Game Crashes No Matter What

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TheRevanchist
Private Recruit
Posts: 15
Joined: Mon Jun 26, 2017 4:56 pm
Projects :: No Mod project currently.
Games I'm Playing :: BF2
xbox live or psn: No gamertag set

Re: Game Crashes No Matter What

Post by TheRevanchist »

I've downloaded the BF2_ModTools and attempted to create my own side, but it always crashed. I removed BF2_ModTools, completely reinstalled it fresh, and then created my a new data_ABC. Copying the rep side into the sides folder, I munged it without changing anything about the side, wanting to confirm that the reason why my mod wouldn't work was my own fault somewhere along the line of editing. When the munge ended, I went into my addon and replaced the core rep.lvl and repshell.lvl with the new ones I just munged (saving the original ones too, of course). However, the game still crashed, despite the fact this side is a stock side. I again deleted and reinstalled the BF2_ModTools and followed the instructions of https://www.youtube.com/watch?v=REt4uCIaP1M, but this also made the game crash. Thus, it seems there's something wrong with my BF2_ModTools. I have the Steam version, but I did download the BF2_modtools_NoDVD file which allows me to access a minimized version of the game, and it works. How should I fix the issue?

EDIT
Here's my BFront2.log report after trying to run a game after munging the stock files:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2017-06-27 1539
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: No custom_gc_11.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_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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open ..\..\addon\TES\data\_LVL_PC\core.lvl
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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
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
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
ifs_missionselect_pcMulti_fnSetMapPreview(): Stored movie name, file: preview-loop MOVIES\pre-movie
this.CurButton = nil
cur_button = nil
DoubleClicked
custom_AddMapNew()
custom_printTable(): table: 050E754C
The key, value is: movieFile MOVIES\pre-movie
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: cor1<A>_<B>
The key, value is: movieName preview-loop
The key, value is: bSelected 1
The key, value is: mode_eli_g 1
The key, value is: era_c 1
The key, value is: mode_ctf_g 1
The key, value is: era_g 1
The key, value is: mode_con_g 1
The key, value is: mode_c_c 1
The key, value is: mode_ctf_c 1
custom_printTable(): Returning
custom_printTable(): table: 050E972C
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_c Era = era_c subst = c
Adding map: cor1c_con idx: 1
custom_CheckChangeMovies(): Update(): Time to change movies
ifs_missionselect_pcMulti_ChangeMovieFile(): MovieFile: nil
ifs_missionselect_pcMulti_ChangeMovieFile(): Same as last movie
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: Found user_script_1.lvl
user_script_1: entered
user_script_1: Taking control of ScriptCB_DoFile()...
user_script_1: exited
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: Found user_script_10.lvl
user_script_10: Entered
user_script_10: Replacing v1.3 (r117)'s AddUnitClass as it should've had a return value. This fixes the Leia bug.
user_script_10: No user_script_11.lvl. Will stop searching for any more user scripts.
user_script_10: Exited
ifs_sideselect_fnBuildScreen()
game_interface: Exited

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_rifleman in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_assault_DOME in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_fly_gunship_DOME in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_rocketeer in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_engineer in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_sniper in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_officer in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_inf_ep3_jettrooper in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(829)
Unable to find level chunk rep_hero_macewindu in data\_lvl_pc\SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LoadUtil.cpp(1019)
Unable to find level chunk in SIDE\rep.lvl


Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found[/code]


Also, here's the report from the PC_MungeLog. There seems to be a lot of errors, but I'm not sure why, since I didn't edit any of the files.

