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ONS-TokaraSwamps crash

Posted: Tue Mar 13, 2007 2:05 am
by HunkaHunkaBurninLove
ONS-TokaraSwamps crashes my linux-amd64 UT.
Multiple trys, repeated download, same effect.
No other map has done this.

Developer Backtrace:
Log: [ 1] ./ut2004-bin-linux-amd64 [0xb29bad]
Log: [ 2] /lib64/tls/libpthread.so.0 [0x2aaaaacd22c0]
Log: [ 3] /lib64/tls/libc.so.6(memcpy+0xa9) [0x2aaaab3e9169]
Log: [ 4] [0x2aaab4538818]
Log: Unreal Call Stack: FOpenGLTexture::Cache <- FOpenGLRenderInterface::CacheTexture <-
FOpenGLRenderInterface::HandleCombinedMaterial <- FOpenGLRenderInterface::HandleCombinedMaterial <- FOpenGLRenderInterface::SetShaderMaterial <- FOpenGLRenderInterface::SetMaterial <-
AFluidSurfaceInfo::Render <- FDynamicActor::Render <- RenderLevel <-
FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <-
USDLViewport::Repaint <- USDLClient::Tick <- ClientTick <- UGameEngine::Tick <-
UpdateWorld <- MainLoop
Exit: Exiting.

Posted: Tue Mar 13, 2007 8:22 pm
by TheHunterIcemann
I would venture to say that the "linux-amd" states the problem in the first sentence....

Maybe I'm wrong.....

Posted: Tue Mar 13, 2007 9:04 pm
by DW_Hornet
TheHunterIcemann wrote:I would venture to say that the "linux-amd" states the problem in the first sentence....

Maybe I'm wrong.....
LawL! How about this '[0xb29bad]' It says bad right in there.

I'll take a look at this map in the editor see what i can come up with.

Posted: Tue Mar 13, 2007 11:29 pm
by DW_ToxicWaste
In the mean time I removed it.

Rich (TW)

Posted: Wed Mar 14, 2007 4:59 pm
by TheHunterIcemann
"How about this '[0xb29bad]' It says bad right in there."

Yes I saw that -- but given that I have never seen that before, and therefore don't know how to fix it, I attempted a joke....

...guess it wasn't funny....?....

Posted: Wed Mar 14, 2007 7:40 pm
by DW_Hornet
TheHunterIcemann wrote:"How about this '[0xb29bad]' It says bad right in there."

Yes I saw that -- but given that I have never seen that before, and therefore don't know how to fix it, I attempted a joke....

...guess it wasn't funny....?....
It's more likely caused by the driver and the render conflicting. It would probally be solved by placing a fallback material on what ever is causing this. however UT doesn't log whats the cuase but just the problem in general.

Hey hunka load up DM-Tokara forest in instant action and tell me if its giving you a problem.

same effect

Posted: Thu Mar 15, 2007 9:34 pm
by HunkaHunkaBurninLove
Same effect in Instant Action as online.

Thanks for investigating.

Above that crash information was this stuff:

Log: Precaching: ONS-TokaraSwamps.LevelInfo0
Log: Static mesh batches: 5684076 vertex bytes, 854106 index bytes
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 532548 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Allocating 147456 byte dynamic vertex buffer.
Log: Finished precaching geometry in 1.320 seconds

Comparing to a successful load-up the next log messages should have been

Log: Finished precaching textures in N.NNN seconds
ScriptLog: START MATCH