Hi Guy`s and Girls , please give feedback on the map.
It has 12 points total to capture. 2 munition points, 2 fuel points and 8 low points.
Or 3 victory points and 5 low points.
you will fine the map here.
http://steamcommunity.com/sharedfiles/filedetails/?id=735764257
This map , I hope gives a feeling af swamps, marshland forest and rural Russian as it was in 1941-42, near Demjansk. Rumusjevo was the start of a 90 km corridor and a road build on logs called "Rollbahn" by the Germans, in to village of Damjansk where 90.000 Germans where trap inside the "Demjansk pocket". 6 Germans divisions surrounded by 21 Russian divisions.
Profile of Von_Smedman
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Game Name: Von_Smedman
Game Name: Von_Smedman
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Drove to the river and went across on the pontoon bridge, stopping in the middle to take a piss in the Rhine, and then pick up some dirt on the far side, in emulation of William the Conqueror.
From the Diary of George S. Patton, March 24th, 1945:
From the Diary of George S. Patton, March 24th, 1945:
Post History of Von_Smedman
Thread: (2) Ramusjevo1 Aug 2016, 23:55 PM
In: Map Contest 2016 |
Thread: Bug splat error when trying to save a map1 Aug 2016, 12:08 PM
Well, the best way is to find where the problem is. Backup the file that you currently got and proceed as following: Okay, that was a really god suggestion JohnSmith, even though it will be time consuming, but worth it , when you have work so long on the map. Ill get bag to you and tall you if this works, in the near furture. In: COH2 Bugs |
Thread: Bug splat error when trying to save a map1 Aug 2016, 09:23 AM
Out of curiosity can you use the stamp tool and copy the map onto a fresh template and try there? No, I have tried many times, but the error gets copy with the stamp over to the new map, This is what happens! It will let you save the map the first time and then when you do your second save the bug splats come up. So could it be one of the object in the map that I have chosen that courses the bug splats, is my question. In: COH2 Bugs |
Thread: Bug splat error when trying to save a map31 Jul 2016, 20:14 PM
Hi, I have been working on this map over 2 months and now suddenly after a save , the map gets a bug splats error. And I think this is why? ....so what dos this mean? ---------------------------------------------- [Fatal] Ran out of PathSectors due to map fragmentation ------------------------------------------------- Dos this mean that i need to define the Sector again? well this is the error in full. WORLDBUILDER_COH_2 started at 2016-07-31 11:47 OS NT 6.2 (sp0.0) x64, 8112MB Physical Memory, 5358 Physical Available, 4095 Virtual Total, 3929 Virtual Available, 1910 Page file. RUN-OPTIONS [] WORKING-DIR [C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2] USER [KristianLizier] LOCALE [DAN] 11:47:23.70 Primary CPU is a 2401MHz [Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz] 11:47:23.70 Architecture [0], Level [6], Revision [15363]. 11:47:23.70 8 logical processor(s) detected. 11:47:23.70 4 physical processor(s) detected. 11:47:23.70 1 processor(s) nodes detected. 11:47:23.70 MATHBOX -- Version=6, Mode=SSE 11:47:23.70 MOD -- Initializing mod 'RelicCoH2'. 11:47:23.74 ARC -- CoH2\Archives\Data.sga 934865381 B [ID:3f9691c3371ee5335e5869d3a0d93406] [Ver:6965e2f798c52e09c4c68de1ae425314] [Sig:58938961975803734] 11:47:23.78 ARC -- CoH2\Archives\Sound.sga 228830651 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:f75508c8717a9415b520e4989c1cd82f] [Sig:15768803069764236784] 11:47:23.79 ARC -- CoH2\Archives\SoundXP1.sga 21693342 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:a35e9f52ae042579da3f703c23c19276] [Sig:4141839034936539216] 11:47:23.79 ARC -- CoH2\Archives\ArtArmies.sga 54984590 B [ID:d4ab83d0ba0afd4850bbc4c68b0de2be] [Ver:c8437ea61058ff4b62e376f222bcc138] [Sig:15312425741649251819] 11:47:23.81 ARC -- CoH2\Archives\ArtEnvironment.sga 1261847418 B [ID:4f6a38d9c40d3e11956b769b00d6e689] [Ver:8457230fb2069dd1d257b27bf8d0b70e] [Sig:7535935358347425085] 11:47:23.81 ARC -- CoH2\Archives\ArtGermanEF.sga 1942598400 B [ID:fb66b7917c474a33e86456a40dbf2c3a] [Ver:c2f1b673a0dca8d76b81d1b3b3d29385] [Sig:4593440352597952005] 11:47:23.82 ARC -- CoH2\Archives\ArtSovietEF.sga 2758686315 B [ID:b0e52e8ac61727b4a5101571c7e7110f] [Ver:e6932319318391e11f70013ac2302bf2] [Sig:8614415412899535020] 