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Yet another instant crash

HOT
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Created 9 years ago
by vinnyz500
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Code Snippet
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Using picmip 0 on most textures, 0 on normal maps, and 0 on specular maps
      dvar set ui_showList 0
      dvar set ui_hud_hardcore 0
      dvar set ui_uav_allies 0
      dvar set ui_uav_axis 0
      dvar set ui_uav_client 0
      dvar set ui_allow_classchange 0
      dvar set ui_allow_teamchange 0
Missing { in info file
      dvar set ui_isSaving 0
      dvar set ui_mousePitch 0
      dvar set ui_netGametypeName zom
Save Message First Frame Shown: 21126
Database: Assets Sync Started
Database: Assets Sync Finished
BinkOpen failed on c:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\main\video\mario_load.bik because: Error opening file.
BinkOpen failed on c:\Program Files (x86)\Steam\steamapps\common\Call of Duty World at War\raw\video\mario_load.bik because: Error opening file.
R_Cinematic_BinkOpen 'mario_load' failed: BinkOpen: Error opening file.; trying default.
Unloaded fastfile ui
PMem_Free( ui, 0 )
Loading fastfile localized_mario
Database: Assets Sync Started
Loading fastfile 'localized_mario'
used 12.39 MB memory in DB alloc
Database: Assets Sync Finished
Loading fastfile mario_patch
Database: Assets Sync Started
Loading fastfile 'mario_patch'
used 1.26 MB memory in DB alloc
Database: Assets Sync Finished
Loading fastfile mario
      dvar set ui_controllerPulled -1
      dvar set ui_pendingControllerPullEvent -1
      dvar set nextmap map_restart
      dvar set cl_paused 0
Loading fastfile 'mario'
Error: Need 6048036 more bytes of 'main' physical ram for alloc to succeed
Out of memory: filename 'C:\cod5\cod\codsrc\src\universal\physicalmemory.cpp', line 966

How do i fix this ''Out of memeory''?
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  • steviewonder87
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steviewonder87
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Memory limit I think. Basically you need to remove shit from your map.
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Memory limit I think. Basically you need to remove shit from your map.
basically i guess there was a corrupt sound file i was calling in a sound alias and it was instant crashing my map. I removed a bunch of stuff from the alias until i pinpointed the right one.
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If you want scripts / features made for you, then contact me by PM or email / skype etc
it will cost you tho so if you have no intention of reciprocating don't even waste my time ;)
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nah not corrupted, just means stevie was right

Commenting out sounds is a really great way to save memory. Your probably still right "at the" limit, but removing those few sounds was enough to bring you back into the limit ;)
Last Edit: April 26, 2015, 07:13:06 pm by Harry Bo21
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nah not corrupted, just means stevie was right

Commenting out sounds is a really great way to save memory. Your probably still right "at the" limit, but removing those few sounds was enough to bring you back into the limit ;)
Mabey :D

Now im hitting this gem, anyone know what it means? 
Code Snippet
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******* script runtime error *******
cannot cast undefined to bool: (file 'common_scripts/utility.gsc', line 463)
 while( !level.flag[ msg ] )
        *
Error: called from:
(file 'maps/_buildable_kino_teleport.gsc', line 36)
 flag_wait("all_players_connected");
 *
Error: called from:
(file 'maps/_buildable_kino_teleport.gsc', line 23)
 thread lets_build();
        *
Error: called from:
(file 'maps/mario.gsc', line 120)
 maps\_buildable_kino_teleport::main();
 *
Error: started from:
(file 'maps/mario.gsc', line 21)
main()
*
Error: **************
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is the _buildable_kino_teleport called before or after the _zombiemode::main() line in your mapname.gsc?
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is the _buildable_kino_teleport called before or after the _zombiemode::main() line in your mapname.gsc?
   /*--------------------
    FUNCTION CALLS - PRE _Load
   ----------------------*/
   level thread DLC3_threadCalls();
   maps\_buildable_kino_teleport::main();

in the preload
so before

i unthreaded it and then i got this:

Last Edit: April 26, 2015, 11:24:35 pm by vinnyz500
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think it should be after, only precaching needs to go before
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The flag isn't initialized yet, it should be called after the ::main() line to prevent this error from showing up.
I'm not sure if you can just move it, and the script will still work though. All depends on how it's setup..
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I removed the script as I said, but all these errors are called from _utility.gsc... could that be the problem? I never dirtied it but I did recompile patch in panic when I was getting an insta crash. I always had that cannot cast undefined to bool thing when I ran in developer but it never crashed one and the script worked perfectly. I'm pretty sad and I don't wanna go through the process of re adding every script I have as I can't even remember the source of where I got them. I'm going to begin the process today of re doing everythig but anyone got ideas how to fix?
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not sure if it would have to do with recompiling your patch. You could try and fix those error's one by one till the map loads again, there shouldn't be too many and most of them should be fairly easy to fix. Making new scripts and adding everthing back in could be more work.
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nearly every time i see people report script errors with _utility or other garunteed to be fine scripts, its coz they installed the UGX mod patch instead of the UGX mod "tools" patch

So they end up with slightly edited versions of the scripts as they end up with the ones from UGX modded maps, instead of stock, and I notice rather than correct it, most people advise of how to correct "the particular" error you got in the first place, which is usually something about modder_help or something, coz its defined twice, due to it also being in a UGX script, so people carry on, unaware that they do actually have a problem with their installation

There can literally be nothing wrong with that GSC, theres very little reason for anyone to edit it ;)
Last Edit: April 27, 2015, 07:29:04 pm by Harry Bo21
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sadly, I never installed UGX mod on this set of mod tools in working on because it just messed up a bunch of stuff. It has got to be script based and I'm still wondering what I could do to fix as I'm not too experienced with scripting (I know syntax and stuff). Anybody want to take a look on teamviewer PM me id really appreciate it  ;)
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sadly, I never installed UGX mod on this set of mod tools in working on because it just messed up a bunch of stuff. It has got to be script based and I'm still wondering what I could do to fix as I'm not too experienced with scripting (I know syntax and stuff). Anybody want to take a look on teamviewer PM me id really appreciate it  ;)

Nor did any of these other people but they still installed the wrong "patch" because they are so similar in their name and where they are located
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Nor did any of these other people but they still installed the wrong "patch" because they are so similar in their name and where they are located
what do you mean? I'm a bit confused. All I installed was stock mod tools and script placer Z for this map there is nothing else added UGX wise.

 
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