 120
_CreateShadowMesh(lod:0): created hires shadow (202 verts 762 edges)
imp_weap_inf_lascannon2 has 552 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
Munging geo_blastballs.tga
Munging trooptrans_icon.tga
1 file(s) moved.
Munging imp_1st_stormtrooper.req
Munging imp_walk_atst_snow.req
1 file(s) moved.
Munging imp.req
Munging impshell.req
1 file(s) moved.
Munging atst.req
Munging repgunnr.req
1 file(s) moved.
munge_side JED PC
13 File(s) copied
Munging all_weap_lightsaber.odf
Munging sit_weap_doublesaber.odf
Done
1 file(s) moved.
Munging all_hero_luke_jedi.combo
Munging rep_hero_macewindu.combo
1 file(s) moved.
_ReduceShadowMesh: reduced edge count from 36 to 30
_CreateShadowMesh(lod:0): created hires shadow (223 verts 1248 edges)
... Exporting hard skinned
jed_inf_jedi_low1 has 460 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 18 bones (max 15) into 15, 4 (1 overlap)
_CreateShadowMesh(lod:0): created hires shadow (235 verts 1386 edges)
... Exporting hard skinned
jed_inf_sith_low1 has 357 vertices and no collision geometry - using normal geometry
rep_weap_aalya_lightsabre has 50 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
_CreateShadowMesh(lod:0): created hires shadow (18 verts 60 edges)
rep_weap_inf_lightsabre has 50 vertices and no collision geometry - using normal geometry
Munging bluelightsabre.tga
Munging violetlightsaber.tga
1 file(s) moved.
Munging jed_knight_01.req
Munging jed_sith_01.req
1 file(s) moved.
Munging jed.req
1 file(s) moved.
1 file(s) moved.
munge_side REP PC
63 File(s) copied
Munging imp_weap_fly_tiefighter_cannon.odf
(rest of rep odfs)
Done
Munging com_sfx_groundcrack.fx
Munging rep_sfx_jetpack.fx
1 file(s) moved.
Munging rep_hero_aalya.combo
Munging rep_hero_yoda.combo
1 file(s) moved.
imp_1st_cockpit_tiefighter has 359 vertices and no collision geometry - using normal geometry
rep_1st_weap_inf_sniperrifle has 714 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 11, 11 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 876 to 874
_CreateShadowMesh(lod:0): created hires shadow (275 verts 1538 edges)
_ReduceShadowMesh: reduced edge count from 1086 to 1084
This Model has 44 Bones
SplitSkinnedSegments: Split segment with 25 bones (max 15) into 9, 16 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 86 to 84
_CreateShadowMesh(lod:0): created hires shadow (224 verts 848 edges)
rep_weap_inf_pistol has 605 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 848 to 846
_CreateShadowMesh(lod:0): created hires shadow (295 verts 1266 edges)
rep_weap_inf_rifle has 789 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 204 to 174
_CreateShadowMesh(lod:0): created hires shadow (175 verts 728 edges)
rep_weap_inf_sniperrifle has 428 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 15, 2 (1 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 11, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 870 to 866
_CreateShadowMesh(lod:0): created hires shadow (225 verts 1322 edges)
... Exporting HW soft skinned/SW hard skinned
all_inf_luke_low1 has 329 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
_CreateShadowMesh(lod:0): created hires shadow (18 verts 60 edges)
all_weap_inf_lightsabre has 50 vertices and no collision geometry - using normal geometry
hud_arc170_shape has 91 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 948 to 808
_CreateShadowMesh(lod:0): created hires shadow (315 verts 1598 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 108 to 94
_CreateShadowMesh(lod:0): created hires shadow (420 verts 1648 edges)
_ReduceShadowMesh: reduced edge count from 1648 to 1638
rep_fly_arc170fighter_dome has 471 vertices and no collision geometry - using normal geometry
rep_fly_assault_dome has 286 vertices and no collision geometry - using normal geometry
