Crashing With New Ordanance

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Robobermann
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Posts: 33
Joined: Wed Jul 25, 2018 6:58 pm
Projects :: My projects
Games I'm Playing :: SWBF2 2005

Crashing With New Ordanance

Post by Robobermann »

I have been trying to introduce a hero assault mode to my mod, but I have been having an issue where when I add new force powers to heroes. The game crashes when I try to load hero assault, but works perfectly fine in conquest. My first thought was that I should raise memory pools relating to emitterordanance, but that hasn't yielded any results which left me pretty confused. Here is my lua if it helps:
Hidden/Spoiler:
[code]
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--

ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveTDM")

---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
EnableSPHeroRules()
-- This is the actual objective setup
TDM = ObjectiveTDM:New{teamATT = 1, teamDEF = 2,
multiplayerScoreLimit = 100,
textATT = "game.modes.tdm",
textDEF = "game.modes.tdm2", multiplayerRules = true, isCelebrityDeathmatch = true}
TDM:Start()

AddAIGoal(1, "Deathmatch", 100)
AddAIGoal(2, "Deathmatch", 100)
end

---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
StealArtistHeap(1536*1024)
-- Designers, these two lines *MUST* be first!
SetPS2ModelMemory(2097152 + 65536 * 8)

SetMemoryPoolSize ("ClothData",30)
SetMemoryPoolSize ("Combo",40) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",600) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",800) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",500) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",5000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo

ReadDataFile("ingame.lvl")

ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2

SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
ReadDataFile("DC:sound\\ABD.lvl;ABDgcw")
ReadDataFile("sound\\tat.lvl;tat2gcw")

ReadDataFile("DC:SIDE\\all.lvl",
"all_hero_luke_jedi",
"all_hero_hansolo_tat",
"all_hero_leia",
"all_hero_chewbacca")

ReadDataFile("DC:SIDE\\imp.lvl",
"imp_hero_darthvader",
"imp_hero_lord_starkiller",
"imp_hero_bobafett")

ReadDataFile("DC:SIDE\\rep.lvl",
"rep_hero_yoda",
"rep_hero_opporancisis",
-- "rep_hero_anakin",
-- "rep_hero_aalya",
-- "rep_hero_kiyadimundi",
"rep_hero_obiwan")

ReadDataFile("DC:SIDE\\cis.lvl",
"cis_hero_grievous",
"cis_hero_darthmaul",
"cis_hero_countdooku",
"cis_hero_jangofett")

--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]

--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")

SetupTeams{
hero = {
team = ALL,
units = 32,
reinforcements = -1,
soldier = { "all_hero_hansolo_tat",1,2},
assault = { "all_hero_chewbacca", 1,2},
engineer= { "all_hero_luke_jedi", 1,2},
sniper = { "rep_hero_obiwan", 1,2},
officer = { "rep_hero_yoda", 1,2},
special = { "rep_hero_opporancisis", 1,2},
},
}

AddUnitClass(ALL,"all_hero_leia", 1,2)
AddUnitClass(ALL,"rep_hero_aalya", 1,2)
AddUnitClass(ALL,"rep_hero_kiyadimundi",1,2)

SetupTeams{
villain = {
team = IMP,
units = 32,
reinforcements = -1,
soldier = { "imp_hero_bobafett", 1,2},
assault = { "imp_hero_darthvader",1,2},
engineer= { "cis_hero_darthmaul", 1,2},
sniper = { "cis_hero_jangofett", 1,2},
officer = { "cis_hero_grievous", 1,2},
special = { "imp_hero_lord_starkiller", 1,2},

},
}
AddUnitClass(IMP, "rep_hero_anakin",1,2)
AddUnitClass(IMP, "cis_hero_countdooku",1,2)

-- 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)

local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 160) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 600)
SetMemoryPoolSize("ParticleEmitterInfoData", 600)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("ParticleEmitterObject", 500)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("Weapon", weaponCnt)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("TAT\\tat2.lvl", "tat2_tdm")
SetDenseEnvironment("false")

-- Sound Stats

ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)

voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_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(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")

SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "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)

-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end[/code]
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Teancum
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Posts: 11079
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Re: Crashing With New Ordanance

Post by Teancum »

Does anything show up as Severity: 3 in the bfront2.log file?
Robobermann
Private
Posts: 33
Joined: Wed Jul 25, 2018 6:58 pm
Projects :: My projects
Games I'm Playing :: SWBF2 2005

Re: Crashing With New Ordanance

Post by Robobermann »

Teancum wrote:Does anything show up as Severity: 3 in the bfront2.log file?
I'm having a problem with BF2_modtools.exe. It crashes when I try and load a map (including vanilla), but the normal application works fine. I'm using the modified no dvd version of BF2_modtools.exe from the FAQ thread.

My BFront2.log says this:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2018-11-11 1642
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: No custom_gc_10.lvl
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_GetGCButtonList()
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
C:\Battlefront2\main\Battlefront2\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
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Closed any open movie
ifs_missionselect_pcMulti_ChangeMovieFile(): Opening movie: MOVIES\pre-movie.mvs
ifs_missionselect_pcMulti_ChangeMovieFile(): Finished opening movie
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
this.CurButton = nil
cur_button = nil
Checkbox for check_era25 clicked
this.CurButton = check_era25
cur_button = nil
this.CurButton = check_mode6
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0648F7CC
The key, value is: change table: 068A9A38
The key, value is: mode_ctf_g 1
The key, value is: mode_eli_g 1
The key is mapluafile, the formated value is: tat2<A>_<B>
The key, value is: bSelected 1
The key, value is: era_c 1
The key, value is: mode_ctf_c 1
The key, value is: mode_hunt_g 1
The key, value is: movieName preview-loop
The key, value is: mode_eli_y 1
The key, value is: mode_con_p 1
The key, value is: movieFile MOVIES\pre-movie
The key, value is: mode_con_c 1
The key, value is: era_y 1
The key, value is: era_g 1
The key, value is: mode_con_g 1
The key, value is: era_p 1
The key, value is: mode_con_y 1
custom_printTable(): Returning
custom_printTable(): table: 0649172C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_y Era = era_y subst = y
Adding map: tat2y_eli idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil[/code]
AQT
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Re: Crashing With New Ordanance

Post by AQT »

Try running it as administrator, and please using hide tags when posting large walls of text/code.
Robobermann
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Posts: 33
Joined: Wed Jul 25, 2018 6:58 pm
Projects :: My projects
Games I'm Playing :: SWBF2 2005

Re: Crashing With New Ordanance

Post by Robobermann »

AQT wrote:Try running it as administrator, and please using hide tags when posting large walls of text/code.
Sorry about the walls of text. Unfortunately running it as administrator didn't solve the issue. That gave me the idea to try compatibility mode, but no luck there either.

EDIT
I have reinstalled the game, and have no mods but the 1.3 patch installed. My BFront2.log looks about the same. I think this means the problem is with either my setup or the executable.

I'm assuming the executable works fine for other people, but it's worth asking anyways if it is possible the version I'm trying to use is out of date, or could it be an issue with windows 10? Perhaps because I'm running the Steam version? I think I can get a hold of the disc version and see if that works.
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Re: Crashing With New Ordanance

Post by SkinnyODST »

If there's heros in hero assault that arent in Conquest then maybe its something to do with the new force abilities
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