Progressing in UEd 2.0

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I've almost had it with UEd 2. Constant crashes and stuff prevents me from progressing with the construction of my maps! Sometimes, those crashes give out error messages usually about my video-drives (they work properly, I checked them) when in 3DFX mode. Just minutes ago, I was working on DM-CondorBase][ when the editor suddenly crashes and closes without me saving my work (the error was about a video driver). So, I opened it up again to continue DM-NAARM instead, but yet again, UEd crashes leaving my work unsaved and possibly forever unfinished. This time, no error message popped-up.
 
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quillion

Q-Basics
Jun 4, 2004
54
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GTD-Carthage said:
I've almost had it with UEd 2. Constant crashes and stuff prevents me from progressing with the construction of my maps! Sometimes, those crashes give out error messages usually about my video-drives (they work properly, I checked them) when in 3DFX mode. Just minutes ago, I was working on DM-CondorBase][ when the editor suddenly crashes and closes without me saving my work (the error was about a video driver). So, I opened it up again to continue DM-NAARM instead, but yet again, UEd crashes leaving my work unsaved and possibly forever unfinished. This time, no error message popped-up.


It's very rare i get this problem, only when i stack-up on vertex!

2 things i think help loads are; 1. fully build before a save, i noticed a while ago that UED2.0 hates to save a none build, for some reason.
2 Install patch 436, this resets UED2.0 and also i think it helps with some
crashing issues.

hope some of this helps a bit..
 
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XepptizZ

What are you lookin at...
May 17, 2004
486
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In solitude
A hosted site at planetunreal called IdentityCrisis has somethin called the "UnrealEd fix 4" or somethin like that, you might wanna give that a try. And to prevent lost work I always save after fixen a bug or tweaken some things or dificult archi, all kinda things wich would take to long to do again or just to annoying. And when building a map, try to use groups to the max so later when the map gets more complicated you can remove clutters of brushwork temporally.