rep_fly_cat_dome has 517 vertices and no collision geometry - using normal geometry
rep_fly_gunship_dome has 216 vertices and no collision geometry - using normal geometry
rep_fly_jedifighter_dome has 134 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 744 to 526
_CreateShadowMesh(lod:0): created hires shadow (343 verts 1518 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 360 to 300
_CreateShadowMesh(lod:0): created hires shadow (589 verts 2226 edges)
_ReduceShadowMesh: reduced edge count from 190 to 186
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 70 to 64
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 28 bones (max 15) into 15, 15 (2 overlap)
... Exporting hard skinned
SplitSkinnedSegments: Split segment with 22 bones (max 15) into 13, 10 (1 overlap)
_ReduceShadowMesh: reduced edge count from 972 to 968
_CreateShadowMesh(lod:0): created hires shadow (242 verts 1424 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1392 to 1388
_CreateShadowMesh(lod:0): created hires shadow (240 verts 1412 edges)
rep_inf_aaylasecura_low1 has 520 vertices and no collision geometry - using normal geometry
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 12, 10 (1 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 20 bones (max 15) into 12, 9 (1 overlap)
_ReduceShadowMesh: reduced edge count from 894 to 892
_ReduceShadowMesh: reduced edge count from 456 to 452
_CreateShadowMesh(lod:0): created hires shadow (290 verts 1692 edges)
... Exporting HW soft skinned/SW hard skinned
rep_inf_arctrooper_low1 has 773 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 762 to 756
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 828 to 822
_ReduceShadowMesh: reduced edge count from 102 to 92
_ReduceShadowMesh: reduced edge count from 102 to 92
_CreateShadowMesh(lod:0): created hires shadow (215 verts 1192 edges)
rep_inf_yoda_low1 has 470 vertices and no collision geometry - using normal geometry
This Model has 33 Bones
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 348 to 290
_CreateShadowMesh(lod:0): created hires shadow (176 verts 714 edges)
SplitSkinnedSegments: Split segment with 26 bones (max 15) into 10, 16 (0 overlap)
SplitSkinnedSegments: Split segment with 26 bones (max 15) into 13, 13 (0 overlap)
SplitSkinnedSegments: Split segment with 16 bones (max 15) into 1, 15 (0 overlap)
... Exporting HW soft skinned/SW hard skinned
SplitSkinnedSegments: Split segment with 24 bones (max 15) into 7, 17 (0 overlap)
SplitSkinnedSegments: Split segment with 17 bones (max 15) into 2, 15 (0 overlap)
_ReduceShadowMesh: reduced edge count from 384 to 346
_CreateShadowMesh(lod:0): created hires shadow (328 verts 1344 edges)
rep_weap_aalya_lightsabre has 50 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 108 to 66
_CreateShadowMesh(lod:0): created hires shadow (484 verts 1652 edges)
_ReduceShadowMesh: reduced edge count from 12 to 8
_CreateShadowMesh(lod:0): created hires shadow (135 verts 488 edges)
rep_weap_inf_fusioncutter has 323 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 378 to 256
_CreateShadowMesh(lod:0): created hires shadow (65 verts 256 edges)
rep_weap_inf_landmine has 113 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 42 to 32
_CreateShadowMesh(lod:0): created hires shadow (262 verts 916 edges)
rep_weap_inf_launcher has 543 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 96 to 60
_CreateShadowMesh(lod:0): created hires shadow (18 verts 60 edges)
rep_weap_inf_lightsabre has 50 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 720 to 464
_ReduceShadowMesh: reduced edge count from 72 to 60
_CreateShadowMesh(lod:0): created hires shadow (136 verts 524 edges)
rep_weap_inf_thermaldetonator has 343 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 242 to 238
Munging com_sfx_groundcrack2.tga
Munging violetlightsaber.tga
1 file(s) moved.
