Mod suddenly crashes

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Benoz
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Posts: 142
Joined: Tue May 28, 2013 12:34 pm
Projects :: Clone Wars Era Mod Version 2
Games I'm Playing :: OldFront - EAFront
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Location: Germany

Mod suddenly crashes

Post by Benoz »

Hello everyone,

I'm trying to rework and update my mod "Clone Wars Era Mod".
Until yesterday everything worked fine, but when i started today the game kept crashing at a certain time.
I don't know what it is yet. I checked every unit, every weapon and every action. The custom units are not the problem.
I loaded a few custom sounds and stuff, but I just don't know what brings the game to crash.
Maybe one of you guys knows?

Here's my LUA:
Hidden/Spoiler:
[code]--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--

-- load the gametype script
Conquest = ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")

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

-- Empire Attacking (attacker is always #1)
CIS = ATT
REP = DEF

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

function ScriptPostLoad()

AddDeathRegion("death")
AddDeathRegion("death1")
AddDeathRegion("death2")
AddDeathRegion("death3")
AddDeathRegion("death4")




SetProperty ("LibCase1","MaxHealth",1000)
SetProperty ("LibCase2","MaxHealth",1000)
SetProperty ("LibCase3","MaxHealth",1000)
SetProperty ("LibCase4","MaxHealth",1000)
SetProperty ("LibCase5","MaxHealth",1000)
SetProperty ("LibCase6","MaxHealth",1000)
SetProperty ("LibCase7","MaxHealth",1000)
SetProperty ("LibCase8","MaxHealth",1000)
SetProperty ("LibCase9","MaxHealth",1000)
SetProperty ("LibCase10","MaxHealth",1000)
SetProperty ("LibCase11","MaxHealth",1000)
SetProperty ("LibCase12","MaxHealth",1000)
SetProperty ("LibCase13","MaxHealth",1000)
SetProperty ("LibCase14","MaxHealth",1000)


SetProperty ("LibCase1","CurHealth",1000)
SetProperty ("LibCase2","CurHealth",1000)
SetProperty ("LibCase3","CurHealth",1000)
SetProperty ("LibCase4","CurHealth",1000)
SetProperty ("LibCase5","CurHealth",1000)
SetProperty ("LibCase6","CurHealth",1000)
SetProperty ("LibCase7","CurHealth",1000)
SetProperty ("LibCase8","CurHealth",1000)
SetProperty ("LibCase9","CurHealth",1000)
SetProperty ("LibCase10","CurHealth",1000)
SetProperty ("LibCase11","CurHealth",1000)
SetProperty ("LibCase12","CurHealth",1000)
SetProperty ("LibCase13","CurHealth",1000)
SetProperty ("LibCase14","CurHealth",1000)



EnableSPHeroRules()

DisableBarriers("SideDoor1")
DisableBarriers("MainLibraryDoors")
DisableBarriers("SideDoor2")
DisableBarriers("SIdeDoor3")
DisableBarriers("ComputerRoomDoor1")
DisableBarriers("StarChamberDoor1")
DisableBarriers("StarChamberDoor2")
DisableBarriers("WarRoomDoor1")
DisableBarriers("WarRoomDoor2")
DisableBarriers("WarRoomDoor3")
PlayAnimation("DoorOpen01")
PlayAnimation("DoorOpen02")

SetProperty("cp1", "AllyPath", "CP1SpawnPath")
SetProperty("cp2", "AllyPath", "CP2SpawnPath")
SetProperty("cp3", "AllyPath", "CP3SpawnPath")
SetProperty("cp4", "AllyPath", "CP4SpawnPath")
SetProperty("cp5", "AllyPath", "CP5SpawnPath")
SetProperty("cp6", "AllyPath", "CP6SpawnPath")

--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
cp5 = CommandPost:New{name = "cp5"}
cp6 = CommandPost:New{name = "cp6"}

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

--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:AddCommandPost(cp5)
conquest:AddCommandPost(cp6)

conquest:Start()

AddAIGoal(1, "conquest", 1000)
AddAIGoal(2, "conquest", 1000)


end

function ScriptInit()
-- Designers, these two lines *MUST* be first.

