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 Post subject: Bad allocation? *Solved*
PostPosted: Sun May 25, 2014 6:37 am 
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Joined: Sun May 25, 2014 5:49 am
Posts: 6
hello, i'm Mask,first time in RWR forum.And nice to meet you. :)
(I'm not good at english,sorry.)

the reason what i came this forum is about the game bug.(its not only game bug but also fun and talking about RWR.just mostly reason is call for help to you.)

actually i'm making some mod, its about cold-war. :D
i was made some skins, get some HUDs, and gun sounds.
And finally i was tested it, but it was crashed when it was loading :(

the error message said, "Bad allocation"

what's wrong with my test mod? is sound file makes problem? or faction files?

here's my new faction file codes

Code:
<?xml version="1.0" encoding="utf-8"?>
<faction name="East-germany" color="0.5 0.5 0.5" firstnames_file="german_firstnames.txt" lastnames_file="german_lastnames.txt">
   <rank xp="0.0" name="Private">
      <hud_icon filename="hud_rank0.png" />
   </rank> 
   <rank xp="0.05" name="Private 1st Class">
      <hud_icon filename="hud_rank1.png" />   
   </rank>
   <rank xp="0.1" name="Corporal">
      <hud_icon filename="hud_rank2.png" />
   </rank>
   <rank xp="0.2" name="Sergeant">
      <hud_icon filename="hud_rank3.png" />
   </rank>
   <rank xp="0.3" name="Staff Sergeant">
      <hud_icon filename="hud_rank4.png" />
   </rank>
   <rank xp="0.4" name="Staff Sergeant 1st Class">
      <hud_icon filename="hud_rank5.png" />
   </rank>
   <rank xp="0.6" name="2nd Lieutenant">
      <hud_icon filename="hud_rank6.png" />
   </rank>
   <rank xp="0.8" name="Lieutenant">
      <hud_icon filename="hud_rank7.png" />
   </rank>
   <rank xp="1.0" name="Captain">
      <hud_icon filename="hud_rank8.png" />
   </rank>
   <rank xp="1.2" name="Major">
      <hud_icon filename="hud_rank9.png" />
   </rank>
   <rank xp="1.4" name="Lieutenant Colonel">
      <hud_icon filename="hud_rank10.png" />
   </rank>
   <rank xp="2.0" name="Colonel">
      <hud_icon filename="hud_rank11.png" />
   </rank>
   <rank xp="3.0" name="Brigadier General">
      <hud_icon filename="hud_rank12.png" />
   </rank>
   <rank xp="5.0" name="Major General">
      <hud_icon filename="hud_rank13.png" />
   </rank>
   <rank xp="10.0" name="Lieutenant General">
      <hud_icon filename="hud_rank14.png" />
   </rank>
   <rank xp="20.0" name="General">
      <hud_icon filename="hud_rank15.png" />
   </rank>
   <rank xp="50.0" name="General of the Army">
      <hud_icon filename="hud_rank16.png" />
   </rank>
      
   <!-- -------------- -->
   <!-- default group -->
   <!-- -------------- -->
   <soldier name="default" spawn_score="1.0">
      <character filename="default.character" />
      <model filename="soldier_d1.xml" />

      <model filename="soldier_d1_vest.xml"><requirement class="carry_item" slot="1" key="vest2.carry_item"/></model>
                <model filename="soldier_d1_vest.xml"><requirement class="carry_item" slot="1" key="vest2_2"/></model>
      <model filename="soldier_d1_vest.xml"><requirement class="carry_item" slot="1" key="vest2_3"/></model>


      <resources clear_weapons="1">
         <weapon key='medikit.weapon' />
           <weapon key='riot_shield.weapon' />
           <weapon key='cover_resource.weapon' />
           <weapon key='mg_resource.weapon' /> 
           <weapon key='tank_trap_resource.weapon' />       
           <weapon key='rpg-7.weapon' />
           
           <weapon key='mpik.weapon' />
           <weapon key='rpk.weapon' />
           <weapon key='dragnov_svd.weapon' />
        
         <weapon key='pm63_sd.weapon' />
                        <weapon key='pm63.weapon' />

           <weapon key='mpikmk.weapon' />
           <weapon key='minig_resource.weapon' />
           <weapon key='mortar_resource.weapon' />
           
           <weapon key='pb.weapon' /> 

         <carry_item key='vest3.carry_item' enabled="0" />
     </resources>

     <item_class_existence_config>
        <!-- secondaries -->
        <item_class_existence class="weapon" slot="1" probability="0.4" />   
        <!-- wearables -->
        <item_class_existence class="carry_item" slot="1" probability="0.02" />   
        <!-- backpack -->
        <item_class_existence class="carry_item" slot="0" probability="0.03" />   
     </item_class_existence_config>