Hidden/Spoiler:
[code]WARNING[PC_modelmunge msh\rep_inf_jettrooper.msh]:rep_inf_jettrooper has 2379 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_atte.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\all_inf_luke.msh]:all_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:rep_inf_aaylasecura has 1597 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_aaylasecura.msh]:Mesh rep_inf_aaylasecura segment sv_aaylasecura vertex 6 has invalid weight[0]=1.000169.
WARNING[PC_modelmunge msh\rep_inf_arctrooper.msh]:rep_inf_arctrooper has 2031 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_clonecommander.msh]:rep_inf_clonecommander has 1560 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3anakin.msh]:rep_inf_ep3anakin has 2900 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3armoredpilot.msh]:rep_inf_ep3armoredpilot has 2193 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3cloakedanakin.msh]:rep_inf_ep3cloakedanakin has 3896 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3heavytrooper.msh]:rep_inf_ep3heavytrooper has 2280 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3jettrooper.msh]:rep_inf_ep3jettrooper has 2368 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3obiwan.msh]:rep_inf_ep3obiwan has 2936 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3sniper.msh]:rep_inf_ep3sniper has 4737 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3spacepilot.msh]:rep_inf_ep3spacepilot has 1797 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_ep3trooper.msh]:rep_inf_ep3trooper has 1963 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_feluciatrooper.msh]:rep_inf_feluciatrooper has 1364 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_kiadimundi.msh]:rep_inf_kiadimundi has 1713 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_luke.msh]:rep_inf_luke has 1171 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_macewindu.msh]:rep_inf_macewindu has 2866 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot.msh]:rep_inf_pilot has 2418 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_pilot_low1.msh]:rep_inf_pilot_low1 has 1060 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_trooper.msh]:rep_inf_trooper has 1807 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_inf_yoda.msh]:rep_inf_yoda has 2283 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: out of space in splitting catalog!
WARNING[PC_modelmunge msh\rep_walk_oneman_atst.msh]:SplitSkinnedSegments: WARNING: resorting to brute force, this may take a while...
WARNING[PC_modelmunge msh\rep_weap_inf_chaingun.msh]:rep_weap_inf_chaingun has 1178 vertices and NO COLLISION GEOMETRY (WILL BE SLOW)!
0 Errors 35 Warnings

ERROR[levelpack req\kam_fly_ride_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\kam_fly_ride_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_1st_trooper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_1st_trooper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_bldg_forwardcenter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_bldg_forwardcenter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_anakinstarfighter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_anakinstarfighter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_anakinstarfighter_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_anakinstarfighter_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_arc170fighter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_arc170fighter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_arc170fighter_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_arc170fighter_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_arc170fighter_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_arc170fighter_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_assault_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_assault_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_cat_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_cat_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_gunship_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_gunship_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_gunship_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_gunship_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_jedifighter.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_jedifighter_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_jedifighter_dome.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_jedifighter_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_jedifighter_sc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_ride_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_ride_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_shuttleproto.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_shuttleproto.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_vtrans.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_vtrans.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_fly_vwing.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_fly_vwing.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_aalya.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_aalya.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_anakin.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_anakin.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_cloakedanakin.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_cloakedanakin.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_kiyadimundi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_kiyadimundi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_luke_jedi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_luke_jedi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_macewindu.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_macewindu.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_macewindu_obi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_macewindu_obi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_obiwan.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_obiwan.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_obiwan_old.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_obiwan_old.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hero_yoda.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hero_yoda.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hover_barcspeeder.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hover_barcspeeder.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hover_fightertank.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hover_fightertank.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hover_speederbike.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hover_speederbike.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_hover_swampspeeder.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_hover_swampspeeder.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_engineer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_engineer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_jettrooper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_jettrooper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_jettrooper_rifleman.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_jettrooper_rifleman.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_jettrooper_sniper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_jettrooper_sniper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_jettrooper_training.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_jettrooper_training.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_marine.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_marine.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_officer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_officer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_officer_training.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_officer_training.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_pilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_pilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_rifleman.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_rifleman.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_rocketeer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_rocketeer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_rocketeer_chaingun.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_rocketeer_chaingun.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep2_sniper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep2_sniper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_engineer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_engineer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_jettrooper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_jettrooper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_marine.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_marine.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_officer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_officer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_pilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_pilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_rifleman.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_rifleman.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_rifleman_space.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_rifleman_space.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_rocketeer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_rocketeer.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_sniper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_sniper.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_sniper_felucia.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_sniper_felucia.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_inf_ep3_space_pilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_inf_ep3_space_pilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_veh_remote_terminal.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_veh_remote_terminal.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_walk_atte.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_walk_atte.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_walk_atte_nospawn.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_walk_atte_nospawn.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\rep_walk_oneman_atst.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\rep_walk_oneman_atst.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\uta1_prop_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\uta1_prop_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\uta_fly_ride_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\uta_fly_ride_gunship.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack req\uta_fly_ride_gunshipmyg.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack req\uta_fly_ride_gunshipmyg.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
130 Errors 0 Warnings

ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\kam_fly_ride_gunship.lvl.req(1)...