11:47:23.83 ARC -- CoH2\Archives\ArtAEF.sga 3322504224 B [ID:fd7aa5f8e53fa6a558246d44bedd4cfe] [Ver:4d33f894f85a6e0d5b1e22e8312fb3b5] [Sig:4060890470445426007] 11:47:23.83 ARC -- CoH2\Archives\ArtWestGerman.sga 1852804885 B [ID:9ff4d0503a24bdca4dbe1104f7ff37f2] [Ver:15cd2faefb4375427f7282ff6827e8a3] [Sig:7150016275696236183] 11:47:23.84 ARC -- CoH2\Archives\SoundXP2.sga 199001 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:5bc80258f4a4f5fdebd802544abea746] [Sig:11766450244548302396] 11:47:23.84 ARC -- CoH2\Archives\ArtBritish.sga 1183892592 B [ID:391ad53485bf023c2e0f5d508470e0ef] [Ver:c372513573fc1d6cdb1f9eccc8ccbb3e] [Sig:17688262118317630546] 11:47:23.84 Archive 'CoH2\Archives\Autotest' is missing! Skipping. 11:47:23.85 ARC -- CoH2\Archives\MPScenarios.sga 1143442191 B [ID:f361bb544d19f9ad0702abba3ec58d36] [Ver:bad64633c9b19da8b0e565ed0c75a2c1] [Sig:11457602328350847382] 11:47:23.86 ARC -- CoH2\Archives\MPXP1Scenarios.sga 265465863 B [ID:8a2c949c3e230925cf294a12321e9211] [Ver:07d35354ee680a2b1d10778c3faa83d7] [Sig:4138084199791473546] 11:47:23.87 ARC -- CoH2\Archives\SPScenariosEF.sga 340823046 B [ID:4a2cbc10218aac5e8be4aa494ef1f3ca] [Ver:0d44f2e4ee3f7b9265e7b6ecb3b825a1] [Sig:6605551588555955872] 11:47:23.88 ARC -- CoH2\Archives\TOWScenarios.sga 202972788 B [ID:035c09486ef2563f69e781962b46c2e4] [Ver:4af5f9991f7439515903c4e823eb6d5b] [Sig:15664664613644561291] 11:47:23.89 ARC -- CoH2\Archives\DLC1Scenarios.sga 57382901 B [ID:afbdc084e5c98c193cae218ca8e468c8] [Ver:835075f6a5f1e80e222870afaa2dba63] [Sig:2003273899295354318] 11:47:23.89 ARC -- CoH2\Archives\DLC2Scenarios.sga 77535344 B [ID:61eefbc53442d10441d77bbd23b1bc36] [Ver:2a89f0387fad0a4511b4cff6e31dad70] [Sig:7602096073382315002] 11:47:23.90 ARC -- CoH2\Archives\DLC3Scenarios.sga 47253904 B [ID:48c74893c09599be2d61b911563bcab9] [Ver:0d32db24ed4fe982dd70a7b408127123] [Sig:14104588085748238941] 11:47:23.90 Archive 'CoH2\Archives\SPScenariosAA' is missing! Skipping. 11:47:23.91 ARC -- CoH2\Archives\UILow.sga 48146873 B [ID:c5a9695b59fd73d709030639f4cbb961] [Ver:32aa6df430c2b8e54ccc15e853542989] [Sig:2659551101407181144] 11:47:23.93 ARC -- CoH2\Archives\ArtHigh.sga 315847340 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:7598c83f3294871a7dbb23a9a2775af0] [Sig:16727550861652099584] 11:47:23.93 ARC -- CoH2\Archives\ArtHighXP1.sga 38526653 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:b6f7692b37c0f9cf8c56bdddb17942f9] [Sig:13149872685163810803] 11:47:23.94 ARC -- CoH2\Archives\ArtHighXP2.sga 19687049 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:d3c20797b18355fd386c5365b6f094a2] [Sig:1099747745701905397] 11:47:23.95 ARC -- CoH2\Archives\SoundHigh.sga 1031467146 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:a12e581cdaa369cbc269c9ecce6390f7] [Sig:18214921420031089867] 11:47:23.96 ARC -- CoH2\Archives\SoundHighXP1.sga 89990965 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:1cc1bf361529d9db2191610baac4fa3e] [Sig:5801087545420265863] 11:47:23.96 ARC -- CoH2\Archives\SoundHighXP2.sga 37088744 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:4cfa3cc7075c50a459ea894027042002] [Sig:10443542780852497330] 11:47:23.99 ARC -- CoH2\Archives\SoundSpeechEnglish.sga 560293192 B [ID:527dd6c09d9403281e2886d358abf509] [Ver:9a7462132b8b852d1d72cb0b257d179c] [Sig:1825285703711461] 11:47:24.00 ARC -- CoH2\Archives\SoundSPSpeechEFEnglish.sga 156636969 B [ID:9347118f8eb48257082ac67d7e00c15b] [Ver:54dde0af87a44506b2be5ba79188c95a] [Sig:1272187853708733765] 11:47:24.00 ARC -- CoH2\Archives\SoundSpeechDLCEnglish.sga 32966778 B [ID:d37d3bfe48368bcdb2c411ff42ef8710] [Ver:b433112008e82a573ba71d453775932d] [Sig:334711823410206087] 11:47:24.03 ARC -- CoH2\Archives\SoundSpeechXP1English.sga 707027968 B [ID:a1f1b169de1b782d9d5b7311ab866728] [Ver:608aba9e1af51c7874654e714cfe3f83] [Sig:11583942150972233597] 11:47:24.03 Archive 'CoH2\Archives\SoundSpeechAAEnglish' is missing! Skipping. 