So, I created my own custom side using GGCTUK's stormies for models. I made new odfs, reqs for them, and everything, I munged, got the standard and I paraphrase "OH NOES IT WILL BE SLOW BECUZ NO COLLISION" message, and everything. Then, I load up the map, *turns away then looks back* and now its closed to desktop :dry:. This is not the first time this has happened to me while making a custom side, I first tried using GGCTUK's TFU models, but that didn't work and the same thing happened (closing to desktop) I figured it may just have been too many polys (but considering it was a blank map idk what I was thinking). So I decided to use the lower poly models, and that gave me the same result, so I decided to put in the the stock stormtrooper model, and guess what, the EXACT SAME CRASH happened (so my too many poly's theory was busted then and there). Everytime I change to a custom side in the LUA, I get a close to desktop, even if its light models there. Does anyone have a clue what could be causing this issue?
NOTE: I use the GCW-1035 mod commonly (all the time >.>), so the odds are its not the models are too intensive for my PC (which I thought could have been an issue as viramund city and kothlis once crashed on my PC, but it now works just fine without FPS drop).
The list of things that could be causing the problem is nigh on infinite. I'd suggest running the test .exe (C:/BF2_ModTools/BF2_modtools.exe) and see what it brings up in the munge log (Star Wars Battlefront II/GameData/BFront2.log).
Pro tip: start with whatever it says is a "Severity 3."
Well, the log told me little to nothing:
Opened logfile BFront2.log 2017-05-06 2236
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
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Any other ideas?
Well it does tell you that its crashing almost immediately on start up. Aside from the models you mentioned, is there any other custom content you're using? custom shell, custom .mvs, etc?
Besides it crashing on start ;/
And no, i'm using nothing else custom, and for that matter, this was a fresh testing world I was using, and got this result. Whatever the issue is, its something deep in the system, as this is the 5th custom testing world i've created to test this, unless i'm stupid, there is something deep going on here... :confused:
My first guess was it could be related to the system itself, but that cant logically be the case or else every mod i've used with intensive models would crash out in seconds.
Looks like the sides aren't loaded for me, no error reported from the log is strange however.
I assume you added "dc:" before "Side" right? (in your script)
For some unknow reasons i was able to fix it when putting "DC:" in caps.
Can you post your script?
Here is the main part of the script
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("SIDE\\all.lvl",
"all_inf_rifleman",
"all_inf_rocketeer",
"all_inf_sniper",
"all_inf_engineer",
"all_inf_officer",
"all_inf_wookiee",
"all_hero_hansolo_tat")
ReadDataFile("dc:SIDE\\imp.lvl",
"imp_inf_stormtrooper")
SetupTeams{
all = {
team = ALL,
units = 20,
reinforcements = 150,
soldier = { "all_inf_rifleman",9, 25},
assault = { "all_inf_rocketeer",1,4},
engineer = { "all_inf_engineer",1,4},
sniper = { "all_inf_sniper",1,4},
officer = { "all_inf_officer",1,4},
special = { "all_inf_wookiee",1,4},
},
imp = {
team = IMP,
units = 20,
reinforcements = 150,
soldier = { "imp_inf_stormtrooper",9, 25},
assault = { "imp_inf_rocketeer",1,4},
engineer = { "imp_inf_engineer",1,4},
sniper = { "imp_inf_sniper",1,4},
officer = { "imp_inf_officer",1,4},
special = { "imp_inf_dark_trooper",1,4},
},
}
SetHeroClass(ALL, "all_hero_hansolo_tat")
SetHeroClass(IMP, "imp_hero_bobafett")
Also regarding the dc: part, how finicky ZE and .lua is, I would not even be surprised if a capital DC: fixed it .-.
EDIT: Just tried with DC: didn't work.