ucft <--
ERROR[levelpack rep.req]:Expecting bracket, but none was found.
File : munged\pc\kam_fly_ride_gunship.lvl.req(1)...

ucft <--
[continuing]
2 Errors 0 Warnings

ERROR[levelpack allxwing.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack allxwing.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack reparc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack reparc.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repatted.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repatted.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repatxtp.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repatxtp.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repcmspd.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repcmspd.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repcomm.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repcomm.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repfelsn.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repfelsn.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repftrtk.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repftrtk.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repgunnr.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repgunnr.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repgunsh.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repgunsh.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repguntr.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repguntr.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack rephtrop.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack rephtrop.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repjedfi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repjedfi.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repjettp.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repjettp.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repmedic.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repmedic.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack reppilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack reppilot.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repsccam.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repsccam.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repsharp.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repsharp.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack repspbk.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack repspbk.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
ERROR[levelpack reptroop.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack reptroop.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
40 Errors 0 Warnings

ERROR[levelpack TES.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack TES.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings

ERROR[levelpack TES_conquest.mrq]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack TES_conquest.mrq]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings

ERROR[levelpack TES.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
ERROR[levelpack TES.req]:Could not open ..\..\common\munged\pc\core.files for input. DOS reports:
No such file or directory
[continuing]
2 Errors 0 Warnings[/code]
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
Contact:

Re: Game Crashes No Matter What

Post by ARCTroopaNate »

What OS are you on??
TheRevanchist
Private Recruit
Posts: 15
Joined: Mon Jun 26, 2017 4:56 pm
Projects :: No Mod project currently.
Games I'm Playing :: BF2
xbox live or psn: No gamertag set

Re: Game Crashes No Matter What

Post by TheRevanchist »

Windows 8.

EDIT
I downloaded and installed the munge_fix and new munged files and it seemed to have helped the issue. No errors appear after munging, but there's still error in my BFront2.log:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2017-06-27 1923
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: No custom_gc_11.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_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
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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_sp_campaign: Input_Accept(): Entered: [Nil]
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
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 052E516C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: WHY<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 052EA72C
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_c Era = era_c subst = c
Adding map: WHYc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: Found user_script_1.lvl
user_script_1: entered
user_script_1: Taking control of ScriptCB_DoFile()...
user_script_1: exited
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
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "ClothData" set item count after being allocated

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found[/code]


I might be wrong, but I think the issue is:

Code: Select all

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(1604)
Weapon base class "com_weap_inf_lightsaber" not found
[/color]

How would I fix this particular error?
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
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Re: Game Crashes No Matter What

Post by ARCTroopaNate »

Did you include the common side in your side folder as well??
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Re: Game Crashes No Matter What

Post by TheRevanchist »

Ah, thank you very much!

I've made significant progress on my mod, but I came across an issue I couldn't find an answer for thus far.

Code: Select all

[Hide]Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(1082)
Combo[d408b534]::State[ATTACK1]::Transition[ATTACK1_WINDDOWN]::If failed to add Combo::Condition (71 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(1082)
Combo[d408b534]::State[ATTACK1_WINDDOWN]::Transition[ATTACK2]::If failed to add Combo::Condition (72 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[ATTACK2_LAND]::Transition: failed to add Combo::Transition to state 'ATTACK3' [58b1ec4a] (86 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[ATTACK2_LAND]::Transition: failed to add Combo::Transition to state 'RECOVER2' [75ae3ecb] (87 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[RECOVER2]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (88 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[ATTACK3]::Transition: failed to add Combo::Transition to state 'ATTACK3_LAND' [a0cb4a42] (89 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[ATTACK3_LAND]::Transition: failed to add Combo::Transition to state 'RECOVER3' [74ae3d38] (90 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[RECOVER3]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (91 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[DASHATTACK]::Transition: failed to add Combo::Transition to state 'DASHATTACK_LAND' [869a5777] (92 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[DASHATTACK_LAND]::Transition: failed to add Combo::Transition to state 'DASHATTACK_RECOVER' [60e56bb2] (93 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[DASHATTACK_RECOVER]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (94 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (95 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (96 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_FALL]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_END' [b8430a5b] (97 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2475)
Combo[d408b534]::State[JUMPATTACK_FALL2]::InputLock unknown input '!Strafe'

