There is a simple command you can use in the sptest.exe console just type
mem
and hit enter it will show memory limits for the current map.
Here is naboo plains twilight
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fuploadpic.net%2FQKFL.png&hash=0909d7545ecb182d1438f4a85a38394c10098772)[/spoiler]
and Phobos beta
[spoiler](https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fuploadpic.net%2F4VUF.png&hash=a6a6f34c299d7983bd3f67a1b087fdfcf7855a93)[/spoiler]
You make me wish I could build maps on my other computer D:
How did you find that command? Pretty useful thanks.
Quote from: -RepublicCommando- on December 01, 2012, 09:20:48 AM
You make me wish I could build maps on my other computer D:
How did you find that command? Pretty useful thanks.
Fred mentions it in the sound docs. I've been reading them over and over to figure out how to build mission briefing voiceover streams but they were written primarily for in-game sound modding. (in game as in post-shell load)
So long as we are on the subject of SPTest commands.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs9.postimage.org%2Fgr36fiwhb%2Fsptest.png&hash=1d2c79e58fae23588ca3049d2950f54e551dd879)
A few of the commands I have active and find useful from time to time.
rendercollision
Displays collision of an a model while you are pointing to it in freecam.
showpolycount
Displays of each model.
aimode
Shows you what is going through each of the AIs head.
profile
Displays fancy memory related stuff on screen for your enjoyment.
Hopefully these are useful to some of you out there.
Quote from: SleepKiller on December 02, 2012, 02:24:34 AM
So long as we are on the subject of SPTest commands.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs9.postimage.org%2Fgr36fiwhb%2Fsptest.png&hash=1d2c79e58fae23588ca3049d2950f54e551dd879)
A few of the commands I have active and find useful from time to time.
rendercollision
Displays collision of an a model while you are pointing to it in freecam.
showpolycount
Displays of each model.
aimode
Shows you what is going through each of the AIs head.
profile
Displays fancy memory related stuff on screen for your enjoyment.
Hopefully these are useful to some of you out there.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fweknowmemes.com%2Fwp-content%2Fuploads%2F2011%2F12%2Fmother-of-god-meme.jpg&hash=5c556a0896cfeef83332c251732f1dc110b213ba)
YAY, neat stuff SK! This should come in handy.
Edit: OH, I just noticed, does the CamPos numbers have to do with the camera shots view area code in MISSION.lvl luas? You could make the spawning views different if you knew the area codes, so can you just copy the numbers you get with "render collision" code in free cam?
profile isn't displaying that. It is rendercollision displaying that. http://www.swbfgamers.com/index.php?topic=5646.msg55942#msg55942 (http://www.swbfgamers.com/index.php?topic=5646.msg55942#msg55942) That topic is one I talk about the command that can be used for it.
Quote from: SleepKiller on December 02, 2012, 02:24:34 AM
So long as we are on the subject of SPTest commands.
(https://www.swbfgamers.com/proxy.php?request=http%3A%2F%2Fs9.postimage.org%2Fgr36fiwhb%2Fsptest.png&hash=1d2c79e58fae23588ca3049d2950f54e551dd879)
A few of the commands I have active and find useful from time to time.
rendercollision
Displays collision of an a model while you are pointing to it in freecam.
showpolycount
Displays of each model.
aimode
Shows you what is going through each of the AIs head.
profile
Displays fancy memory related stuff on screen for your enjoyment.
Hopefully these are useful to some of you out there.
how do i get SPtest to work in game like that if i press SPtest nothing happens at ALL and if i run swbfI and then run it NOTHING happens
Quote from: ϟƘƦƖןןΣx on June 29, 2013, 09:28:55 PM
how do i get SPtest to work in game like that if i press SPtest nothing happens at ALL and if i run swbfI and then run it NOTHING happens
You run sptest directly or using the launcher. Also you can't launch SPTest.exe if Battlefront.exe is running. Make sure battlefront is closed first
i tired running it.. like you said this happens (my mouse goes away for a bit,and then this comes up) (i couldnt copy and paste it so im doing it by mind) [spoiler]SPtest.EXE Has stopped working
a problem has made the program stop working,please wait while windows finds out what happend and one option close program[/spoiler]
Good now check bfront.log and post here what it says.
okay okay it worked now,how do i get it to go all funky like SK did?
press the ~ key (left of 1)
then type the commands SK listed
ì cant seem to do that sense it only crashes and does the BFfront.log...