SetPS2ModelMemory(4056000)

SetMapNorthAngle(180, 1)
SetMaxFlyHeight(25)
SetMaxPlayerFlyHeight (25)
AISnipeSuitabilityDist(30)



SetMemoryPoolSize("Music", 37)

ReadDataFile("ingame.lvl")

ReadDataFile("dc:sound\\XXX.lvl;repcw")
ReadDataFile("dc:sound\\efx.lvl;efxcw")
ReadDataFile("sound\\cor.lvl;cor1cw")

ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_cor_rifleman",
"rep_inf_cor_rocketeer",
"rep_inf_cor_engineer",
"rep_inf_cor_sniper",
"rep_inf_cor_arctrooper",
"rep_inf_commander_fox",
"rep_inf_commander_thire",
"rep_inf_cor_templeguard",
"rep_inf_cor_jettrooper"
)

ReadDataFile("SIDE\\rep.lvl",
"rep_fly_assault_DOME",
"rep_fly_gunship_DOME",
"rep_hero_yoda")

ReadDataFile("dc:SIDE\\cis.lvl",
"cis_inf_rifleman",
"cis_inf_sbdroid_rocketeer",
"cis_inf_engineer",
"cis_inf_droideka",
"cis_hero_ventress",
"cis_inf_commander_oom",
"cis_inf_captain_oom",
"cis_inf_sniper"
)


ReadDataFile("SIDE\\cis.lvl",
"cis_fly_droidfighter_DOME")

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


SetupTeams{

rep = {
team = REP,
units = 32,
reinforcements = 150,
soldier = { "rep_inf_cor_rifleman",7, 25},
assault = { "rep_inf_cor_rocketeer",1, 4},
engineer = { "rep_inf_cor_engineer",1, 4},
sniper = { "rep_inf_cor_sniper",1, 4},
special = { "rep_inf_cor_jettrooper",1, 4},

},
cis = {
team = CIS,
units = 32,
reinforcements = 150,
soldier = { "cis_inf_rifleman",7, 25},
assault = { "cis_inf_sbdroid_rocketeer",1, 4},
engineer = { "cis_inf_engineer",1, 4},
sniper = { "cis_inf_sniper",1, 4},
special = { "cis_inf_droideka",1, 4},
officer = {"cis_inf_commander_oom",1, 1},
}
}

AddUnitClass(REP, "rep_inf_cor_templeguard",1, 4)
AddUnitClass(REP, "rep_inf_commander_fox",1, 1)
AddUnitClass(REP, "rep_inf_commander_thire",1, 1)

AddUnitClass(CIS, "cis_inf_captain_oom",1, 1)
--AddUnitClass(CIS, "rep_inf_cor_templeguard",1, 4)
-----------------------------------

SetHeroClass(CIS, "cis_hero_ventress")
SetHeroClass(REP, "rep_hero_yoda")

-- Level Stats
ClearWalkers()
AddWalkerType(0, 3) -- 8 droidekas (special case: 0 leg pairs)
AddWalkerType(1, 0) --
AddWalkerType(2, 0) -- 2 spider walkers with 2 leg pairs each
AddWalkerType(3, 0) -- 2 attes with 3 leg pairs each
local weaponCnt = 210
SetMemoryPoolSize("Aimer", 24)
SetMemoryPoolSize("AmmoCounter", 231)
SetMemoryPoolSize("BaseHint", 250)
SetMemoryPoolSize("EnergyBar", 234)
SetMemoryPoolSize("EntityCloth", 18)
SetMemoryPoolSize("EntitySoundStream", 10)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret",13)
SetMemoryPoolSize("PathFollower", 50)
SetMemoryPoolSize("Navigator", 50)
SetMemoryPoolSize("Obstacle", 375)
SetMemoryPoolSize("SoundSpaceRegion", 38)
SetMemoryPoolSize("TentacleSimulator", 0)
SetMemoryPoolSize("TreeGridStack", 140)
SetMemoryPoolSize("UnitAgent", 50)
SetMemoryPoolSize("UnitController", 50)
SetMemoryPoolSize("Weapon", 229)
SetMemoryPoolSize("EntityFlyer", 4)
SetMemoryPoolSize("SoldierAnimation", 452)
SetMemoryPoolSize("ParticleTransformer::PositionTr",1184)
SetMemoryPoolSize("ParticleTransformer::ColorTrans",1952)
SetMemoryPoolSize("ParticleTransformer::SizeTransf",1354)

SetSpawnDelay(10.0, 0.25)
ReadDataFile("cor\\cor1.lvl","cor1_Conquest")
SetDenseEnvironment("True")
-- SetMaxFlyHeight(25)
--SetMaxPlayerFlyHeight (25)
AddDeathRegion("DeathRegion1")

-- Sound Stats

voiceSlow = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)

voiceQuick = OpenAudioStream("sound\\global.lvl", "rep_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "cis_unit_vo_quick", voiceQuick)

OpenAudioStream("dc:sound\\efx.lvl", "efxcw_music")
OpenAudioStream("sound\\global.lvl", "cw_music")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
OpenAudioStream("sound\\cor.lvl", "cor1")
OpenAudioStream("sound\\cor.lvl", "cor1")
-- OpenAudioStream("sound\\cor.lvl", "cor1_emt")