11:47:24.04 ARC -- CoH2\Archives\SoundSpeechXP2English.sga 153241711 B [ID:8bb786e9b6bc36e64e1a83cb83e26f4a] [Ver:3e936bc4ca5d3d43ac80ba8a1b0a5d80] [Sig:2614238819969098953] 11:47:24.07 ARC -- CoH2\Archives\AttribArchive.sga 26852144 B [ID:abe931d3adfbab4e871d2dacd29916d3] [Ver:158e4e69b5b96e53bfbcef1a1931df9e] [Sig:4421463607233094888] 11:47:24.10 GAME -- Resetting fp control word. 11:47:26.61 WW2Mod -- PropertyBagManager Loaded in 2.504000s 11:50:23.57 ToolFramework: Opening Document: 'C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb' 11:50:24.18 SPDx11 -- Adapter [NVIDIA GeForce GTX 765M]: 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory. 11:50:24.19 SPOOGE - Driver[DirectX11_Rendering_Device] version[4,37] 11:50:24.21 SPDx11 -- New Device RefCount [2], New DeviceContext RefCount [1] 11:50:24.21 SPDx11 -- Adapter Description = NVIDIA GeForce GTX 765M 11:50:24.21 SPDx11 -- Driver Vendor = 0x000010de Device = 0x000011e2 SubSys = 0x35371558 Rev = 0x000000a1 11:50:24.21 SPDx11 -- Driver Version Product = 10 Version = 18 SubVersion = 0 Build = 368.39 11:50:24.21 SPDx11 -- Driver LUID = 0x00000000-0x000073e3 11:50:24.21 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:24.21 SPDx11 -- [1] GPUs found. 11:50:24.21 ShaderDatabase: using shader profile [ps50] 11:50:24.32 Unable to load shader [coh2_impostor_billboard] so replacing with [defaultshader] 11:50:24.57 SPDx11 -- CreateSwapChain: 1645x990 @ 0/1Hz (0.000000Hz). Sample count/quality: 1/0. Back buffers: 2. 11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- ResizeTarget: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- Setting SwapChain State to: WINDOW 11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change 11:50:24.57 SPDx11 -- ResizeTarget: 1645x990 @ 0/0Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.58 SPDx11 -- device requires no additional virtual address space textures. 11:50:24.86 SPDx11 -- GPU can do [3834] pixels per usecond. At [1645x990x1] this is [2354] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [25.907297] ms, QueryWaitCPU time [27.000000] ms 11:50:25.76 SPDx11 -- GPU can do [51] pixels per usecond. At [1024x1024x1] this is [49] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [81.349915] ms, QueryWaitCPU time [82.000000] ms 11:50:25.99 FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua' 11:50:26.17 SOUND -- Initializing ... 11:50:26.17 Error, could not open lua language group file: 11:50:26.60 INNIMapDCA Key not found: sir_filters_enabled 11:50:26.60 INNIMapDCA Key not found: combat 11:50:26.62 INNIMapDCA Key not found: tiger_radio_fuzz:bjectdistance 11:50:26.62 INNIMapDCA Key not found: Reverb_Forest_Subtle:istance 11:50:26.63 INNIMapDCA Key not found: winter 11:50:26.64 INNIMapDCA Key not found: metamap_result 11:50:26.64 INNIMapDCA Key not found: squad_in_building 11:50:26.79 INNIMapDCA Key not found: rudders_rotation 11:50:27.05 SOUND -- Initialization completed! 11:50:27.10 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\tow\challenges\1942_airfield\allied_airfield.info' 11:50:27.12 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\tow\scenarios\1941_moscow\1941_moscow_art_v1_ro.info' 11:50:27.13 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\sp\coh2_campaign\m02-scorched_earth\scorched_earth_02_03nis.info' 11:50:27.16 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\2p_cheneux\2p_cheneux_temp.info' 11:50:27.22 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\4p_gelsenkirchen_refinery\4p_gelsenkirchen_refinery_temp.info' 11:50:27.26 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\6p_across_the_rhine\6p_across_the_rhine_temp.info' 11:50:27.29 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\8p_port_of_hamburg\8p_port_of_hamburg_2.info' 11:50:27.31 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\outsourcing_winter\outsourcing_winter.info' 11:50:27.42 WorldBuilder opening document C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb 11:50:27.58 TChunkManagerIO::Load version 2001l 11:50:27.65 TERRAINTEXTURE -- compositor added RenderTarget of size 6580 x 3960 11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:29.18 PHYSICS -- Created node factory 'HVOK' 11:50:29.18 PHYSICS -- Created node factory 'DMMY' 11:50:42.04 Dx11Program : Unable to find shader script for 'fxmesh_water' in the ShaderDatabase. 11:50:42.04 Unable to load shader [fxmesh_water] so replacing with [defaultshader] 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:45.85 MemoryBudget -- Could not load memory budget file [data:MemoryBudget.lua]. 11:50:45.89 Regenerating ImpassMap data... 11:50:45.89 Impass Data was already valid, but regenerating... 11:50:46.30 ImpassRegen due to map with out of date data 11:50:46.30 Generating CanBuild Map. THIS SHOULD ONLY HAPPEN IN WORLDBUILDER! IF YOU SEE THIS IN GAME, RE-SAVE THE MAP! 11:50:46.30 Regenerating CanBuildMap data... 11:50:46.30 Pathfinder::Regenerate()... 