Munging kam_fly_ride_gunship.req
Munging uta_fly_ride_gunshipmyg.req
1 file(s) moved.
Munging rep.req
Munging repshell.req
1 file(s) moved.
Munging imptiftr.req
Munging reptroop.req
1 file(s) moved.
munge_side SC1 PC
10 File(s) copied
Munging cis_inf_magnaguard_ptc.odf
Munging rep_weap_fly_arc170_cannon_ord.odf
Done
Munging electrostaff_electro.fx
1 file(s) moved.
Munging cis_inf_grievousguard.combo
1 file(s) moved.
SplitSkinnedSegments: Split segment with 21 bones (max 15) into 10, 11 (0 overlap)
_ReduceShadowMesh: reduced edge count from 36 to 32
_CreateShadowMesh(lod:0): created hires shadow (376 verts 1558 edges)
_ReduceShadowMesh: reduced edge count from 942 to 938
rep_1st_cockpit_jedistarfighter has 448 vertices and no collision geometry - using normal geometry
... Exporting HW soft skinned/SW hard skinned
_ReduceShadowMesh: reduced edge count from 948 to 808
_CreateShadowMesh(lod:0): created hires shadow (315 verts 1598 edges)
Munging rep_1st_cockpit_jedistarfighter.tga
Munging violetlightsaber.tga
1 file(s) moved.
Munging cis_inf_magnaguard_ptc.req
Munging rep_fly_obiwanstarfighter_sc.req
1 file(s) moved.
Munging SC1.req
1 file(s) moved.
Munging repjedfi.req
1 file(s) moved.
munge_side SNW PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_side TUR PC
Munging com_holo_ammo.odf
Munging tur_weap_spa_stinger_ord.odf
Done
Munging geo_sfx_weap_blunderbluss_ord.fx
1 file(s) moved.
1 file(s) moved.
_ReduceShadowMesh: reduced edge count from 594 to 572
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 276 to 176
_CreateShadowMesh(lod:0): created hires shadow (281 verts 1088 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 606 to 368
_CreateShadowMesh(lod:0): created hires shadow (506 verts 1922 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 156 to 84
_CreateShadowMesh(lod:0): created hires shadow (240 verts 844 edges)
tat_bldg_barge_turret has 451 vertices and no collision geometry - using normal geometry
Munging com_bldg_minigun_bump.tga
Munging yav_guardtower.tga
1 file(s) moved.
Munging tur_bldg_all_recoilless.req
Munging tur_weap_built_gunturret.req
1 file(s) moved.
Munging tur.req
1 file(s) moved.
1 file(s) moved.
munge_side WOK PC
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
Worlds\munge PC
munge_world Common PC
Done
Done
Done
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
1 file(s) moved.