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_FALL2]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (98 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_FALL2]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (99 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_FALL2]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_END' [b8430a5b] (100 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'JUMPATTACK_LAND' [7d5471df] (101 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (102 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_END]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (103 needed)

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Combo.cpp(2635)
Combo[d408b534]::State[JUMPATTACK_LAND]::Transition: failed to add Combo::Transition to state 'IDLE' [c301cf93] (104 needed)[/Hide]
Due to the issue, my Jedi characters are only capable of completing portions of their attacks. How would I fix this?
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Re: Game Crashes No Matter What

Post by ARCTroopaNate »

Did you include the combo file in the odf folder and the animations in the munged folder??
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Re: Game Crashes No Matter What

Post by TheRevanchist »

Yes, they're there. The animation worked initially, but stopped working once I added more lightsaber-wielding characters to the map.

EDIT: I can play as Darth Maul and complete one of his moves (I replaced his .combo with Aayla's), but it stops abruptly after that. The game does not crash though.
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Re: Game Crashes No Matter What

Post by Teancum »

There's your problem them. The game can't handle all the hero characters together, as it runs out of animation memory. Try removing a few heroes and run again.
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Re: Game Crashes No Matter What

Post by TheRevanchist »

The issue came when I added DEV's Mandalorians, including Pre Viszla, to my infantry classes. I removed his dark saber and replaced it with a blaster, but my Darth Maul is still not working. Would the new animation for throwing grenades and jetpack rockets, provided in DEV's Mandalorian pack, be affecting this also? Or just animations like lightsaber attacks?

EDIT: Also, this question might sound silly, but is there any way to add more animation memory? I'd like to add Jedi as a local NPC side to this map as well, but if I'm already out of animation I can't do that.
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Re: Game Crashes No Matter What

Post by ARCTroopaNate »

If you make them re-use animations you can make that work right teancum? I would try that Revanchist, I believe there's not a limit on different classes with animations, it's just a limit on how many animations there are so if you give the same to more than one unit you should be good?
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Re: Game Crashes No Matter What

Post by TheRevanchist »

Alright, I'll try that and let you know how that goes, thanks!

Also, should I remove animation files that I'm not using?

For example, should I remove Dooku's animation information from my sides folder since he's not in the mod? Or would that have no affect on the animation memory?
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Re: Game Crashes No Matter What

Post by ARCTroopaNate »

I think it has to do with animations loaded into the game so you would be fine to keep it in the side folder as I understand it!
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Re: Game Crashes No Matter What

Post by TheRevanchist »

Are the animation files those just found in the munged file, or also the effects?
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Re: Game Crashes No Matter What

Post by Teancum »

Post your LUA, specifically the part where you're loading all the characters. My hunch is that you have a lot of animation-heavy characters like Maul and Grievous that are eating up all the animation memory, leaving very little for the other characters. Some characters, like Obi-Wan and Anakin, share most of their animations between each other, so they take up less. Luke's animations are always loaded (as they are the default). One trick I used to when I wanted to make a custom character is to use some of Luke's and some of the other characters I already had loaded. For example, my Luminara uses a combination of Luke and Kit Fisto's animations, giving me a custom character without an all new animation set. (I only have to load Kit Fisto's, and he'd be part of the map).
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Re: Game Crashes No Matter What

Post by TheRevanchist »

Hidden/Spoiler:
[code]ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep3_rifleman",
"rep_inf_ep3_rocketeer",
"rep_inf_ep3_engineer",
"rep_inf_ep3_sniper",
"rep_inf_ep3_officer",
"rep_inf_ep3_jettrooper",
"rep_hero_palpatine")

ReadDataFile("dc:SIDE\\cis.lvl",
"dwt_inf_soldier_2",
"dwt_inf_soldier_4",
"dwt_inf_soldier_3",
"dwt_inf_soldier_5",
"dwt_inf_soldier_6",
"dwt_inf_soldier_8",
"dwt_hero_vizsla",
"cis_hero_darthmaul")

ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_laser")


SetupTeams{

rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_ep3_rifleman",7, 25},
assault = { "rep_inf_ep3_rocketeer",1, 4},
engineer = { "rep_inf_ep3_engineer",1, 4},
sniper = { "rep_inf_ep3_sniper",1, 4},
officer = {"rep_inf_ep3_officer",1, 4},
special = { "rep_inf_ep3_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "dwt_inf_soldier_5",6, 10},
assault = { "dwt_inf_soldier_4",6, 10},
engineer = { "dwt_inf_soldier_6",2, 6},
sniper = { "dwt_inf_soldier_3",2, 6},
officer = { "dwt_inf_soldier_8",2, 6},
special = { "dwt_inf_soldier_2",1, 2},