11:50:46.53 Generating PathSectorMap... 11:50:47.09 Pathfinder::Regenerate() Done. 11:50:47.68 Regenerating ImpassMap data... 11:50:47.68 Impass Data was already valid, but regenerating... 11:50:48.19 DeferredView - Start creating view [ WaterView ] textures 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 DeferredView - Finished creating view [ WaterView ] textures 11:50:48.19 DeferredView - Start creating view [ WorldView ] textures 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 DeferredView - Finished creating view [ WorldView ] textures 11:50:48.51 SPDX11 --- doing mode change using DXGI resize target and set fullscreen state [1641x994], Refresh rate: 0.00 11:50:48.51 SPDx11 -- ResizeTarget: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Setting SwapChain State to: WINDOW 11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change 11:50:48.51 SPDx11 -- ResizeTarget: 1641x994 @ 0/0Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.83 SPDx11 -- GPU can do [6244] pixels per usecond. At [1641x994x1] this is [3828] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [15.935104] ms, QueryWaitCPU time [19.000002] ms 11:50:49.72 SPDx11 -- GPU can do [51] pixels per usecond. At [1024x1024x1] this is [49] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [80.850945] ms, QueryWaitCPU time [82.000000] ms 11:50:49.72 DeferredView - Start creating view [ WaterView ] textures 11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.72 DeferredView - Finished creating view [ WaterView ] textures 11:50:49.72 DeferredView - Start creating view [ WorldView ] textures 11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.73 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.73 DeferredView - Finished creating view [ WorldView ] textures 11:50:51.58 VizView Render - Warning view has no passes defined, adding a default dummy plain render pass 11:56:51.29 ToolFramework: Saving Document: 'C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb' 11:56:52.76 TerrainMaterialCompute::UpdateTerrainMaterial() took 1.457659 seconds. 11:56:52.76 UpdateTerrainMaterial took 1.45773 seconds 11:56:52.79 TilePainter PreSave took 0.0263329 seconds 11:56:52.79 HeightEditor pre-save... 11:56:52.79 Overall took 4.27655e-007 seconds 11:56:52.79 GrassEditor pre-save... 11:56:52.79 Overall took 6.11546e-005 seconds 11:56:53.13 WaterEditor PreSave took 0.340894 seconds 11:56:53.13 TerritoryEditor PreSave took 0.00387413 seconds 11:56:53.14 RegionEditor PreSave took 0.00221482 seconds 11:56:55.56 DeformationMask PreSave took 2.42237 seconds 11:56:56.88 TerrainMaterialCompute::UpdateTerrainMaterial() took 1.246623 seconds. 11:56:56.88 Regenerating TerrainCoverMap data... 11:56:57.35 TerrainCoverMap generation took 0.473774 seconds. 11:56:57.35 Regenerating ImpassMap data... 11:56:57.35 Impass Data was already valid, but regenerating... 11:56:58.12 Regenerating CanBuildMap data... 11:56:58.12 Pathfinder::Regenerate()... 11:56:58.51 Generating PathSectorMap... 11:57:00.39 DB -- Unable to load symbols. [Fatal] Ran out of PathSectors due to map fragmentation. Owner: unknown -- FATAL EXIT -- pathsectormap.cpp/409:! --stack trace-- Application closed with error code 1129468744 In: COH2 Bugs |
Thread: Bug splats error when trying to save map. 31 Jul 2016, 10:06 AM
Hi, I have been working on this map over 2 months and now suddenly after a save , the map gets a bug splats error. And I think this is why? ....so what dos this mean? ---------------------------------------------- [Fatal] Ran out of PathSectors due to map fragmentation ------------------------------------------------- Dos this mean that i need to define the Sector again? well this is the error in full. WORLDBUILDER_COH_2 started at 2016-07-31 11:47 OS NT 6.2 (sp0.0) x64, 8112MB Physical Memory, 5358 Physical Available, 4095 Virtual Total, 3929 Virtual Available, 1910 Page file. RUN-OPTIONS [] WORKING-DIR [C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2] USER [KristianLizier] LOCALE [DAN] 11:47:23.70 Primary CPU is a 2401MHz [Intel(R) Core(TM) i7-4700MQ CPU @ 2.40GHz] 11:47:23.70 Architecture [0], Level [6], Revision [15363]. 11:47:23.70 8 logical processor(s) detected. 11:47:23.70 4 physical processor(s) detected. 11:47:23.70 1 processor(s) nodes detected. 