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Critical: URender::ClipBspSurf

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Nali Priest Nali Priest
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Subject: Critical: URender::ClipBspSurf

Post Posted: 19 Sep 2016, 10:36

What generally caused the error below? Too many actors? Poor geometry?
Doesn't happen if I turn off actors though but it's just a bunch of light actors...

Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 58166->58130; refs: 815901
Critical: URender::ClipBspSurf
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Log: URender::DrawWorld anomaly
Critical: UEditorEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
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User avatar []KAOS[]Casey
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Subject: Re: Critical: URender::ClipBspSurf

Post Posted: 19 Sep 2016, 21:52

Define "turn off" actors?

Also, this is probably a stack/buffer overflow. Only really smirf knows what he did to fix/mitigate this. It also has been years since that came up, so I only have vague rememberings of it.

As I recall, dynamic lighting overflows because the array size is not checked, it tries to insert another effect and just starts to do... crazy things.

p.s.: I was told that "Log: URender::DrawWorld anomaly" spams are caused by a "broken try/catch block" -- whatever that means

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Subject: Re: Critical: URender::ClipBspSurf

Post Posted: 19 Sep 2016, 22:11

[]KAOS[]Casey wrote:Define "turn off" actors?


Hiding actors in editor view.
Guess this is one of those mysterious UE1 bugs without a known fix.
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User avatar Buff Skeleton
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Subject: Re: Critical: URender::ClipBspSurf

Post Posted: 19 Sep 2016, 23:36

You fell off the BSP surf bort, duh
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User avatar Buff Skeleton
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Subject: Re: Critical: URender::ClipBspSurf

Post Posted: 20 Sep 2016, 01:06

Going by the screenshots you posted on IRC when I was away, it looks like you just have too much fog. Fog is notoriously bad performance-wise in this engine, so I'd get rid of as much of it as possible. Instead, use low-scaleglow sprites with textures that are roughly the same color as the light you wanted. See Hellcastle's lamps / glowing rocks for an example.
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Subject: Re: Critical: URender::ClipBspSurf

Post Posted: 20 Sep 2016, 10:38

I did that right now but it still does crash :\ The weird thing is that at this rate it can't be the fog because if I hide actors in editor view it never crashes, which wouldn't make sense because lighting is still rendered (right?)
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Subject: Re: Critical: URender::ClipBspSurf

Post Posted: 20 Sep 2016, 10:49

Ok, figured out the EXU2 fader panels are the main culprits. Tried removing them all and it didn't crash anymore. The engine seems to go ballistic when it has to render even a few number of fade panels in a high-poly/complex-lighting area. This also happened in the castle map (same crash here) where I had to remove a crapload of fader panels as well.
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