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new post for crashing problem

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User avatar Ozma777
Skaarj Warrior Skaarj Warrior
Posts: 96
Joined: 26 Apr 2012, 09:23
Location: level 19 character @ dungeon level 23 WILL contain Jabberwocks and the occasional Vorpal Jabberwock

Subject: new post for crashing problem

Post Posted: 22 Dec 2012, 06:56

I figured no one looks at old posts (my music question post hasn't changed in months) So....

edit: GODDAMIT! my vid settings keep changing themselves for NO reason!
No one uses this computer but me, but the vid settings keep changing so it will crash even when I try and play unreal! I have no idea why but at least if it crashes I'll just have to go change my settings again I guess.

I have not changed anything at all in my map. Just the lights. It was NOT working after what I thought was too much light or something.

Basically I lit up the sky, and it worked but it was too dark. So then I raised the lights' values and it crashed to desktop (it minimized the unreal 227h "play level" window with no error). I fought with this for a few weeks and nothing seemed to work. No matter what I did it would last about 2.5 seconds then the hourglass overlayed the play window and it would minimize to desktop and I'd have to endtask on unreal.

Recently I noticed that I couldn't actually play unreal anymore because it would do the same thing. I had not noticed this because I was desparetely trying to get my SP map to stop crashing. I haven't even really started making this map yet and already it's too much work to even bother with. But I started up unreal and changed my vid settings so that it would work again.

Problem solved...I could play regular unreal and my map worked again....but the sky was too dark still.

So I changed the lights by 1 brightness and radius and now it crashes again but this time an error (erroneously I think) blah blah blah texture with insufficiant mipmaps. EXCEPT nothing has changed but the lights!

All the textures are the same as they have always been since I first started this map (because I can't test it I haven't built anything new). The only mylevel texture was 256x256 and 256 colors and mipmaps was checked when I imported....besides I replaced that texture and nothing changed.

edit:
Ahh also when I start Unreal 227h (unreal.exe not the editor) I get the same message and immediately it crashes.

WTF could be wrong...I have desparetely been trying to make a SP map but I haven't progressed past 2 rooms and a sky in over 6 months!

(HUGE LOG THING HERE)