}
}


AddUnitClass(CIS, "dwt_hero_vizsla",1,2)

SetHeroClass(CIS, "cis_hero_darthmaul")
SetHeroClass(REP, "rep_hero_palpatine")[/code]
The Mandalorians are DEV's, with his animations. I've changed some of the guns, but that's it. I removed Vizsla's personal animation and gave him that of a Mandalorian soldier, although there are two different animation variants for the Mandalorians.

Darth Maul is trying to use the animation of Aayla, but like I said, it stops after the first move. It worked initally though. Palpatine is from the SWBF3 asset release, and he has his own personal animation from the asset. All the clones are the same besides skins and weapons.

---

EDIT: I completely removed one of the two animation types for the Mandalorians and the game still runs, but Maul's still only performing some of his moves. Here's the new BFront2.log:
Hidden/Spoiler:
[code]Opened logfile BFront2.log 2017-06-29 0927
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: No custom_gc_11.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_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
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

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile

Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaHelper.cpp(312)
CallProc failed: (none):0: attempt to compare two nil values
stack traceback:
(none): in function `ifs_login_EnterInterface'
(none): in function <(none):598>

ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
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
this.CurButton = nil
cur_button = nil
this.CurButton = nil
cur_button = nil
this.CurButton = check_mode1
cur_button = nil
Checkbox for check_era3 clicked
this.CurButton = check_era3
cur_button = nil
this.CurButton = nil
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 0552A16C
The key, value is: era_c 1
The key, value is: era_g 1
The key, value is: mode_con_c 1
The key is mapluafile, the formated value is: DMR<A>_<B>
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key, value is: isModLevel 1
custom_printTable(): Returning
custom_printTable(): table: 0552F72C
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_c Era = era_c subst = c
Adding map: DMRc_con idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: Found user_script_1.lvl
user_script_1: entered
user_script_1: Taking control of ScriptCB_DoFile()...
user_script_1: exited
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
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'rep_hero_palpatine' [6f739eca] uses 4.00 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'rep_hero_palpatine_head' [9082cf15] uses 4.00 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_hostile_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: SpottedVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedRepairVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_transport_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedPickupVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_backup_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: NeedBackupVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: InVehicle


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (boba_hero_pc_com_defend_inVehicle): unknown modifier "InVehicle"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(196)
unknown VO type: DefendPositionVO


Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (f167eba5)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (f167eba5)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (a307aa9e)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (9691cdf9)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (7b514947)!

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (a307aa9e)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1027

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1030

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1033

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1036

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1039

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1042

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1045

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1048

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1051

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1054

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1057

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1060

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1063

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1066

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1069

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cis_inf_deathwatch_darth_maul_season5_head' [6b732e36] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cis_inf_deathwatch_darth_maul_season5_head' [6b732e36] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cis_inf_deathwatch_darth_maul_season5_legs' [9c7973c9] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cis_inf_deathwatch_darth_maul_season5_legs' [9c7973c9] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cis_inf_deathwatch_darth_maul_season5_torso' [547ebe2f] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Graphics\PC\pcRedTexture.cpp(553)
Texture 'cis_inf_deathwatch_darth_maul_season5_torso' [547ebe2f] uses 1.33 MB

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameModel.cpp(221)
Model "hud_rep_defense_buff" already loaded in ather level file
uf_updateClassIndex(): Added class: rep_inf_ep3_rifleman
uf_updateClassIndex(): Added class: rep_inf_ep3_rocketeer
uf_updateClassIndex(): Added class: rep_inf_ep3_sniper
uf_updateClassIndex(): Added class: rep_inf_ep3_engineer
uf_updateClassIndex(): Added class: rep_inf_ep3_officer
uf_updateClassIndex(): Added class: rep_inf_ep3_jettrooper
uf_updateClassIndex(): Added class: dwt_inf_soldier_5
uf_updateClassIndex(): Added class: dwt_inf_soldier_4
uf_updateClassIndex(): Added class: dwt_inf_soldier_3
uf_updateClassIndex(): Added class: dwt_inf_soldier_6
uf_updateClassIndex(): Added class: dwt_inf_soldier_8
uf_updateClassIndex(): Added class: dwt_inf_soldier_2
uf_updateClassIndex(): Added class: dwt_hero_vizsla
uf_updateClassIndex(): Added class: cis_hero_darthmaul
uf_updateClassIndex(): Added class: rep_hero_palpatine