Quote from: ϟƘƦƖןןΣx on June 29, 2013, 09:46:01 PM
ì cant seem to do that sense it only crashes and does the BFfront.log...
well, post the bfront log and we will see why it crashes.
and test it on a stock map that doesn't crash, like mos. if its crashing on every map, then something else is wrong.
my BFfront.log thingy [spoiler]Opened logfile BFront.log 2013-06-14 1415
Message Severity: 3
.\source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:addon.lvl
Message Severity: 3
.\source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:addon.lvl
Message Severity: 2
.\source\EntityGeometry.cpp(790)
Entity "rep_fly_jedifighter" unknown terrain collision "p_spherefront1"
Message Severity: 2
.\source\EntityGeometry.cpp(790)
Entity "rep_fly_jedifighter" unknown terrain collision "p_spherefront2"
Message Severity: 2
.\source\EntityGeometry.cpp(790)
Entity "rep_fly_jedifighter" unknown terrain collision "p_spherefront3"
Message Severity: 2
.\source\EntityGeometry.cpp(797)
Entity "rep_fly_jedifighter" unknown building collision "p_spherefront1"
Message Severity: 2
.\source\EntityGeometry.cpp(797)
Entity "rep_fly_jedifighter" unknown building collision "p_spherefront2"
Message Severity: 2
.\source\EntityGeometry.cpp(797)
Entity "rep_fly_jedifighter" unknown building collision "p_spherefront3"
Message Severity: 2
.\source\EntityGeometry.cpp(805)
Entity "rep_fly_jedifighter" unknown vehicle collision "p_spherefront1"
Message Severity: 2
.\source\EntityGeometry.cpp(805)
Entity "rep_fly_jedifighter" unknown vehicle collision "p_spherefront2"
Message Severity: 2
.\source\EntityGeometry.cpp(805)
Entity "rep_fly_jedifighter" unknown vehicle collision "p_spherefront3"
Message Severity: 3
.\source\Aimer.cpp(719)
Aimer "rep_fly_jedifighter BODY WEAPON1" mount node "hp_gun_2" not found
Message Severity: 3
.\source\Aimer.cpp(719)
Aimer "(null)" mount node "hp_gun_4" not found
Message Severity: 3
.\source\Aimer.cpp(719)
Aimer "rep_fly_jedifighter BODY WEAPON2" mount node "hp_gun_1" not found
Message Severity: 3
.\source\Aimer.cpp(719)
Aimer "(null)" mount node "hp_gun_3" not found
Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.rep.weap.inf_grenade_launcher' is not localized for stats page
Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.rep.weap.inf_chaingun' is not localized for stats page
Message Severity: 3
.\source\Explosion.cpp(276)
Explosion "rep_weap_inf_detpack_destroyed_e" missing effect "com_sfx_explosion_xs"
Message Severity: 2
.\source\Weapon.cpp(1410)
Weapon 'weapons.rep.weap.inf_detpack' is not localized for stats page
Message Severity: 2
.\source\EntitySoldier.cpp(6112)
Soldier rc_inf_testbot has geometry collision
[/spoiler]
This is causing your crash
Message Severity: 3
.\source\LuaCallbacks_Mission.cpp(195)
Lua ReadDataFile: Could not open dc:addon.lvl
It is looking for an LVL named addon. Did you name the world DataAddon? If your world isn't addon.lvl then there's probably a bug somewhere in the mission or addme LUA. Double check your mission LUA for the world LVL it calls on and make sure its structured properly in the mod map folder.
agh i think its just screwed up too much
There is a line in addme script that says ReadDataFile yadayada dc:addon.lvl when using BFBuilder1.1, it does that for me as well, unless I edit it out in the addme.lua of course.
The builder doesn't seem to produce an Addon.lvl when munged anyways.
It never seems to crash though, which is quite odd.
I think there should be a folder in Assets you can copy over to let you produce the .lvl. It is designed to let you add a splash screen to your mod with out editing shell.lvl. It's been quite some time since I actually worked on it. (2011 in fact.)
So, you could do something like a new sort of HUD? I've always wanted to see the SWRC Heads up display in SWBFI. I know Regent did one like it, which was marvelous. Maybe it could be more complete with this