Log evaluation

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Anakin
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Log evaluation

Post by Anakin »

Hi,

i stopped working on my unitPicker project, but started a new one. Therefore i need your help.

My little program should take the BF2 error log and filters only the relevant information out of it. So the "VO inVehicle" will be ignored, message Severity 3+ messages will be highlighted and the Mempool warnings will be reduced to the last once, so you have only one message per memory pool.

Since now i only have the mempool thing working. I need your error logs experience with unimportant log information. What information can be deleted, and what information do you need??

Please pm me if you are working on a map/mod and have lots of mempool message to test my filter :D

If there is a line saying "Message Severity : X" do always follow 2 more lines, or can there be more/less lines that belong to that message??
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AnthonyBF2
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Re: Log evaluation

Post by AnthonyBF2 »

My first attempt at making a space to ground mod gave me a crash + error log I never saw before anywhere else, and I also never figured out what it means. (Probably because I never asked)

I basically attempted to call tat2.lvl + a space.lvl file at the same time.

Error log:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(54)
String pool is full: 32768 pool is not big enough!
tat2g_con.lua:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("custom_fc_commands")
function ScriptPostLoad()

-- script test map for space to ground on mos eisley by anthony b
-- tat2g_s2g means space 2 ground



--This defines the CPs. These need to happen first
--SetProperty("FDL-2", "IsLocked", 1)
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp6 = CommandPost:New{name = "cp6"}
cp7 = CommandPost:New{name = "cp7"}
cp8 = CommandPost:New{name = "cp8"}


--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF, textATT = "game.modes.con", textDEF = "game.modes.con2", multiplayerRules = true}

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)

conquest:AddCommandPost(cp6)
conquest:AddCommandPost(cp7)
conquest:AddCommandPost(cp8)


conquest:Start()
AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)
AddAIGoal(3, "conquest", 1000)
EnableSPHeroRules()
end

---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------

function ScriptInit()
-- Designers, these two lines *MUST* be first!
StealArtistHeap(1024 * 1024)
SetPS2ModelMemory(2097152 + 65536 * 10)
ReadDataFile("SIDE\\ingame.lvl")
ReadDataFile("ingame.lvl")

-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2

--AddMissionObjective(IMP, "red", "level.tat2.objectives.1")
-- AddMissionObjective(IMP, "orange", "level.tat2.objectives.2")
--AddMissionObjective(ALL, "green", "level.tat2.objectives.1b")
-- AddMissionObjective(ALL, "orange", "level.tat2.objectives.3")


SetMaxFlyHeight(325) -- we need space between ships and ground
SetMaxPlayerFlyHeight(325)

ReadDataFile("sound\\tat.lvl;tat2gcw")

-- we need to call in fighters or hangars will be empty
-- pilots and marines too

ReadDataFile("SIDE\\all.lvl",
"all_fly_awing",
"all_fly_gunship_sc",
"all_fly_xwing_sc",
"all_fly_ywing_sc",
"all_inf_pilot",
"all_inf_marine",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee")

ReadDataFile("SIDE\\imp.lvl",
"imp_fly_tiebomber_sc",
"imp_fly_tiefighter_sc",
"imp_fly_tieinterceptor",
"imp_fly_trooptrans",
"imp_inf_pilot",
"imp_inf_marine",
"imp_inf_rifleman",
"imp_inf_rocketeer",
"imp_inf_engineer",
"imp_inf_sniper",
"imp_inf_officer",
"imp_inf_dark_trooper")

ReadDataFile("SIDE\\des.lvl",
"tat_inf_tuskenhunter",
"tat_inf_tuskenraider",
"tat_inf_jawa")

-- Jawas --------------------------
SetTeamName (3, "locals")
AddUnitClass (3, "tat_inf_tuskenhunter",4)
AddUnitClass (3, "tat_inf_tuskenraider",4)
AddUnitClass (3, "tat_inf_jawa",4)
SetUnitCount (3, 12)
SetTeamAsEnemy(3,ATT)
SetTeamAsEnemy(3,DEF)
SetTeamAsEnemy(ATT,3)
SetTeamAsEnemy(DEF,3)
-----------------------------------

ReadDataFile("SIDE\\tur.lvl", -- need space guns
"tur_bldg_spa_all_beam",
"tur_bldg_spa_all_recoilless",
"tur_bldg_spa_all_chaingun",
"tur_bldg_spa_imp_beam",
"tur_bldg_spa_imp_recoilless",
"tur_bldg_spa_imp_chaingun",
"tur_bldg_chaingun_roof",
"tur_bldg_tat_barge",
"tur_bldg_laser")

SetupTeams{
all = {
team = ALL,
units = 50,
reinforcements = 250,
soldier = { "all_inf_rifleman",5,9},
assault = { "all_inf_rocketeer",5,9},
engineer = { "all_inf_engineer",5,9},
sniper = { "all_inf_sniper",5,9},
officer = { "all_inf_officer",5,9},
special = { "all_inf_wookiee",5,9},
marine = { "all_inf_marine",5,9},
pilot = { "all_inf_pilot",5,9},