     <attribute_config class="rp">
        <attribute weight="0.3" min="80.0" max="300.0" />
        <attribute weight="0.7" min="0.0" max="0.0" />
     </attribute_config>

      <attribute_config class="xp">
         <attribute weight="1.0" min="0.0" max="0.45" />
      </attribute_config>
   </soldier>
   
   <!-- -------------- -->
   <!-- miniboss group -->
   <!-- -------------- -->
   <soldier name="miniboss" spawn_score="0.005" squad_size_xp_cap="0.5">
      <character filename="default.character" />
      <model filename="soldier_elite_d1.xml" />

      <!-- inherits initial config from default group -->
      <resources clear_weapons="1">
             <weapon key='rpg-7.weapon' />     

         <weapon key='mpikmk.weapon' />

                  <carry_item key='vest2.carry_item' enabled="0" />
                  <carry_item key='vest3.carry_item' enabled="1" />
      </resources>

      <item_class_existence_config>
         <!-- secondaries -->
         <item_class_existence class="weapon" slot="1" probability="1.0" />
         <!-- wearables -->
         <item_class_existence class="carry_item" slot="1" probability="1.0" />
         <!-- backpack -->
         <item_class_existence class="carry_item" slot="0" probability="1.0" />
      </item_class_existence_config>

      <attribute_config class="xp">
         <attribute weight="1.0" min="0.5" max="0.8" />
         <attribute weight="0.05" min="1.0" max="10.0" />
      </attribute_config>

      <attribute_config class="rp">
         <attribute weight="1.0" min="500.0" max="500.0" />
      </attribute_config>

   </soldier>

</faction>


this is the code of new faction in my mod,"East Germany"

the weapon in the codes, like 'mpik,mpikmk,pm63,sd,rpk' was already done, even
the weapon files.
In addition, when i testing, my new weapon files didn't make problem. Because at 1st testing, no errors occured.
Gun sounds were extracted from BF2. And kbps is not that high, same as original rwr.

i cannot solve this problem, help me please :cry:


Now i know what is the problem.it makes in sound file. maybe the sound quality or something is not
working in RWR. BF2 gunsound is great for RWR, but i give up cuz of error. :|


Last edited by Mask on Sun May 25, 2014 12:12 pm, edited 1 time in total.

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 Post subject: Re: Bad allocation?
PostPosted: Sun May 25, 2014 11:23 am 
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Joined: Mon Jun 27, 2011 11:59 am
Posts: 2856
Can't remember seeing Bad allocation error message before.

Also can't spot issues in the faction file alone, seems fine to me.

%appdata%\Running with rifles\rwr_game.log might have some useful information at the end of it.

Can you share the mod files? We could also try it.


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 Post subject: Re: Bad allocation?
PostPosted: Sun May 25, 2014 12:01 pm 
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Joined: Sun May 25, 2014 5:49 am
Posts: 6
pasik wrote:
Can't remember seeing Bad allocation error message before.

Also can't spot issues in the faction file alone, seems fine to me.

%appdata%\Running with rifles\rwr_game.log might have some useful information at the end of it.

Can you share the mod files? We could also try it.


Thanks for answer.
Actually,a few minutes ago, i found the source of the error:it may be sound file i think.
I dont understand why these sound files make crash :( I'll change my mod's gun sound.
And i will upload my mod file after change some sounds. Thanks for your consideration


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PostPosted: Sun May 25, 2014 12:53 pm 
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Joined: Tue Jan 03, 2012 9:58 am
Posts: 1662
Location: Western Europe
the gun sound files need to be 44Khz, 16 bit and mono, else it will crash.


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 Post subject: Re: Bad allocation?
PostPosted: Sun May 25, 2014 1:13 pm 
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Joined: Sun May 25, 2014 5:49 am
Posts: 6
pasik wrote:
Can't remember seeing Bad allocation error message before.

Also can't spot issues in the faction file alone, seems fine to me.

%appdata%\Running with rifles\rwr_game.log might have some useful information at the end of it.

Can you share the mod files? We could also try it.


http://www.modulaatio.com/runningwithrifles/phpBB3/viewtopic.php?f=11&t=1739

here's my mod.


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PostPosted: Sun May 25, 2014 1:16 pm 
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Joined: Sun May 25, 2014 5:49 am
Posts: 6
JackMayol wrote:
the gun sound files need to be 44Khz, 16 bit and mono, else it will crash.


Thanks! i will change my BF2 gunsound quality with some audio converter.....


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