11:47:23.70 MATHBOX -- Version=6, Mode=SSE 11:47:23.70 MOD -- Initializing mod 'RelicCoH2'. 11:47:23.74 ARC -- CoH2\Archives\Data.sga 934865381 B [ID:3f9691c3371ee5335e5869d3a0d93406] [Ver:6965e2f798c52e09c4c68de1ae425314] [Sig:58938961975803734] 11:47:23.78 ARC -- CoH2\Archives\Sound.sga 228830651 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:f75508c8717a9415b520e4989c1cd82f] [Sig:15768803069764236784] 11:47:23.79 ARC -- CoH2\Archives\SoundXP1.sga 21693342 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:a35e9f52ae042579da3f703c23c19276] [Sig:4141839034936539216] 11:47:23.79 ARC -- CoH2\Archives\ArtArmies.sga 54984590 B [ID:d4ab83d0ba0afd4850bbc4c68b0de2be] [Ver:c8437ea61058ff4b62e376f222bcc138] [Sig:15312425741649251819] 11:47:23.81 ARC -- CoH2\Archives\ArtEnvironment.sga 1261847418 B [ID:4f6a38d9c40d3e11956b769b00d6e689] [Ver:8457230fb2069dd1d257b27bf8d0b70e] [Sig:7535935358347425085] 11:47:23.81 ARC -- CoH2\Archives\ArtGermanEF.sga 1942598400 B [ID:fb66b7917c474a33e86456a40dbf2c3a] [Ver:c2f1b673a0dca8d76b81d1b3b3d29385] [Sig:4593440352597952005] 11:47:23.82 ARC -- CoH2\Archives\ArtSovietEF.sga 2758686315 B [ID:b0e52e8ac61727b4a5101571c7e7110f] [Ver:e6932319318391e11f70013ac2302bf2] [Sig:8614415412899535020] 11:47:23.83 ARC -- CoH2\Archives\ArtAEF.sga 3322504224 B [ID:fd7aa5f8e53fa6a558246d44bedd4cfe] [Ver:4d33f894f85a6e0d5b1e22e8312fb3b5] [Sig:4060890470445426007] 11:47:23.83 ARC -- CoH2\Archives\ArtWestGerman.sga 1852804885 B [ID:9ff4d0503a24bdca4dbe1104f7ff37f2] [Ver:15cd2faefb4375427f7282ff6827e8a3] [Sig:7150016275696236183] 11:47:23.84 ARC -- CoH2\Archives\SoundXP2.sga 199001 B [ID:9246d5cc8bf2de31ead8251719e1e576] [Ver:5bc80258f4a4f5fdebd802544abea746] [Sig:11766450244548302396] 11:47:23.84 ARC -- CoH2\Archives\ArtBritish.sga 1183892592 B [ID:391ad53485bf023c2e0f5d508470e0ef] [Ver:c372513573fc1d6cdb1f9eccc8ccbb3e] [Sig:17688262118317630546] 11:47:23.84 Archive 'CoH2\Archives\Autotest' is missing! Skipping. 11:47:23.85 ARC -- CoH2\Archives\MPScenarios.sga 1143442191 B [ID:f361bb544d19f9ad0702abba3ec58d36] [Ver:bad64633c9b19da8b0e565ed0c75a2c1] [Sig:11457602328350847382] 11:47:23.86 ARC -- CoH2\Archives\MPXP1Scenarios.sga 265465863 B [ID:8a2c949c3e230925cf294a12321e9211] [Ver:07d35354ee680a2b1d10778c3faa83d7] [Sig:4138084199791473546] 11:47:23.87 ARC -- CoH2\Archives\SPScenariosEF.sga 340823046 B [ID:4a2cbc10218aac5e8be4aa494ef1f3ca] [Ver:0d44f2e4ee3f7b9265e7b6ecb3b825a1] [Sig:6605551588555955872] 11:47:23.88 ARC -- CoH2\Archives\TOWScenarios.sga 202972788 B [ID:035c09486ef2563f69e781962b46c2e4] [Ver:4af5f9991f7439515903c4e823eb6d5b] [Sig:15664664613644561291] 11:47:23.89 ARC -- CoH2\Archives\DLC1Scenarios.sga 57382901 B [ID:afbdc084e5c98c193cae218ca8e468c8] [Ver:835075f6a5f1e80e222870afaa2dba63] [Sig:2003273899295354318] 11:47:23.89 ARC -- CoH2\Archives\DLC2Scenarios.sga 77535344 B [ID:61eefbc53442d10441d77bbd23b1bc36] [Ver:2a89f0387fad0a4511b4cff6e31dad70] [Sig:7602096073382315002] 11:47:23.90 ARC -- CoH2\Archives\DLC3Scenarios.sga 47253904 B [ID:48c74893c09599be2d61b911563bcab9] [Ver:0d32db24ed4fe982dd70a7b408127123] [Sig:14104588085748238941] 11:47:23.90 Archive 'CoH2\Archives\SPScenariosAA' is missing! Skipping. 11:47:23.91 ARC -- CoH2\Archives\UILow.sga 48146873 B [ID:c5a9695b59fd73d709030639f4cbb961] [Ver:32aa6df430c2b8e54ccc15e853542989] [Sig:2659551101407181144] 11:47:23.93 ARC -- CoH2\Archives\ArtHigh.sga 315847340 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:7598c83f3294871a7dbb23a9a2775af0] [Sig:16727550861652099584] 11:47:23.93 ARC -- CoH2\Archives\ArtHighXP1.sga 38526653 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:b6f7692b37c0f9cf8c56bdddb17942f9] [Sig:13149872685163810803] 11:47:23.94 ARC -- CoH2\Archives\ArtHighXP2.sga 19687049 B [ID:d3bf60728712cf58911b326bde74de8f] [Ver:d3c20797b18355fd386c5365b6f094a2] [Sig:1099747745701905397] 11:47:23.95 ARC -- CoH2\Archives\SoundHigh.sga 1031467146 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:a12e581cdaa369cbc269c9ecce6390f7] [Sig:18214921420031089867] 11:47:23.96 ARC -- CoH2\Archives\SoundHighXP1.sga 89990965 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:1cc1bf361529d9db2191610baac4fa3e] [Sig:5801087545420265863] 11:47:23.96 ARC -- CoH2\Archives\SoundHighXP2.sga 37088744 B [ID:3730f31a8f731e6cbc26a00244f571cc] [Ver:4cfa3cc7075c50a459ea894027042002] [Sig:10443542780852497330] 11:47:23.99 ARC -- CoH2\Archives\SoundSpeechEnglish.sga 