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Deja Vu map 5 kaput

For gameplay advice and broader discussion of single-player Unreal including custom maps, mods and mutations that alter the game.

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Ironword
Skaarj Warrior Skaarj Warrior
Posts: 69
Joined: 12 Mar 2016, 20:17

Subject: Deja Vu map 5 kaput

Post Posted: 12 Sep 2017, 18:44

Can't open map 5 from Deja Vu (http://www.oldunreal.com/maps/utsingle/ ... isited.zip). Well, actually the map does open for about half a second, then GPFs. Here's the relevant portion of the log:

Code: Select all

Init: Initialized moving brush tracker for Level USP-05-Jaunie-Frieza.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Undeleted AutoMag USP-05-Jaunie-Frieza.AutoMag0
Log: Undeleted UTBloodPool USP-05-Jaunie-Frieza.UTBloodPool0
Log: Undeleted AutoMag USP-05-Jaunie-Frieza.AutoMag0
Log: Undeleted UTBloodPool USP-05-Jaunie-Frieza.UTBloodPool0
DevMusic: Load music: Music olroot.null
Critical: LevelTexture
Critical: (USP-05-Jaunie-Frieza.greenthing)
Critical: URender::Precache
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: Exiting.


All the other maps in the pack open just fine. I double-checked that I didn't have a corrupt download by re-downloading the archive a second time; same result. Is the map corrupt in the archive, or is this only happening to me? If so, might anyone know how to solve it?

Oh yeah, I should add that there are NO mutators in Oldskool's active list. So it's not a mutator issue.

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1211
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: Deja Vu map 5 kaput

Post Posted: 12 Sep 2017, 22:55

What Render are you using? D3D, or OpenGL? Is it the UTGLR drivers, or the default drivers that came with the game?

I think I remember this issue popping up years ago when we first released Deja Vu, and I think it was related to the render people were using.
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Ironword
Skaarj Warrior Skaarj Warrior
Posts: 69
Joined: 12 Mar 2016, 20:17

Subject: Re: Deja Vu map 5 kaput

Post Posted: 13 Sep 2017, 00:47

Yup, that was it (I was using the Dohnal D3d10s, just had to switch to OpenGL). Thanks!

User avatar Lightning Hunter
Skaarj Elder Skaarj Elder
Posts: 1211
Joined: 11 Nov 2007, 22:12
Location: Pervert.

Subject: Re: Deja Vu map 5 kaput

Post Posted: 13 Sep 2017, 08:25

I have always preferred the UTGLR OpenGL over D3D when it comes to Unreal and UT99. It just seems much more stable, and I get better performance.
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Ironword
Skaarj Warrior Skaarj Warrior
Posts: 69
Joined: 12 Mar 2016, 20:17

Subject: Re: Deja Vu map 5 kaput

Post Posted: 13 Sep 2017, 19:51

Yeah, the reason I default to the D3D is because it automatically takes care of the superspeed issue. If you use OpenGL you have to go into Advanced Options and set that FrameRateLimit or whatever it is (re the sticky thread on that topic). But a bit of convenience doesn't much matter if a map won't run!


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