Log: Log file open, 12/21/12 21:32:34
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 5.1 (Build: 2600)
Init: Version: 227 Subversion: 8
Init: Compiled: May 27 2011 19:19:05
Init: Command line: Autoplay.unr HWND=35391354 -log
Init: Base directory: C:\UnrealGold\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to UPak.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: XPHOME
Init: User: Cindy
Init: Memory total: Phys=1300556K Pagef=1914156K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2992.592279 MHz
Init: CPU Page size=4096, Processors / Cores=2
Init: CPU Detected: Unknown processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Forcing Unreal to run on CPU 0
Log: 2.0ms Loading: Package Engine
Log: 40.0ms Loading: Package Core
Log: Checking package Core
Log: Checking package Engine
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: 123.0ms Loading: Package Render
Log: Checking package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: EntryII.unr
Log: Get PackageLinker for file: EntryII.unr
Log: 174.0ms Loading: Package EntryII
Log: 198.0ms Loading: Package PlayrShp
Log: 222.0ms Loading: Package Detail
Log: Bound to Fire.dll
Log: 231.0ms Loading: Package Fire
Log: Checking package Fire
Log: 275.0ms Loading: Package GenIn
Log: 309.0ms Loading: Package Starship
Log: 343.0ms Loading: Package GenFX
Log: Bound to Emitter.dll
Log: 352.0ms Loading: Package Emitter
Log: 358.0ms Loading: Package UnrealShare
Log: Checking package Emitter
Log: 399.0ms Loading: Package genfluid
Log: 433.0ms Loading: Package UnrealI
Log: Bound to Editor.dll
Log: 465.0ms Loading: Package Editor
Log: Checking package Editor
Log: 479.0ms Loading: Package GenWarp
Log: 500.0ms Loading: Package Footsteps
Log: 539.0ms Loading: Package AmbAncient
Log: 560.0ms Loading: Package Skaarj
Log: 570.0ms Loading: Package Doorsmod
Log: 608.0ms Loading: Package Ambmodern
Log: Get PackageLinker for file: EntryII.unr
Log: Collecting garbage
Log: Purging garbage
Log: 2637.0ms Unloading: Package Render
Log: Garbage: objects: 11667->11666; refs: 144571
Log: Bringing Level EntryII.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password
ScriptLog: Base Mutator is EntryII.Mutator0
Init: Initialized moving brush tracker for Level EntryII.MyLevel
Log: Browse: Autoplay.unr?Name=Player?Class=UPak.UPakFemaleOne
Log: LoadMap: Autoplay.unr?Name=Player?Class=UPak.UPakFemaleOne
Log: Get PackageLinker for file: Autoplay.unr
Log: 2705.0ms Loading: Package Autoplay
Log: 2721.0ms Loading: Package tp-geocomp
Log: 2730.0ms Loading: Package Queen
Log: 2739.0ms Loading: Package sky
Log: 2749.0ms Loading: Package Atropos
Log: 2758.0ms Loading: Package SHAPES
Log: Get PackageLinker for file: Autoplay.unr
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 11999->11999; refs: 253751
Log: Bringing Level Autoplay.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=UPak.UPakFemaleOne
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password
ScriptLog: Base Mutator is Autoplay.Mutator1
Init: Initialized moving brush tracker for Level Autoplay.MyLevel
Log: 3282.0ms Loading: Package UMenu
Log: 3296.0ms Loading: Package UWindow
Log: 3310.0ms Loading: Package UBrowser
Log: Bound to IpDrv.dll
Log: 3325.0ms Loading: Package IpDrv
Log: Checking package IpDrv
Log: 3513.0ms Loading: Package UPak
Log: 3533.0ms Loading: Package Marine
Log: 3543.0ms Loading: Package UPakFonts
Log: Checking package UPak
ScriptLog: Login: Player
Log: Possessed PlayerPawn: UPakFemaleOne Autoplay.UPakFemaleOne0
ServerLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport
Log: Opened viewport
Log: Bound to D3DDrv.dll
Init: DirectDraw drivers detected:
Init: display (Primary Display Driver)
Init: D3D Device: Supports system memory DMA blts
Init: D3D Device: No page lock required
Log: D3D Device 120876K vram, 120812K free
Init: Unreal Direct3D support - internal revision 1.9a
Init: D3D Device: szDriver=ialmrnt5.dll
Init: D3D Device: szDescription=Intel(R) 82915G/GV/910GL Express Chipset Family
Init: D3D Device: wProduct=0
Init: D3D Device: wVersion=0
Init: D3D Device: wSubVersion=0
Init: D3D Device: wBuild=0
Init: D3D Device: dwVendorId=32902
Init: D3D Device: dwDeviceId=9602
Init: D3D Device: dwSubSysId=25235496
Init: D3D Device: dwRevision=4
Init: Best-match display mode: 800x600x32 (Error=0)
Init: D3D Device: dwZbuffer depth: 32 bits.
Init: D3D Driver: wMaxTextureBlendStages=4
Init: D3D Driver: wMaxSimultaneousTextures=4
Log: D3D Driver: Supports FOURCC YUY2
Log: D3D Driver: Supports FOURCC UYVY
Log: D3D Driver: Supports FOURCC DXT1
Log: D3D Driver: Supports FOURCC DXT2
Log: D3D Driver: Supports FOURCC DXT3
Log: D3D Driver: Supports FOURCC DXT4
Log: D3D Driver: Supports FOURCC DXT5
Init: D3D Detected: Intel video card
Init: D3D Driver: Supports trilinear
Init: D3D Driver: Supports specular gouraud
Init: D3D Driver: Supports BLENDDIFFUSEALPHA
Init: D3D Driver: Supports non-power-of-2 textures
Init: D3D Driver: Supports LOD biasing
Init: D3D Driver: Supports Z biasing
Init: D3D Driver: Supports D3DTOP_ADDSIGNED2X
Init: D3D Driver: Supports D3DTOP_BUMPENVMAP
Init: D3D Driver: Supports D3DTOP_BUMPENVMAPLUMINANCE
Init: D3D Driver: Supports D3DTOP_DOTPRODUCT3
Init: D3D Driver: Supports D3DTOP_MODULATEALPHA_ADDCOLOR
Init: D3D Driver: Supports D3DTOP_MODULATECOLOR_ADDALPHA
Init: D3D Driver: Textures (1x1)-(2048x2048), Max aspect 2048
Log: Video memory fill is complete
Init: D3D Driver: VidMem Disposition: 202 1
Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: EAX 1.x sound hardware found!
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport
Init: Game engine initialized
Log: Startup time: 7.177000 seconds
Warning: FIREWALL: Could not Accquire Local Profile
Warning: FIREWALL: Freed XP.SP2 Firewall Object
ScriptLog: Creating root window: UMenu.UMenuRootWindow
Log: 7354.0ms Loading: Package UWindowFonts
Critical: appError called:
Critical: D3D Driver: Encountered oversize texture without sufficient mipmaps
Critical: Windows GetLastError: There are no more files. (18)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Log: DirectDraw RestoreDisplayMode: DDERR_NOEXCLUSIVEMODE
Exit: UD3DRenderDevice::ShutdownAfterError
Critical: MakeNew
Critical: UD3DRenderDevice::SetTexture
Critical: UD3DRenderDevice::PrecacheTexture
Critical: NormalTexture
Critical: (Autoplay.ShadowBitMap0)
Critical: URender::Precache
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/21/12 21:32:48
The Breeze is Busy Blowin Dizzy

User avatar Buff Skeleton
>:E >:E
Posts: 4173
Joined: 15 Dec 2007, 00:46

Subject: Re: new post for crashing problem

Post Posted: 22 Dec 2012, 17:02

What are your system specs?