munge_world SC1 PC
33 File(s) copied
Munging all_bldg_frigateturret.odf
Munging whitelight.odf
Done
com_sfx_lightningball1 has 54 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 180 to 124
_CreateShadowMesh(lod:0): created hires shadow (185 verts 898 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 276 to 176
_CreateShadowMesh(lod:0): created hires shadow (198 verts 710 edges)
all_cap_correliancruiser_dome has 468 vertices and no collision geometry - using normal geometry
all_cap_moncal_dome has 452 vertices and no collision geometry - using normal geometry
This Model has 35 Bones
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 1176 to 854
cis_ih_hangarshild has 16 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 474 to 442
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 132 to 72
_CreateShadowMesh(lod:0): created hires shadow (88 verts 264 edges)
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 132 to 72
_CreateShadowMesh(lod:0): created hires shadow (88 verts 264 edges)
com_prop_ctfdrop_space has 572 vertices and no collision geometry - using normal geometry
Cor1_bldg_garden has 319 vertices and no collision geometry - using normal geometry
Cor1_bldg_Grand_hall_Outside has 162 vertices and no collision geometry - using normal geometry
rep_prop_shipturret_dam1 has 477 vertices and no collision geometry - using normal geometry
spa10_sky_horizon has 50 vertices and no collision geometry - using normal geometry
spa1_all_shipturret_dam1 has 413 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 36 to 24
_CreateShadowMesh(lod:0): created hires shadow (88 verts 352 edges)
spa1_prop_planetearth has 572 vertices and no collision geometry - using normal geometry
spa1_prop_rock01 has 54 vertices and no collision geometry - using normal geometry
spa1_prop_rock02 has 55 vertices and no collision geometry - using normal geometry
spa1_sky_ nebula1 has 200 vertices and no collision geometry - using normal geometry
spa1_sky_horizon has 72 vertices and no collision geometry - using normal geometry
spa1_sky_planeclouds has 247 vertices and no collision geometry - using normal geometry
spa1_sky_planetclouds has 247 vertices and no collision geometry - using normal geometry
spa1_sky_planethaze has 144 vertices and no collision geometry - using normal geometry
spa2_prop_door1 has 24 vertices and no collision geometry - using normal geometry
spa2_prop_minifedcruiser_dome has 132 vertices and no collision geometry - using normal geometry
... Exporting hard skinned
_ReduceShadowMesh: reduced edge count from 36 to 24
_CreateShadowMesh(lod:0): created hires shadow (88 verts 352 edges)
spa2_sky has 101 vertices and no collision geometry - using normal geometry
spa_prop_jagged_asteroid_medium has 92 vertices and no collision geometry - using normal geometry
tan1_stars has 51 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 210 to 208
tan4_bldg_turbine_console_destroyed has 181 vertices and no collision geometry - using normal geometry
tan4_icon_disk has 84 vertices and no collision geometry - using normal geometry
_ReduceShadowMesh: reduced edge count from 60 to 36
_ReduceShadowMesh: reduced edge count from 36 to 24
_CreateShadowMesh(lod:0): created hires shadow (20 verts 60 edges)
tan_icon_disk_carried has 26 vertices and no collision geometry - using normal geometry
Munging com_sfx_lightning1.tga
Munging yav_prop_leaftree_branch.tga
Munging SC1.tga
Munging SC1a.tga
Munging SC1_map.tga
Munging SC1.TER
Munging SC1a.TER
Munging SC1a_CTF.lyr
Munging SC1a_CTF.lyr
Munging SC1a_CTF.RGN
Munging SC1a_CTF.BAR
File ..\..\..\worlds\sc1\world1\SC1a_CTF.BAR not found; skipping
Munging SC1a_CTF.HNT
Finished Munging files, writing output
Munging SC1a_CW-Ships.lyr
Munging SC1a_CW-Ships.lyr
Munging SC1a_CW-Ships.RGN
Munging SC1a_CW-Ships.BAR
File ..\..\..\worlds\sc1\world1\SC1a_CW-Ships.BAR not found; skipping
Munging SC1a_CW-Ships.HNT
Finished Munging files, writing output
Munging SC1_CTF.lyr
Munging SC1_CTF.lyr
Munging SC1_CTF.RGN
Munging SC1_CTF.BAR
File ..\..\..\worlds\sc1\world1\SC1_CTF.BAR not found; skipping
Munging SC1_CTF.HNT
Finished Munging files, writing output
Munging SC1_CW-Ships.lyr
Munging SC1_CW-Ships.lyr
Munging SC1_CW-Ships.RGN
Munging SC1_CW-Ships.BAR
File ..\..\..\worlds\sc1\world1\SC1_CW-Ships.BAR not found; skipping
Munging SC1_CW-Ships.HNT
Finished Munging files, writing output
Done
Munging SC1.wld
Munging SC1.wld
Munging SC1.RGN
Munging SC1.BAR
Munging SC1.HNT
Finished Munging files, writing output
Munging SC1a.wld
Munging SC1a.wld
Munging SC1a.RGN
Munging SC1a.BAR
Munging SC1a.HNT
Finished Munging files, writing output
Done
Munging SC1.PTH
Munging SC1a.PTH
Munging SC1a_CTF.PTH
Munging SC1a_CW-Ships.PTH
Munging SC1_CTF.PTH
Munging SC1_CW-Ships.PTH
Munging SC1a.PTH
Munging SC1a_CTF.PTH
Munging SC1a_CW-Ships.PTH
Munging SC1.PLN
Munging SC1a.PLN
Munging all_halo.fx
Munging tat_decals.fx
1 file(s) moved.