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(317)
Memory pool "Combo" set item count after being allocated

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\SkyManager.cpp(122)
Skyfile FarSceneRange is in old format

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1072

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntityProp.cpp(875)
EntityProp 'Cor1_bldg_War_Room' AttachOdf 'cor1_light_war_room_1' odf not found

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=6425d425: trying to replace "cor1_prop_piller_1" with "cor1_prop_piller_10"

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=d9fee2d6: trying to replace "com_item_healthrecharge" with "com_item_healthrecharge0"

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\StringDB.cpp(48)
ID=4e0d396c: trying to replace "com_item_weaponrecharge" with "com_item_weaponrecharge0"
ifs_sideselect_fnEnter(): Map does not support custom era teams
ifs_sideselect_fnEnter(): The award settings file does not exist

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'dwt_weap_inf_wrist_rocket' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'dwt_weap_inf_thermaldetonator' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'dwt_weap_inf_jetpack_rocket' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'wpn_weap_inf_DeathWatch_Blaster' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'dwt_weap_inf_wrist_blaster' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'wpn_weap_inf_DeathWatch_Blaster' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'dwt_weap_inf_flamethrower' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'wpn_weap_inf_DeathWatch_Pistol_' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'cis_weap_lightsaber_aalya' is not localized for stats page

Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(82)
Weapon 'com_weap_inf_pull' is not localized for stats page
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 65

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 66

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 67

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 68

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 69

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 70

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 71

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 72

Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "FLEffectObject::OffsetMatrix" is full; raise count to at least 73
Break(0.80);
TimeEnd(0.25, "FromEnd");
Button("FIRE", "PRESS");
Posture("STAND");
TimeStart(0.10);
TimeEnd(0.60);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.93);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(0.80);
TimeEnd(0.25, "FromEnd");
Button("FIRE", "PRESS");
Posture("STAND");
TimeStart(0.10);
TimeEnd(0.60);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.93);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("SPRINT");
Break(0.80);
TimeEnd(0.25, "FromEnd");
Button("FIRE", "PRESS");
Posture("STAND");
TimeStart(0.10);
TimeEnd(0.60);
Button("FIRE", "PRESS");
Posture("STAND");
Break(0.93);
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Thrust(">=", 0.25);
ThrustAngle(135.00, -135.00);
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("STAND", "CROUCH");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");
Break();
Button("FIRE", "PRESS");
Posture("JUMP", "JET_JUMP");
Break();
Posture("STAND");[/code]


I think the issue is the combo part, although I'm not sure. The list of combo errors is now gone though... so... progress?

EDIT: I found the issue! Along with the fact my combo was out of memory (and is now fixed - cheers), I had the wrong combo file inserted in one of the .odfs after the Mandalorians were added, somehow. I've fixed the issue and it worked. :D



EDIT2
I've run into a new issue. I've added a local side of Jedi to my Coruscant map using the instructions in the sticky thread, and I have them spawn in the Jedi Archives. However, they are stuck in the room and only walk around inside the room unless you shoot them. When shot, they will move outside their invisible boundry and partake in the battle. How would I fix this so they always walk outside the library like a normal class would?
ARCTroopaNate
Jedi
Jedi
Posts: 1161
Joined: Mon Mar 21, 2011 8:12 pm
Projects :: Star Wars Battlefront - Tides of War
Games I'm Playing :: SWBF2 RC EAW
xbox live or psn: I have ps4
Location: STALKER!
Contact:

Re: Game Crashes No Matter What

Post by ARCTroopaNate »

What are their AI goals set to as a team??
TheRevanchist
Private Recruit
Posts: 15
Joined: Mon Jun 26, 2017 4:56 pm
Projects :: No Mod project currently.
Games I'm Playing :: BF2
xbox live or psn: No gamertag set

Re: Game Crashes No Matter What

Post by TheRevanchist »

The guide has me using "Deathmatch." Should I be using something else for this?
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