560293192 B [ID:527dd6c09d9403281e2886d358abf509] [Ver:9a7462132b8b852d1d72cb0b257d179c] [Sig:1825285703711461] 11:47:24.00 ARC -- CoH2\Archives\SoundSPSpeechEFEnglish.sga 156636969 B [ID:9347118f8eb48257082ac67d7e00c15b] [Ver:54dde0af87a44506b2be5ba79188c95a] [Sig:1272187853708733765] 11:47:24.00 ARC -- CoH2\Archives\SoundSpeechDLCEnglish.sga 32966778 B [ID:d37d3bfe48368bcdb2c411ff42ef8710] [Ver:b433112008e82a573ba71d453775932d] [Sig:334711823410206087] 11:47:24.03 ARC -- CoH2\Archives\SoundSpeechXP1English.sga 707027968 B [ID:a1f1b169de1b782d9d5b7311ab866728] [Ver:608aba9e1af51c7874654e714cfe3f83] [Sig:11583942150972233597] 11:47:24.03 Archive 'CoH2\Archives\SoundSpeechAAEnglish' is missing! Skipping. 11:47:24.04 ARC -- CoH2\Archives\SoundSpeechXP2English.sga 153241711 B [ID:8bb786e9b6bc36e64e1a83cb83e26f4a] [Ver:3e936bc4ca5d3d43ac80ba8a1b0a5d80] [Sig:2614238819969098953] 11:47:24.07 ARC -- CoH2\Archives\AttribArchive.sga 26852144 B [ID:abe931d3adfbab4e871d2dacd29916d3] [Ver:158e4e69b5b96e53bfbcef1a1931df9e] [Sig:4421463607233094888] 11:47:24.10 GAME -- Resetting fp control word. 11:47:26.61 WW2Mod -- PropertyBagManager Loaded in 2.504000s 11:50:23.57 ToolFramework: Opening Document: 'C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb' 11:50:24.18 SPDx11 -- Adapter [NVIDIA GeForce GTX 765M]: 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory. 11:50:24.19 SPOOGE - Driver[DirectX11_Rendering_Device] version[4,37] 11:50:24.21 SPDx11 -- New Device RefCount [2], New DeviceContext RefCount [1] 11:50:24.21 SPDx11 -- Adapter Description = NVIDIA GeForce GTX 765M 11:50:24.21 SPDx11 -- Driver Vendor = 0x000010de Device = 0x000011e2 SubSys = 0x35371558 Rev = 0x000000a1 11:50:24.21 SPDx11 -- Driver Version Product = 10 Version = 18 SubVersion = 0 Build = 368.39 11:50:24.21 SPDx11 -- Driver LUID = 0x00000000-0x000073e3 11:50:24.21 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:24.21 SPDx11 -- [1] GPUs found. 11:50:24.21 ShaderDatabase: using shader profile [ps50] 11:50:24.32 Unable to load shader [coh2_impostor_billboard] so replacing with [defaultshader] 11:50:24.57 SPDx11 -- CreateSwapChain: 1645x990 @ 0/1Hz (0.000000Hz). Sample count/quality: 1/0. Back buffers: 2. 11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- ResizeTarget: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- Setting SwapChain State to: WINDOW 11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change 11:50:24.57 SPDx11 -- ResizeTarget: 1645x990 @ 0/0Hz = Refresh Rate: 0.00 11:50:24.57 SPDx11 -- Actual SwapChain buffer set by DXGI: 1645x990 @ 0/1Hz = Refresh Rate: 0.00 11:50:24.58 SPDx11 -- device requires no additional virtual address space textures. 11:50:24.86 SPDx11 -- GPU can do [3834] pixels per usecond. At [1645x990x1] this is [2354] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [25.907297] ms, QueryWaitCPU time [27.000000] ms 11:50:25.76 SPDx11 -- GPU can do [51] pixels per usecond. At [1024x1024x1] this is [49] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [81.349915] ms, QueryWaitCPU time [82.000000] ms 11:50:25.99 FILESYSTEM -- filepath failure, missing alias 'TOOLSDATA:autoloddecimator.lua' 11:50:26.17 SOUND -- Initializing ... 11:50:26.17 Error, could not open lua language group file: 11:50:26.60 INNIMapDCA Key not found: sir_filters_enabled 11:50:26.60 INNIMapDCA Key not found: combat 11:50:26.62 INNIMapDCA Key not found: tiger_radio_fuzz:bjectdistance 11:50:26.62 INNIMapDCA Key not found: Reverb_Forest_Subtle:istance 11:50:26.63 INNIMapDCA Key not found: winter 11:50:26.64 INNIMapDCA Key not found: metamap_result 11:50:26.64 INNIMapDCA Key not found: squad_in_building 11:50:26.79 INNIMapDCA Key not found: rudders_rotation 11:50:27.05 SOUND -- Initialization completed! 