1 file(s) moved.
Munging spa_cor.sky
Munging spa_dag.sky
Munging spa_end.sky
Munging spa_fel.sky
Munging spa_geo.sky
Munging spa_hot.sky
Munging spa_kam.sky
Munging spa_kas.sky
Munging spa_mus.sky
Munging spa_myg.sky
Munging spa_nab.sky
Munging spa_pol.sky
Munging spa_spa.sky
Munging spa_tat.sky
Munging spa_uta.sky
Munging spa_yav.sky
Munging SC1.sky
Munging SC1a.sky
1 file(s) moved.
Munging all_halo.fx
Munging tat_decals.fx
1 file(s) moved.
1 file(s) moved.
Munging SC1.BND
Munging SC1a.BND
1 file(s) moved.
1 file(s) moved.
Munging SC1.LGT
Munging SC1a.LGT
Munging SC1a_CTF.LGT
Munging SC1a_CW-Ships.LGT
Munging SC1_CTF.LGT
Munging SC1_CW-Ships.LGT
1 file(s) moved.
Munging SC1.PVS
Munging SC1a.PVS
1 file(s) moved.
0 file(s) moved.
The system cannot find the path specified.
0 file(s) moved.
The system cannot find the path specified.
Munging cor.req
Munging dag.req
Munging end.req
Munging fel.req
Munging geo.req
Munging hot.req
Munging kam.req
Munging kas.req
Munging mus.req
Munging myg.req
Munging nab.req
Munging pol.req
Munging spa.req
Munging tat.req
Munging uta.req
Munging yav.req
1 file(s) moved.
Munging spa_sky.req
1 file(s) moved.
Munging addme.lua...done.
Copying files to Battlefront II directory:
"C:\Program Files\LucasArts\Star Wars Battlefront II\GameData"
Addon dir exists, continuing...
Creating mod dir "SC1" dir in addon dir...done.
Copying addme.script to mod dir...done
Copying "mission.lvl" to modDir\data\_LVL_PC\...done
Copying "core.lvl" to modDir\data\_LVL_PC\...done
Copying "SC1" to modDir\data\_LVL_PC\...done
Copying "SIDE" to modDir\data\_LVL_PC\...done
Munge process finished
I placed the SC1a files back in the world1 folder to see if that would fix the problem, it didn't.
Oh, and it turns out I did not in fact delete the original SC1 files, I had moved them elsewhere as well. So just in case I needed to have those files, there they are.
Re: No objects whatsoever?
Posted: Sat Aug 14, 2010 1:07 pm
by genaral_mitch
Okay, you're munge looks good, it munged the essentials. I don't know what else could've happened
Re: No objects whatsoever?
Posted: Sat Aug 14, 2010 7:34 pm
by MrCrayon
ok. I hate crashes, so MAYBE I can help (I'm a bit of a noob still)
I just need to know:
why is it saying 'file moved' throughout the munge? Is that normal?
HEY! I just noticed something. You're memory pool hates you. Kill off some effects or whatever affects memory pool. You have severe warnings left and right! WHA!
I hope this helps! I think this will be a great map!
Re: No objects whatsoever?
Posted: Sun Aug 15, 2010 12:53 am
by lucasfart
So did you get any munge errors in the log?
I've never noticed that moving files thing myself, but i don't see how that could be ruining the munge...
