In SWBF2 for PC, it seems many modded maps have mempools that over allocate, and when you play several of these maps the engine runs out of memory and crashes. This does not seem to affect mod tools client or dedicated server client. This makes Instant Action unreliable when queuing modded maps, and even multiplayer clients will crash as the ram usage goes up from map to map. Is it possible to create a script that dumps memory between maps, or forces the engine to send you to the main menu and dump memory like the mod tools client?
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#2
SWBF2 Modding / Re: Need a full sound writeup
March 26, 2025, 01:31:31 PM
Well you were correct. I had used the yavin sfx file as the basis to build my world's sfx file. In it that sfx has 2 sounds that are specific to that world and don't have the usual ..\..\global\effects\ stuff in front, so I noticed them. Once I removed it the new sounds began working too. Thank you a lot for getting me past this roadblock. I thought for a while I had hit the sound limit and would not be able to accomplish several things I wanted to do with my mod, and was considering shelving it
#3
SWBF2 Modding / Re: Need a full sound writeup
March 26, 2025, 10:48:46 AM
Thank you for that link it is very helpful. I've been on that site many times but never ran across that page. I have checked my configs as I noticed if there is even 1 typo my sound breaks. Interestingly, my effects folder is 5.06mb which is way below the 32mb limit suggested for PC in the guide, but is just under the 6mb sound limit for xbox. Maybe I have to define the 32mb memory somewhere else
Edit. I am messing around with it and just by adding 1 additional flyer landing sound it seems to break stock sounds on my map. I thought it was related to exceeding the bank size, but in the .snd file I see the land sound has foley related groups so maybe my issue is related to that
Mem
1843584 free of 33554432 (33.55mb) works, no landing sound
1449984 free of 33554432 (33.55mb) broken
weirdly, my 387kb wav increased the sound bank by as much but seems to have a big impact on sound memory even though its a flyer landing sound
Edit. I am messing around with it and just by adding 1 additional flyer landing sound it seems to break stock sounds on my map. I thought it was related to exceeding the bank size, but in the .snd file I see the land sound has foley related groups so maybe my issue is related to that
Mem
1843584 free of 33554432 (33.55mb) works, no landing sound
1449984 free of 33554432 (33.55mb) broken
weirdly, my 387kb wav increased the sound bank by as much but seems to have a big impact on sound memory even though its a flyer landing sound
#4
SWBF2 Modding / Need a full sound writeup
March 26, 2025, 06:50:42 AM
Hello I have been working on my mod lately and I've hit a big roadblock. I've been adding full custom sounds for all weapons and vehicles. Along the way, sounds stopped working. I have read in several locations that there is a sound memory limit in BF2. However, I do not know how to tell this limit or how it works. Some documentation said if you write MEM in the mod tools exe it shows available sound memory. I did so and there seemed to be a lot of sound memory left, unless that value is displayed in bytes or some small unit. I rewrote my sounds to no longer use any stock level sounds and fully recreated a .sfx file so I could be efficient with my sound use, but I still find myself hitting a limit. Do .sfx files factor into the sound memory or is it is the .snd files? I assume .asfx files do heavily cut into the memory. Basically I'm looking for a method to know the sound memory limit and how to efficiently use sounds. Hopefully this is something addressed in the 64 bit classic collection, because just having 1 hover vehicle with fully custom sounds seems to put me at the limit.
#5
SWBF2 Modding / Re: AI doesnt use ground vehicles in MP
March 08, 2025, 10:39:39 PM
Found the fix, had to host with a dedicated server. AI seems to have trouble with vehicles on many maps without a dedicated server
#6
SWBF2 Modding / Re: AI doesnt use ground vehicles in MP
March 08, 2025, 01:35:09 PM
Hmm I cant seem to locate any ownership assignments in the world files, it only references Teams. Could this be all in the setup_teams.lua for the level? I never mess with that because I never thought I'd need to, and sadly there doesn't seem to be examples for the stock worlds
#7
SWBF2 Modding / AI doesnt use ground vehicles in MP
March 08, 2025, 08:27:35 AM
I'm having an issue with AI not entering ground vehicles in either Lan or Internet games. They still enter the flyers, but none of the hovers, speeders, or the MTT. I wanted my map to be primarily for coop MP, so this feature is critical to me. I noticed on Geonosis and Hoth LAN/Internet the AI still enter all vehicles, it just takes a little longer than in Instant action. I went through the Geo and Hot Lua, but couldn't find anything obvious that would prevent the ai. I am really unsure what to look for, has anyone ever seen this issue? Seems like a pretty niche problem
#8
SWBF2 Modding / Re: Can hover be a commandwalker?
March 07, 2025, 08:21:35 AM
I noticed the command vehicles dont seem to affect Bleed rate. Is it possible to make it do so? I think if I made another command post and had it controlled by the death of the MTT, it would still cause problems since I believe a neutral commandpost would pause bleeindg.
#9
SWBF2 Modding / Re: Can hover be a commandwalker?
March 05, 2025, 04:20:18 AM
Thank you so much! Ive been stuck on this for days

#10
SWBF2 Modding / Can hover be a commandwalker?
March 04, 2025, 05:26:16 PM
Hello all, still working on my map. Im having trouble making an MTT a command post like the ATAT. It seems the game doesnt have a good classification for a hover command vehicle. When I set it to a commandwalker the map crashes and when I set it to a commandflyer it spawns correctly, but has flyer characteristics. Do I have to create a fake walker and would that be difficult? I'm not sure what exactly the commandwalker class is looking for. Here is an early version of the wip map
https://mega.nz/file/C1YGQRYY#ESKjv0k2ob7kOoPvT3fkOMEel6wLp_q4rLnYQ-Q1_Hw
https://mega.nz/file/C1YGQRYY#ESKjv0k2ob7kOoPvT3fkOMEel6wLp_q4rLnYQ-Q1_Hw
#11
SWBF2 Modding / Re: Terrain doesnt munge?
February 16, 2025, 12:27:00 PM
Fixed it, I hadn't set my map terrain size to a power of 2. I had 280 but once I put 256 it worked again
#12
SWBF2 Modding / Terrain doesnt munge?
February 16, 2025, 03:11:17 AM
I'm having a strange issue. My terrain height updates are not munging. It's odd because I see a new .terrain file generated when I munge, but when I go into the game the old terrain height values are being used. In zero, all my updates are present. I assume zero is loading the .ter file so Im confused as to how munge is getting old data to use when generating the .terrain file. My .wld file is referencing the correct and only .ter file. I've tried cleaning and deleting the .terrain file with no success. Anyone every encounter something like this? Thanks
#13
Requests / MAF (Mechanised Assault Flyer)
February 10, 2025, 03:49:40 PM
Does anyone have a link to this asset? I found a thread but cant find any links. I think this was from SWBF1 but I would like this unit for a Naboo project.
Thanks!
Thanks!

#14
SWBF2 Modding / Re: How to cut UV wraps in Roadkill XSI plugin?
January 03, 2025, 05:24:53 AM
I think I solved my issue. You hit Use Roadkill interactively in the unfolding box
#15
SWBF2 Modding / How to cut UV wraps in Roadkill XSI plugin?
January 01, 2025, 09:56:13 PM
I've been messing around with the roadkill plugin for XSI, but I can't figure out how to cut a uv mesh. I can do it in the standalone program using the keybind C, but XSI has C bound to rotate object and I can't find a cut tool. Anyone know a way?