11:50:27.10 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\tow\challenges\1942_airfield\allied_airfield.info' 11:50:27.12 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\tow\scenarios\1941_moscow\1941_moscow_art_v1_ro.info' 11:50:27.13 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\sp\coh2_campaign\m02-scorched_earth\scorched_earth_02_03nis.info' 11:50:27.16 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\2p_cheneux\2p_cheneux_temp.info' 11:50:27.22 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\4p_gelsenkirchen_refinery\4p_gelsenkirchen_refinery_temp.info' 11:50:27.26 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\6p_across_the_rhine\6p_across_the_rhine_temp.info' 11:50:27.29 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\8p_port_of_hamburg\8p_port_of_hamburg_2.info' 11:50:27.31 SCENARIO -- Failed to open stream for Scenario 'DATAcenarios\mp\outsourcing_winter\outsourcing_winter.info' 11:50:27.42 WorldBuilder opening document C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb 11:50:27.58 TChunkManagerIO::Load version 2001l 11:50:27.65 TERRAINTEXTURE -- compositor added RenderTarget of size 6580 x 3960 11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.66 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:28.67 Warning: RenderCompositeStrips AddStripSegment : time == FLT_MAX 11:50:29.18 PHYSICS -- Created node factory 'HVOK' 11:50:29.18 PHYSICS -- Created node factory 'DMMY' 11:50:42.04 Dx11Program : Unable to find shader script for 'fxmesh_water' in the ShaderDatabase. 11:50:42.04 Unable to load shader [fxmesh_water] so replacing with [defaultshader] 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.00 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:44.01 UberSpline::UpdateShapeCache - time == FLT_MAX 11:50:45.85 MemoryBudget -- Could not load memory budget file [data:MemoryBudget.lua]. 11:50:45.89 Regenerating ImpassMap data... 11:50:45.89 Impass Data was already valid, but regenerating... 11:50:46.30 ImpassRegen due to map with out of date data 11:50:46.30 Generating CanBuild Map. THIS SHOULD ONLY HAPPEN IN WORLDBUILDER! IF YOU SEE THIS IN GAME, RE-SAVE THE MAP! 11:50:46.30 Regenerating CanBuildMap data... 11:50:46.30 Pathfinder::Regenerate()... 11:50:46.53 Generating PathSectorMap... 11:50:47.09 Pathfinder::Regenerate() Done. 11:50:47.68 Regenerating ImpassMap data... 11:50:47.68 Impass Data was already valid, but regenerating... 11:50:48.19 DeferredView - Start creating view [ WaterView ] textures 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 DeferredView - Finished creating view [ WaterView ] textures 11:50:48.19 DeferredView - Start creating view [ WorldView ] textures 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:48.19 DeferredView - Finished creating view [ WorldView ] textures 11:50:48.51 SPDX11 --- doing mode change using DXGI resize target and set fullscreen state [1641x994], Refresh rate: 0.00 11:50:48.51 SPDx11 -- ResizeTarget: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Setting SwapChain State to: WINDOW 11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Resizing target to make sure Refresh rate is set properly after FullScreen mode change 11:50:48.51 SPDx11 -- ResizeTarget: 1641x994 @ 0/0Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.51 SPDx11 -- Actual SwapChain buffer set by DXGI: 1641x994 @ 0/1Hz = Refresh Rate: 0.00 11:50:48.83 SPDx11 -- GPU can do [6244] pixels per usecond. At [1641x994x1] this is [3828] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [15.935104] ms, QueryWaitCPU time [19.000002] ms 11:50:49.72 SPDx11 -- GPU can do [51] pixels per usecond. At [1024x1024x1] this is [49] screens per second. with a CPU overhead of [0.000000] ms, GPU Usage Time [80.850945] ms, QueryWaitCPU time [82.000000] ms 11:50:49.72 DeferredView - Start creating view [ WaterView ] textures 11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.72 DeferredView - Finished creating view [ WaterView ] textures 11:50:49.72 DeferredView - Start creating view [ WorldView ] textures 11:50:49.72 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.73 SPDx11 -- 1991MB dedicated video memory, 0MB dedicated system memory and 2104MB shared system memory available. 11:50:49.73 DeferredView - Finished creating view [ WorldView ] textures 11:50:51.58 VizView Render - Warning view has no passes defined, adding a default dummy plain render pass 11:56:51.29 ToolFramework: Saving Document: 'C:\Program Files (x86)\Steam\SteamApps\common\Company of Heroes 2\CoH2\Data\Scenarios\mp\A bridge to far\A bridge to far.sgb' 11:56:52.76 TerrainMaterialCompute::UpdateTerrainMaterial() took 1.457659 seconds. 11:56:52.76 UpdateTerrainMaterial took 1.45773 seconds 11:56:52.79 TilePainter PreSave took 0.0263329 seconds 11:56:52.79 HeightEditor pre-save... 11:56:52.79 Overall took 4.27655e-007 seconds 11:56:52.79 GrassEditor pre-save... 11:56:52.79 Overall took 6.11546e-005 seconds 11:56:53.13 WaterEditor PreSave took 0.340894 seconds 11:56:53.13 TerritoryEditor PreSave took 0.00387413 seconds 11:56:53.14 RegionEditor PreSave took 0.00221482 seconds 11:56:55.56 DeformationMask PreSave took 2.42237 seconds 11:56:56.88 TerrainMaterialCompute::UpdateTerrainMaterial() took 1.246623 seconds. 