If you're still having trouble, its probably best to just follow my other suggestion. Just create a new data_SC1 world, and copy over all your files. It'll work fine as long as you copy over all the necesary files(world1, luas, sides, and addme.lua)
Re: No objects whatsoever?
Posted: Sun Aug 15, 2010 10:07 am
by stardestroyer001
MrCrayon wrote:why is it saying 'file moved' throughout the munge? Is that normal?
Yes. That happens every time I munge.
MrCrayon wrote:HEY! I just noticed something. You're memory pool hates you. Kill off some effects or whatever affects memory pool. You have severe warnings left and right! WHA!
Yes, it does indeed I don't know if that has anything to do with lightsabers doing no damage (going through stuff, in fact). If it does, it deserves further study.
Thanks for the compliments
lucasfart wrote:If you're still having trouble, its probably best to just follow my other suggestion. Just create a new data_SC1 world, and copy over all your files. It'll work fine as long as you copy over all the necesary files(world1, luas, sides, and addme.lua)
Would a backup (from before the problem started) work? I fully backed up my data_SC1 folder.
You can totally ignore these memory pools, they don't have any effect whatsoever.
Re: No objects whatsoever?
Posted: Sun Aug 15, 2010 11:45 am
by stardestroyer001
@Jendo7 I guess I'll leave them where they are.
Cheers! I used the backup I made earlier and replaced all modded files. Not only is the map back up and running, the changes I made when I discovered the problem have been carried over to the new map folder. So my map is better
However, I am still getting these:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl
Re: No objects whatsoever?
Posted: Sun Aug 15, 2010 12:18 pm
by Jendo7
stardestroyer001 wrote:@Jendo7 I guess I'll leave them where they are.
However, I am still getting these:
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl
Message Severity: 3
.\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:Load\common.lvl
That just means the lua can't find a loadscreen, which you obviously haven't made yet. That wouldn't effect the map in any way. Just take this out of your lua: ReadDataFile("dc:Load\\common.lvl") until you add one.
Re: No objects whatsoever?
Posted: Sun Aug 15, 2010 12:48 pm
by stardestroyer001
Ok thanks. I guess I'll be expecting this error for quite a while until I add my loadscreen back in.
EDIT: My map is crashing again, could it be related to the whole problem above? Here's the log. Edited because it's too long.
Hidden/Spoiler:
Opened logfile BFront2.log 2010-08-15 1344
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 051BFA20
The key is mapluafile, the formated value is: SC1<A>_<B>
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 04DB6BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\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: 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
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1267
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1588
utility_functions2: ReadDataFile(): This map's code, mode: sc1 sc1_cw-assault
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1590
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=24d7d9c8: trying to replace "dea1_prop_door_blast_ajar" with "dea1_prop_door_blast_ajar1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=85dca6c9: trying to replace "kam_bldg_podroom_door" with "kam_bldg_podroom_door1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=88216218: trying to replace "dea1_bldg_corridor_prison_a" with "dea1_bldg_corridor_prison_a1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f715f974] has no hardpoint 'hp_bubble_fx' [f9c9e768]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ceb8ef73: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cfb8f106: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast2"
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1429
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1844
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [cis_prop_computer]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [cis_prop_computer]
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1878
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1158
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1450
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1880
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1942
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1192
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1944
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1489
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1946
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1194
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1948
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1950
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1196
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1492
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1952
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "jediacclamator" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "jediacclamator" not found
Message Severity: 2
.\Source\LuaCallbacks_Mission.cpp(635)
Entity "jediacclamator" not found
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
(multiple of these)
Re: No objects whatsoever?
Posted: Tue Aug 17, 2010 4:43 am
by lucasfart
Well, from a quick skim-read you need to update the numbers of one of your combo memory pools, a lighting memory pool, which I've never noticed before in my lua, and it looks like your starships aren't loading, and that might be a little problem
Re: No objects whatsoever?