SetBleedingVoiceOver(REP, REP, "rep_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(REP, CIS, "rep_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, REP, "cis_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(CIS, CIS, "cis_off_com_report_us_overwhelmed", 1)

SetLowReinforcementsVoiceOver(REP, REP, "rep_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(REP, CIS, "rep_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, CIS, "cis_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(CIS, REP, "cis_off_victory_im", .1, 1)

SetOutOfBoundsVoiceOver(2, "Repleaving")
SetOutOfBoundsVoiceOver(1, "Cisleaving")

SetAmbientMusic(REP, 1.0, "rep_cor_cw_start", 0,1)
SetAmbientMusic(REP, 0.8, "rep_cor_amb_middle", 1,1)
SetAmbientMusic(REP, 0.2, "rep_cor_amb_end", 2,1)
SetAmbientMusic(CIS, 1.0, "cis_cor_cw_start", 0,1)
SetAmbientMusic(CIS, 0.8, "cis_cor_amb_middle", 1,1)
SetAmbientMusic(CIS, 0.2, "cis_cor_amb_end", 2,1)

SetVictoryMusic(REP, "rep_cor_amb_victory")
SetDefeatMusic (REP, "rep_cor_amb_defeat")
SetVictoryMusic(CIS, "cis_cor_amb_victory")
SetDefeatMusic (CIS, "cis_cor_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")


-- Camera Stats
--Tat 1 - Dune Sea
AddCameraShot(0.419938, 0.002235, -0.907537, 0.004830, -15.639358, 5.499980, -176.911179);
AddCameraShot(0.994506, 0.104463, -0.006739, 0.000708, 1.745251, 5.499980, -118.700668);
AddCameraShot(0.008929, -0.001103, -0.992423, -0.122538, 1.366768, 16.818106, -114.422173);
AddCameraShot(0.761751, -0.117873, -0.629565, -0.097419, 59.861904, 16.818106, -81.607773);
AddCameraShot(0.717110, -0.013583, 0.696703, 0.013197, 98.053314, 11.354497, -85.857857);
AddCameraShot(0.360958, -0.001053, -0.932577, -0.002721, 69.017578, 18.145807, -56.992413);
AddCameraShot(-0.385976, 0.014031, -0.921793, -0.033508, 93.111061, 18.145807, -20.164375);
AddCameraShot(0.695468, -0.129569, -0.694823, -0.129448, 27.284357, 18.145807, -12.377695);
AddCameraShot(0.009002, -0.000795, -0.996084, -0.087945, 1.931320, 13.356332, -16.410583);
AddCameraShot(0.947720, -0.145318, 0.280814, 0.043058, 11.650738, 16.955814, 28.359180);
AddCameraShot(0.686380, -0.127550, 0.703919, 0.130810, -30.096384, 11.152356, -63.235146);
AddCameraShot(0.937945, -0.108408, 0.327224, 0.037821, -43.701199, 8.756138, -49.974789);
AddCameraShot(0.531236, -0.079466, -0.834207, -0.124787, -62.491230, 10.305247, -120.102989);
AddCameraShot(0.452286, -0.179031, -0.812390, -0.321572, -50.015198, 15.394646, -114.879379);
AddCameraShot(0.927563, -0.243751, 0.273918, 0.071982, 26.149965, 26.947924, -46.834148);

end[/code]
And here's my BFront2.log (it was too long for Gametoast)
https://www.dropbox.com/s/sdgl0ufskornk ... 2.txt?dl=0

I know there are a lot of MemoryPool errors, but I already raised the MemoryPools in the LUA to the demanded value.
I also checked my memory usage via the console in the BF2_modtools.exe and my memory usage was ok.

I really don't know what causes this ctd...
MoonDeity
Posts: 2
Joined: Mon Apr 20, 2020 11:46 am
Projects :: No Mod project currently.
xbox live or psn: No gamertag set

Re: Mod suddenly crashes

Post by MoonDeity »

Did you figure this out? I am also having this problem. I dont have any errors but i play my map for a little while and it crashes
User avatar
Benoz
Corporal
Corporal
Posts: 142
Joined: Tue May 28, 2013 12:34 pm
Projects :: Clone Wars Era Mod Version 2
Games I'm Playing :: OldFront - EAFront
xbox live or psn: No gamertag set
Location: Germany

Re: Mod suddenly crashes

Post by Benoz »

MoonDeity wrote:Did you figure this out? I am also having this problem. I dont have any errors but i play my map for a little while and it crashes
Nah not really, sorry. I redid the whole thing back in 2018 and started from scratch. I'm not sure if I'm 100% correct, but random CTD after a certain amount of time played might be caused by weapons that aren't correct in the odf and the AI tries to use them. Or it's a MemoryPool issue.
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