OS? Video hardware? Amount of RAM? Age of the machine?

What renderer are you using?
Image

redeye
Banned Banned
Posts: 1393
Joined: 08 Dec 2007, 06:55

Subject: Re: new post for crashing problem

Post Posted: 22 Dec 2012, 19:31

I just can't figure why people use D3D, It never worked for me and looks crappy.
I think D3D is bogged down in trying to read the machine specs and using Microsoft-windows settings and things between games and desktop.

OpenGL on the other and seems more independent of the system and windows and don't read near as much "Microsoft" windows settings.

Try OpenGL see what happens.

What D3D has always done, old version 6 to now.
If I ALT TAB using D3D the screen waits for like a minute to see the desktop, and another minute to get back to game interface, openGL is instant, it don't need to read the machine resolutions, files, nothing, it just runs fast and good.

The ONLY games that have worked like they should with D3D and look good was FEAR and NOLF, other D3D games have some quirky stuff going on.

For UT not old old old old Unreal.
Just ban everyone

User avatar Dr.Flay
Skaarj Lord Skaarj Lord
Posts: 222
Joined: 23 Aug 2012, 06:24
Location: Kernow, UK
Contact:

Subject: Re: new post for crashing problem

Post Posted: 23 Dec 2012, 01:26

The basic old D3D renderer is aimed at old, basic DX6 and 7 cards.

The OpenGL renderer is best, as it has had the most development.

Unfortunately many intel and ATI chips do not behave properly with OpenGL, so with those it is better to use D3D9 or 10

redeye
Banned Banned
Posts: 1393
Joined: 08 Dec 2007, 06:55

Subject: Re: new post for crashing problem

Post Posted: 23 Dec 2012, 08:44

I had this problem of alt tab with D3D for probably at least ten years, AMD, Intel, ATI, Nvidia.

I don't know, but through all that time as soon as I switched from my voodoo3 card, D3D and UT don't seem to mix at all with DirectX

And if you are online chatting in UT and need to post a link in chat and have to browse to get a link to paste in chat it would be faster if i just quit UT, and log back onto UT chat.That is how incompatible D3D is.

In openGL since the beginning, the windows-screens pop up as soon as I hit a key.

I have always had issues with D3D, the main on being is the blacks are too black, and the lights are too light.No matter how many ways i have tried, it looks crappy, and the same for other games.

The saving grace for openGL is the gammaspread, if only D3D had a gamma spread setting it wouldn't look so damn obnoxious and blinding, or too dark and blinding.
Just ban everyone

User avatar Ozma777
Skaarj Warrior Skaarj Warrior
Posts: 96
Joined: 26 Apr 2012, 09:23
Location: level 19 character @ dungeon level 23 WILL contain Jabberwocks and the occasional Vorpal Jabberwock

Subject: Re: new post for crashing problem

Post Posted: 23 Dec 2012, 09:32

It had changed itself BACK on it's own to openGL and that is why it crashed. D3d will work, my card sucks which is probably all the problem. I wish I had my old system back, older but better hardware. More ram and way less processing power. This one has much better processors (dual instead of single), hardly any ram, and shit hardware it seems.

edit: very shit...I just looked and I got one of those built in intel fake things (fake because they suck and shouldn't ever be used)...If I ever get any money I can maybe buy an actual card and then Ill use opengl.

Oh well maybe in a few years I'll get a small SP map finally finished. Wish me luck.
D3d works for now because I never alt-tab. At least if I can't get my map to run without crashing...Ill know to try and play unreal (not from ued) and if it crashes also....change vid settings back (still have no idea why they auto change for no reason on their own)
The Breeze is Busy Blowin Dizzy

redeye
Banned Banned
Posts: 1393
Joined: 08 Dec 2007, 06:55

Subject: Re: new post for crashing problem

Post Posted: 24 Dec 2012, 00:04

Is your color depth set the same in windows, as the game ?
Just ban everyone

User avatar Gizzy
Skaarj Berserker Skaarj Berserker
Posts: 450
Joined: 02 Feb 2010, 12:55

Subject: Re: new post for crashing problem

Post Posted: 24 Dec 2012, 12:19

Ozma777 wrote:It had changed itself BACK on it's own to openGL and that is why it crashed.

Make your Unreal.ini Read-Only

Ozma777 wrote:my card sucks which is probably all the problem. I wish I had my old system back, older but better hardware. More ram and way less processing power. This one has much better processors (dual instead of single), hardly any ram, and shit hardware it seems.

Graphics hardware won't mean shit for Unreal nowadays, even internal graphics chipsets can run unreal with no issues (Unless you have a machine that's 12 years old)

I can suggest reinstalling UT and using default OpenGL settings (Or trying EXUOpenGL or the updated, unofficial OpenGL renderers)
Also, try the Oldunreal wiki


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