Posted: Tue Aug 17, 2010 7:02 am
by stardestroyer001
I fixed some things, here's the updated log (edited because its too long):
Hidden/Spoiler:
Opened logfile BFront2.log 2010-08-17 0658
shell_interface: Enteredshell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Enteredifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 050CFA20
The key is mapluafile, the formated value is: SC1<A>_<B>
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 04CC6BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\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: 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
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1267
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1588
utility_functions2: ReadDataFile(): This map's code, mode: sc1 sc1_cw-assault
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1590
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1270
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1592
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1594
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=24d7d9c8: trying to replace "dea1_prop_door_blast_ajar" with "dea1_prop_door_blast_ajar1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=85dca6c9: trying to replace "kam_bldg_podroom_door" with "kam_bldg_podroom_door1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=88216218: trying to replace "dea1_bldg_corridor_prison_a" with "dea1_bldg_corridor_prison_a1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f715f974] has no hardpoint 'hp_bubble_fx' [f9c9e768]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ceb8ef73: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cfb8f106: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast2"
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1273
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1596
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1598
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1600
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1276
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1602
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [cis_prop_computer]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [cis_prop_computer]
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1146
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1438
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1858
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1860
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Re: No objects whatsoever?
Posted: Tue Aug 17, 2010 7:22 am
by lucasfart
I can't see anything obvious which would crash your map, but these look odd, although they might be fairly normal for space maps for all i know.
Hidden/Spoiler:
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [cis_prop_computer]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [cis_prop_computer]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
Those are the only ones i can see which could possibly crash your map, except for the grievous anims ones at the ends, which i would ignore, unless you've got him, or a custom version of him in your map.
Re: No objects whatsoever?
Posted: Tue Aug 17, 2010 10:59 am
by stardestroyer001
Yes, I'm using Grievous. Is there anything special I should do?
(My map worked fine with him before...)
EDIT: I found the Soldier animations, it's still telling me there's animations that don't exist anywhere in the assets/Animations folder.
The mysterious crash continues!
Hidden/Spoiler:
Opened logfile BFront2.log 2010-08-17 2302
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: Found custom_gc_10.lvl
custom_gc_10: Entered
custom_gc_10: Found custom_gc_11.lvl
custom_gc_11: Entered
ifs_freeform_init_dt.lua
ifs_freeform_start_dt.lua
custom_gc_11: Taking control of custom_GetGCButtonList()...
custom_gc_11: Taking control of custom_PressedGCButton()...
custom_gc_11: Exited
custom_gc_10: No custom_gc_12.lvl. Will stop searching for any more cGC scripts.
custom_gc_10: Exited
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_gc_11: custom_GetGCButtonList(): Entered
custom_GetGCButtonList()
custom_gc_11: custom_GetGCButtonList(): Exited
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie:movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode4
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0520FA20
The key is mapluafile, the formated value is: SC1<A>_<B>
The key, value is: era_c 1
The key, value is: mode_assault_c 1
The key, value is: isModLevel 1
The key, value is: bSelected 1
The key, value is: mode_1flag_c 1
custom_printTable(): Returning
custom_printTable(): table: 04E06BAC
The key, value is: key mode_1flag
The key, value is: subst 1flag
The key, value is: showstr modename.name.1flag
The key, value is: descstr modename.description.1flag
The key, value is: icon mode_icon_ctf
custom_printTable(): Returning
gMapEras.key = era_c Era = era_c subst = c
Adding map: SC1c_Diet Dr. Pepper idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
.\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: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "cis_bldg_boxturret_exp"
Message Severity: 2
.\Source\EntityBuilding.cpp(695)
Building missing explosion "rep_bldg_boxturret_exp"
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
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1568 utility_functions2: ReadDataFile(): This map's code, mode: sc1 sc1_cw-assault
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=24d7d9c8: trying to replace "dea1_prop_door_blast_ajar" with "dea1_prop_door_blast_ajar1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [b9be0994] has no hardpoint 'hp_light_a' [d08a46a6]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=85dca6c9: trying to replace "kam_bldg_podroom_door" with "kam_bldg_podroom_door1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=88216218: trying to replace "dea1_bldg_corridor_prison_a" with "dea1_bldg_corridor_prison_a1"
Message Severity: 2
.\Source\FLEffect.cpp(463)
Attach: model '' [f715f974] has no hardpoint 'hp_bubble_fx' [f9c9e768]
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=ceb8ef73: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast1"
Message Severity: 2
.\Source\StringDB.cpp(48)
ID=cfb8f106: trying to replace "dea1_prop_door_blast" with "dea1_prop_door_blast2"
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
Message Severity: 2
.\Source\GameObject.cpp(978)
Too many damage effects specified for gameobject [spa_prop_console]