},
imp = {
team = IMP,
units = 50,
reinforcements = 250,
soldier = { "imp_inf_rifleman",5,9},
assault = { "imp_inf_rocketeer",5,9},
engineer = { "imp_inf_engineer",5,9},
sniper = { "imp_inf_sniper",5,9},
officer = { "imp_inf_officer",5,9},
special = { "imp_inf_dark_trooper",5,9},
marine = { "imp_inf_marine",5,9},
pilot = { "imp_inf_pilot",5,9},
},
}

--AddUnitClass(ALL, "all_hero_hansolo_tat")
--AddUnitClass(IMP, "imp_hero_bobafett")

--AddUnitClass(ALL, "tat_inf_jawa")
--AddUnitClass(IMP, "tat_inf_jawa")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
SetMemoryPoolSize("Aimer", 14)

-- we need room for ships
SetMemoryPoolSize("EntityFlyer",32)
SetMemoryPoolSize("CommandFlyer",4)
SetMemoryPoolSize("EntityRemoteTerminal",16) -- remote chairs

SetMemoryPoolSize("EntityCloth", 25)
--SetMemoryPoolSize("EntityFlyer", 6) -- to account for rocket upgrade
SetMemoryPoolSize("MountedTurret", 32) -- room for space cannons
SetMemoryPoolSize("Obstacle", 664)
SetMemoryPoolSize("PathNode", 384)
SetMemoryPoolSize("TreeGridStack", 500)


SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_con")

--awww yeah, space stuff
ReadDataFile("spa\\spa9.lvl", "spa9_Diet Dr. Pepper") --space tat 9
--ReadDataFile("spa\\spa9.lvl", "spa9_capitalships") -- object layer
--ReadDataFile("spa\\spa9.lvl") -- whole world spa9

--ReadDataFile("spa\\spa8.lvl", "spa8_Diet Dr. Pepper") --space hoth 8

SetDenseEnvironment("false")
SetWorldExtents(2000.0)


-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)

OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")

SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")

SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)

SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")

SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")



SetAttackingTeam(ATT)
AddCameraShot(0.732291, -0.007608, -0.680912, -0.007074, 1.681833, 6.042514, 71.172432);
AddCameraShot(0.880830, -0.176249, 0.430862, 0.086213, 72.088852, 13.009782, 96.135429);
AddCameraShot(0.951425, -0.235086, -0.193006, -0.047690, 98.008606, 25.922222, 85.982498);
AddCameraShot(0.702385, -0.187812, 0.663271, 0.177353, 114.897949, 25.922222, 10.746059);
AddCameraShot(-0.141467, 0.044846, -0.942694, -0.298838, 97.121613, 25.922222, -65.803253);
AddCameraShot(-0.448951, 0.112747, -0.859719, -0.215904, 70.666542, 25.922222, -88.996330);
AddCameraShot(0.596313, -0.151264, 0.764169, 0.193843, 35.047939, 25.922222, -96.187553);
AddCameraShot(0.428975, -0.362181, -0.632304, -0.533851, -114.695259, 42.337784, -54.538460);
AddCameraShot(0.485286, -0.160731, -0.815869, -0.270223, -114.695259, 42.337784, -54.538460);
AddCameraShot(0.250177, -0.138466, -0.838399, -0.464031, -89.626076, 42.337784, -2.431808);
AddCameraShot(0.628286, -0.315611, 0.635421, 0.319195, -39.402264, 42.337784, 20.201601);
AddCameraShot(0.885964, -0.348802, -0.284377, -0.111958, -94.222435, 42.337784, 52.911922);
AddCameraShot(0.868043, -0.226361, -0.427586, -0.111502, -35.816402, 42.337784, 44.052761);
AddCameraShot(0.962938, -0.266344, -0.041009, -0.011343, 10.288770, 42.337784, 83.115334);
AddCameraShot(0.901188, -0.377287, 0.196792, 0.082388, 10.626176, 42.337784, 71.256241);
end[/code]
thelegend
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Re: Log evaluation

Post by thelegend »

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(54)
String pool is full: 32768 pool is not big enough!
I had this message too sometimes. If I remember correctly this error usually occurs when there are too many vehicles being loaded. Reducing down the MaxAmount of Flyers in your .lua by 4-6 OR reducing down the Number of Vehicles per VehicleSpawn should help. Otherwise it would also help to reduce down the number of turrets.
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Anakin
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Posts: 4817
Joined: Sat Sep 19, 2009 11:37 am
Projects :: RC Side Mod - Remastered - SWBF3 Legacy
Location: Mos Espa (germany)

Re: Log evaluation

Post by Anakin »

Thank you for your replay. But solutions depending on the message will be very difficult.

I made some progress now. You get a list of all memorypool messages with the latest succession for the value.
Next all message severity will be displayed backward from the highest sev to the lowest. So the latest sev 3 will be displaced first, followed by the other sev 3. After the sev 3 the latest sev 2 will be displaced and so on.
Additionally all duplicated messages will be only displaced once.
And now the magic: you can fill a ignore.list file that contains any strings that should be ignored in a message. Lets say you put Message Severity in it, you won't get any errors and no errors = everything works :funny2:
I have started with a list of strings of nonrelevant messages. If you have some more, just let me know

Code: Select all

Unable to find open movie segment shell_main
Unable to open movie file MOVIES\pre-movie.mvs
VOSound
FLEffect::Read: duplicate effect class name
trying to replace
already loaded in ather level file
Memory pool
HUD unable to find HUD element
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