11:56:56.88 Regenerating TerrainCoverMap data... 11:56:57.35 TerrainCoverMap generation took 0.473774 seconds. 11:56:57.35 Regenerating ImpassMap data... 11:56:57.35 Impass Data was already valid, but regenerating... 11:56:58.12 Regenerating CanBuildMap data... 11:56:58.12 Pathfinder::Regenerate()... 11:56:58.51 Generating PathSectorMap... 11:57:00.39 DB -- Unable to load symbols. [Fatal] Ran out of PathSectors due to map fragmentation. Owner: unknown -- FATAL EXIT -- pathsectormap.cpp/409:! --stack trace-- Application closed with error code 1129468744 |
Thread: New map Roll Bahn 11 Jul 2016, 18:27 PM
Hi, I have made the basic layout of the map, But need to see if the 4 victory point ,2 fuel dump, 2 ammunition dump and the 6 (2 normal and 4 low) ressource points are fairly placed. http://steamcommunity.com/sharedfiles/filedetails/?id=707801698 the map is build for 3 vs 3. Big question is, is it a Player vs Player map or a Computer vs Player map. or both. Hope you will help judge the map for it fairness and point our arears to improve. best regards Von_Smedman In: Map Sharing |
Thread: How to deice my Buildings in a Summer map 3 Jul 2016, 18:07 PM
The issue is an auto generated state-flag in your maps .options file. Thank you IronMedic, That was the case and my skins are now summer. It works |
Thread: How to deice my Buildings in a Summer map 3 Jul 2016, 10:12 AM
Save the map and reload, if that doesn't work (which it most likely will not) you will have to go through and replace the buildings. The easiest way to do this would be to find them again in the object folder and use the assign button to replace them, this should fix the problem. Thanks Tric, but this did not help me. So I think it must be down to the basic setting of the map, summer or wither, as when I try to launch the game all the soldiers and tank has snow on then and winther coats. But in setting I have deactivatet this, I belive. Terrain setting is this! Atmosphere is this! Summer map with building with ice on them Hop you can help me. |
Thread: How to deice my Buildings in a Summer map 2 Jul 2016, 14:33 PM
Hi I have fouled around my map and buy a mistake activated the ice and snow insted of mud. I deactivated it again. Now my building have snow on them, but even if I delete them and choose a new building from the worldbuilder this also have snow on them. What setting have I mess up, so it dose this. best regards Kristian |
Thread: Lua Scripting for Vehicles getting Stuck in mud27 Jun 2016, 17:08 PM
Hi I need help with some coding, My Idea is that a Vehicle moves in to a Top_layer in this case mud, it will have a chance of either damage its engine or excuses pipe. Track vehicle like tanks and halftrack would have a less chance of getting stuck then a wheeled vehicle such as jeep or kubelwagen. So a wheeled vehicle would have a 30% chance of getting damage to its excuses pipe Halftracks and light and medium tanks would have a 20% of getting a overloaded engine Heavy tanks would get a 35% chance of engine break down in the mud. 1. So in the code I need the following , to Identifier top_layer texture and make it react to vehicles entering such areas on the map where the above would happen. 2. I need a % calculator to calculate the % chance of vehicles and tanks getting stuck in the mud and it would run randomly between ever 2-5 min to contest Vehicle, driving around in the mud. So this is the coding I am trying to made. I need your help and Ideas to how to make such a code.. So right now I have chosen the Kubelwagen as a test vehicles. ----------------------------------------------------------------------------------------------- function OnInitID() -- [[ Markers ]] -- [[ Squad Groups ]] --When entering mud layer top layer Vehicle will get a random chance off damage engine or excurse _top_layer=true --Germans Forces = If _kubelwagen_type_82_mp ={ability = kubelwagen_type82_mp, isvehicle=true} = Then import random if random.randint(0,100) < 36: do_stuff(_disable_vehicles=true) -- [[ Entity Groups ]] end Please help me with some ideas off what I am doing wrong. best regards Von_Smedman |
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