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1393
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1842
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1130
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1844
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1132
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1396
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1846
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1848
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1134
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1399
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1850
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1852
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1854
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1136
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1402
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1856
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1138
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1405
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1858
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1860
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1862
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1140
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1408
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1864
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1866
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1142
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1868
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1411
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1870
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1144
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1872
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1874
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1146
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1414
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1876
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1878
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1148
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1880
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1417
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1882
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1150
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1884
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1886
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1152
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1420
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1888
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1154
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1890
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1423
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1892
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1156
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1894
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1896
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1158
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1426
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1898
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1160
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1900
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1429
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1902
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1162
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1904
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1906
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1164
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1432
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1908
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1910
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::PositionTr" is full; raise count to at least 1166
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1912
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1435
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::ColorTrans" is full; raise count to at least 1914
Message Severity: 2
.\Source\SoldierAnimatorClass.cpp(2062)
Can't find (POSSIBLY unused) soldier animation grevious_sabre_choking
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects.
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER
Colour-coded to identify different problems.
"uf_updateClassIndex(): Added class: rep_inf_ep3_marine" I don't think this ever happened before the crash, what does it mean? Is it normal?
Message Severity: 2
.\Memory\RedMemoryPool.cpp(317)
Memory pool "ParticleTransformer::PositionTr" set item count after being allocated Differs from the numbers, it only says this once per Particle Transformer.
utility_functions2: ReadDataFile(): This map's code, mode: sc1 sc1_cw-assault ?
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file exists
ifs_sideselect_fnEnter(): Starting to remove award effects...
ifs_sideselect_fnEnter(): Finished removing award effects. Is this something to do with The Dark Times II? (If so, it could explain some of these new messages)
Message Severity: 2
.\Source\ConnectivityGraph.cpp(321)
no ConnectivityGraph for type HOVER Even though I have accurately calculated the number (max 9 for rep, max 6 for cis, and 1 hover vehicle = 16 for EntityHover. Guess what? That's the number I put in!) it still insists something is wrong. Solving this problem before resolved a crash, however it appears either I have calculated the wrong number or it's counting something I don't know about.
Please help quickly. Any and all posts are appreciated.
Re: No objects whatsoever?
Posted: Wed Aug 18, 2010 4:50 pm
by sim-al2
stardestroyer001 wrote:
Even though I have accurately calculated the number (max 9 for rep, max 6 for cis, and 1 hover vehicle = 16 for EntityHover. Guess what? That's the number I put in!
Connectivity graphs are another name for paths. In this case,you don't have paths for Hover(read jet trooper) units. Go to your existing paths and add "hover" in the filters.
Re: No objects whatsoever?
Posted: Thu Aug 19, 2010 4:55 am
by lucasfart
Apart from the last one, none of the issues you mentioned matter in the slightest. They're just updates that came with the latest patches by Zerted(i think). In any case they don't matter.
Your last issue is just no planning paths have allowed for the hover class type, and you need to have several for them to move.