BFront2.log errors explained (NOT FOR QUESTIONS)
Posted: Fri Aug 03, 2007 9:06 am
Okay, so you've got all sorts of errors in your BFront2.log and don't know what they mean, nor what to do about them? Well fear no more, this topic is dedicated solely to explaining each and every error that we know about.
MODDERS: if you post an error & explanation, please do it like this:
This means the Aimer pool is full. Fix it by taking the highest number you see, then multiplying by 1.15. (This is to ensure that you always have enough in this pool). Take that number and round it up. For instance: 95 * 1.15 = 109.25, so our number is 110. That's what we'll change in the memory pool.
Always check to see if there's already a SetMemoryPoolSize("Aimer", [number]) first. If there is, just put your number over the old one, if not, add the line.
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ERRORS YOU CAN ALWAYS IGNORE
When you post your error log, MAKE SURE you remove these lines. It makes things much easier for others to see
This whole section is ran at startup, and it's just debug information:
These are leftovers from the console versions of the game:
Any error that has "InVehicle" can be ignored. They don't affect the game, and were probably something that they planned to do but didn't have time:
These errors were here when the game shipped, and don't hurt anything whatsoever:
ParticleTransformer memory pools should set before ingame.lvl
Fix your SoldierAnimation memory pool errors after creating a new map to shorten the length of your debug log and to increase online stability. SoldierAnimation errors look like this:To eliminate these errors just add a new memory pool to the existing list in your mission LUA like this:
MODDERS: if you post an error & explanation, please do it like this:
Code: Select all
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "Aimer" is full; raise count to at least 95
Always check to see if there's already a SetMemoryPoolSize("Aimer", [number]) first. If there is, just put your number over the old one, if not, add the line.
=============================================
ERRORS YOU CAN ALWAYS IGNORE
When you post your error log, MAKE SURE you remove these lines. It makes things much easier for others to see
This whole section is ran at startup, and it's just debug information:
Code: Select all
Opened logfile BFront2.log 2007-07-25 2030
ingame stream movies\crawl.mvs
ifs_legal.Exit
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 1
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 22
EraSelection.subst = c era_c
EraSelection.subst = g era_g
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 44
EraSelection.subst = g era_g
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
+++mission modes changed! ifs_mspc_MapList_layout.SelectedIdx = 34
EraSelection.subst = c era_c
EraSelection.subst = g era_g
play movie AB1 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly
EraSelection.subst = c era_c
EraSelection.subst = g era_g
num, Selection = 1 table: 03CA118C
EraSelection.subst = c era_c
EraSelection.subst = g era_g
this.CurButton = nil
cur_button = nil
+++ DoubleClicked
bEra_CloneWar = 1 bEra_Galactic = 1
clonewar_visable = true galactic_visable = true
Adding map: NPTc_con idx: 1
Adding map: NPTc_1flag idx: 2
Adding map: NPTc_bf1 idx: 3
Adding map: NPTg_con idx: 4
Adding map: NPTg_1flag idx: 5
Adding map: NPTg_bf1 idx: 6
play movie AB1 200 , 300 510 x 400
Message Severity: 2
.\Source\GameMovie.cpp(399)
Unable to find open movie segment AB10.000000ly
this.CurButton = Launch
cur_button = nil
These are leftovers from the console versions of the game:
Code: Select all
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
.\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
Any error that has "InVehicle" can be ignored. They don't affect the game, and were probably something that they planned to do but didn't have time:
Code: Select all
Message Severity: 2
.\Source\VOHelper.cpp(183)
VOSound (cis1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
These errors were here when the game shipped, and don't hurt anything whatsoever:
Code: Select all
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_inf_remotedroid_ord" unknown building collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_inf_remotedroid_ord" unknown vehicle collision "p_buildingsphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1089)
Entity "com_weap_inf_remotedroid_ord" unknown ordnance collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1081)
Entity "com_weap_inf_remotedroid_ord" unknown soldier collision "p_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_veh_guided_rocket_ord" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_veh_guided_rocket_ord" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_veh_guided_rocket_ord" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_veh_guided_rocket_ord" unknown targetable collision "CollisionMesh"
Message Severity: 2
.\Source\EntityGeometry.cpp(1058)
Entity "com_weap_award_rocket_launcher_" unknown terrain collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1073)
Entity "com_weap_award_rocket_launcher_" unknown vehicle collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1065)
Entity "com_weap_award_rocket_launcher_" unknown building collision "p_front_sphere"
Message Severity: 2
.\Source\EntityGeometry.cpp(1051)
Entity "com_weap_award_rocket_launcher_" unknown targetable collision "CollisionMesh"
ParticleTransformer memory pools should set before ingame.lvl
Code: Select all
Message Severity: 2
C:\Battlefront2\main\RedEngineFL\Memory\RedMemoryPool.cpp(170)
Memory pool "ParticleTransformer::SizeTransf" is full; raise count to at least 1075
Fix your SoldierAnimation memory pool errors after creating a new map to shorten the length of your debug log and to increase online stability. SoldierAnimation errors look like this:
Code: Select all
Message Severity: 2
.\Memory\RedMemoryPool.cpp(170)
Memory pool "SoldierAnimation" is full; raise count to at least 368
Code: Select all
SetMemoryPoolSize("SoldierAnimation", 500)