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#1 |
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mutator
Join Date: Nov. 3rd, 2001
Location: Slovenia
Posts: 97
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SealedDreadFinal crash problem
I spotted Homeslice's complaints on Nalicity about my map crashing the game. I have already got another report of such problem (UT crashes whn the map is selected in browser) at Atari forums , but it is definitely a rare occasion. I want to solve this problem before this map gets reviewed here, but I can't think of any definite reason. Would simply rebuilding the map again help?
I'd also like to hear of Homeslice's machine specification and any special mods installed.
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The world is populated by n00bs. |
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#2 |
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Didn't crash on my machine: Win98SE, Athlon 1800+, Soyo Dragon+ 266 MB, 512MB DDR RAM, GeF4Ti4400, SBAudigy. Homeslice has had several UT2003 maps and maybe a few UT maps crash on his machine for some unknown reason. He hasn't asked for my or our help in this matter though. We might be able to help him if we know his specs and drivers. Of course, maybe others have had trouble with this particular map.
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#3 |
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Here's what the problem is, if you guys must know. I just don't get it.
UT2003 Build UT2003_Build_[2003-04-07_17.42] OS: Windows 2000 5.0 (Build: 2195) CPU: GenuineIntel Unknown processor @ 1702 MHz with 255MB RAM Video: NVIDIA RIVA TNT2/TNT2 Pro (4109) Assertion failed: SavedStateIndex+1 < MAX_STATESTACKDEPTH [File: D3DRenderInterface.cpp] [Line: 160] History: F3DRenderInterface::PushState <- FLevelSceneNode::Render <- FCameraSceneNode::Render <- UScriptedTexture::execDrawPortal <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0 @ Function Gameplay.CameraTextureClient.RenderTexture : 0060) <- UObject::ProcessEvent <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0, Function Gameplay.CameraTextureClient.RenderTexture) <- UScriptedTexture::Get <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FStaticMeshBatchList::Render <- RenderLevel <- FLevelSceneNode::Render <- FCameraSceneNode::Render <- UScriptedTexture::execDrawPortal <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0 @ Function Gameplay.CameraTextureClient.RenderTexture : 0060) <- UObject::ProcessEvent <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0, Function Gameplay.CameraTextureClient.RenderTexture) <- UScriptedTexture::Get <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FStaticMeshBatchList::Render <- RenderLevel <- FLevelSceneNode::Render <- FCameraSceneNode::Render <- UScriptedTexture::execDrawPortal <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0 @ Function Gameplay.CameraTextureClient.RenderTexture : 0060) <- UObject::ProcessEvent <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0, Function Gameplay.CameraTextureClient.RenderTexture) <- UScriptedTexture::Get <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FStaticMeshBatchList::Render <- RenderLevel <- FLevelSceneNode::Render <- FCameraSceneNode::Render <- UScriptedTexture::execDrawPortal <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0 @ Function Gameplay.CameraTextureClient.RenderTexture : 0060) <- UObject::ProcessEvent <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0, Function Gameplay.CameraTextureClient.RenderTexture) <- UScriptedTexture::Get <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FStaticMeshBatchList::Render <- RenderLevel <- FLevelSceneNode::Render <- FCameraSceneNode::Render <- UScriptedTexture::execDrawPortal <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0 @ Function Gameplay.CameraTextureClient.RenderTexture : 0060) <- UObject::ProcessEvent <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0, Function Gameplay.CameraTextureClient.RenderTexture) <- UScriptedTexture::Get <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FStaticMeshBatchList::Render <- RenderLevel <- FLevelSceneNode::Render <- FCameraSceneNode::Render <- UScriptedTexture::execDrawPortal <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0 @ Function Gameplay.CameraTextureClient.RenderTexture : 0060) <- UObject::ProcessEvent <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0, Function Gameplay.CameraTextureClient.RenderTexture) <- UScriptedTexture::Get <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FStaticMeshBatchList::Render <- RenderLevel <- FLevelSceneNode::Render <- FCameraSceneNode::Render <- UScriptedTexture::execDrawPortal <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0 @ Function Gameplay.CameraTextureClient.RenderTexture : 0060) <- UObject::ProcessEvent <- (CameraTextureClient DM-SealedDreadFinal.CameraTextureClient0, Function Gameplay.CameraTextureClient.RenderTexture) <- UScriptedTexture::Get <- FD3DRenderInterface::HandleCombinedMaterial <- FD3DRenderInterface::SetSimpleMaterial <- FD3DRenderInterface::SetMaterial <- FStaticMeshBatchList::Render <- RenderLevel <- FLevelSceneNode::Render <- FCameraSce |
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#4 |
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mutator
Join Date: Nov. 3rd, 2001
Location: Slovenia
Posts: 97
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WTF?!? This seems like an infinite loop involving CameraTextureClient. This doesn't make any sense, since I didn't make any changes on the camera from ver 1.0, yet this first version runs well for the guy that first complained on Atari forums.
Bah, I'll just try to rebuild it again and see what happens. I spotted a couple of visual glitches that need fixing anyway.
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The world is populated by n00bs. |
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#5 |
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Um, Homeslice? Your problem is you need to double your RAM and get rid of that ancient TNT2 card. Try a Sapphire Radeon9600Pro for $149 at newegg.com! That should solve all your map lockup problems in UT2003 and UT.
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#6 |
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mutator
Join Date: Nov. 3rd, 2001
Location: Slovenia
Posts: 97
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Well, the guy at Atari had geForceFX5600 Ultra and it crashed nevertheless. Anyway, Homeslice, try this one: http://www.unrealplayground.com/download.php?mapid=4512
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The world is populated by n00bs. |
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#7 |
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mutator
Join Date: Nov. 3rd, 2001
Location: Slovenia
Posts: 97
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Um, Homeslice? I'm upgrading my machine in the next days and won't be present on the net, so I'd like to set all the "pending" things... I'd really like to know if the newest version causes any problems for you.
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The world is populated by n00bs. |
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#8 |
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No. Sorry. It STILL crashed on me....*sigh* I think Skaarj is right on this one.
Doesn't look like I can review it, so someone else will have to pick it up. |
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#9 |
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mutator
Join Date: Nov. 3rd, 2001
Location: Slovenia
Posts: 97
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Oh dear... It works for the other guy that complained. Oh well, I'll just have to watch when placing huge amounts of thingies in the map in the future
I'd be pleased if my review request is updated with this newest version. BTW, I have Duron@901MHz, 384MB Ram and GeForce2MX. And yes, even opening this map in the editor is a nightmare. Oh, BTW, is error message the same?
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The world is populated by n00bs. Last edited by Aggressor; 16th Dec 2003 at 01:19 PM. |
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#10 |
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Pretty much. But really, it's not you. It's me. I guess my computer sucks @$$.
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