A good map that keeps crashing: CTF-FNB-UnrealGateways

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Zeddy_Ryan
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Posts: 11
Joined: Thu Dec 24, 2020 7:30 am

A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by Zeddy_Ryan » Sat Jan 30, 2021 7:12 pm

Let's see if we can figure out why my game keeps crashing.

The map: CTF-FNB-UnrealGateways
UT version: 469a
The issue: Around one minute into a match, my game crashes straight to desktop.

I have repeated this dozens of times. Almost always, the UnrealTournament.log file looks like this:

Code: Select all

Log: Log file open, 01/30/21 11:46:12
Init: Name subsystem initialized
Init: Version: 469
Init: Compiled: Sep 22 2020 12:41:55
Init: Command line: -USERINI="C:\GOG Games\Unreal Tournament GOTY\System\UserPlaying.ini"
Init: Base directory: C:\GOG Games\Unreal Tournament GOTY\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: ALEXLAPTOP
Init: User: alexm
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=4194176K
Init: Working set: 32000 / 159000
Init: Timer Frequency=2096.060505 MHz - Timing Source = RDTSC
Init: CPU Page size=4096, Processors=8
Init: CPU Detected: Unknown processor (AuthenticAMD)
Init: CPU Features: CMov FPU RDTSC PAE MMXSSE KNI
Localization: No localization: Startup.IDDIALOG_WizardDialog.IDC_WizardDialog (int)
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Enhanced Pointer Precision Enabled - Mouse info: 0 0 1
Init: Initializing DirectDraw
Init: DirectDraw drivers detected:
Init:    display (Primary Display Driver)
Init: DirectDraw: Enumerated Display Modes:
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Game class is 'UTIntro'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame: 
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: CityIntro.unr?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: LoadMap: CityIntro.unr?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package WinDrv
Log: Unloading: Package Render
Log: Garbage: objects: 16809->16807; refs: 229295
Log: Game class is 'UTIntro'
Log: Bringing Level CityIntro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
ScriptLog: Base Mutator is CityIntro.Mutator0
Init: Initialized moving brush tracker for Level CityIntro.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 255
ScriptLog: Login: Zeddy_Ryan
Log: Possessed PlayerPawn: TMale2 CityIntro.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Log: This is a legacy render device.
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 14
Init: GL_VENDOR     : ATI Technologies Inc.
Init: GL_RENDERER   : AMD Radeon(TM) Vega 8 Graphics 
Init: GL_VERSION    : 4.6.13596 Compatibility Profile Context 20.10.35.02 27.20.1034.6
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_EXT_texture_env_combine
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: Device supports: GL_ATI_texture_env_combine3
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_EXT_secondary_color
Init: Device supports: GL_ARB_multitexture
Init: Device supports: GL_EXT_multi_draw_arrays
Init: Device supports: GL_ARB_vertex_program
Init: Device supports: GL_ARB_fragment_program
Init: Depth bits: 32
Log: 8 Texture Mapping Units found
Log: Trying to use S3TC extension.
Log: MinLogTextureSize: 2
Log: MaxLogTextureSize: 14
Log: BufferActorTris: 1
Log: UseDetailAlpha: 1
Log: Bound to Cluster.dll
Init: Cluster initialized.
DevAudio: Cluster SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 2.694205 seconds
Warning: FIREWALL: Freed XP.SP2 Firewall Object
Log: URL: Adding default option Name=Zeddy_Ryan
Log: URL: Adding default option Class=Botpack.TMale2
Log: URL: Adding default option team=255
Log: URL: Adding 
But sometimes the log file is slightly different, for example:

Code: Select all

Log: Log file open, 01/30/21 11:49:52
Init: Name subsystem initialized
Init: Version: 469
Init: Compiled: Sep 22 2020 12:41:55
Init: Command line: -USERINI="C:\GOG Games\Unreal Tournament GOTY\System\UserPlaying.ini"
Init: Base directory: C:\GOG Games\Unreal Tournament GOTY\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: ALEXLAPTOP
Init: User: alexm
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=4194176K
Init: Working set: 32000 / 159000
Init: Timer Frequency=2096.061030 MHz - Timing Source = RDTSC
Init: CPU Page size=4096, Processors=8
Init: CPU Detected: Unknown processor (AuthenticAMD)
Init: CPU Features: CMov FPU RDTSC PAE MMXSSE KNI
Localization: No localization: Startup.IDDIALOG_WizardDialog.IDC_WizardDialog (int)
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Enhanced Pointer Precision Enabled - Mouse info: 0 0 1
Init: Initializing DirectDraw
Init: DirectDraw drivers detected:
Init:    display (Primary Display Driver)
Init: DirectDraw: Enumerated Display Modes:
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Game class is 'UTIntro'
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame: 
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: CityIntro.unr?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: LoadMap: CityIntro.unr?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package WinDrv
Log: Unloading: Package Render
Log: Garbage: objects: 16809->16807; refs: 229295
Log: Game class is 'UTIntro'
Log: Bringing Level CityIntro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
ScriptLog: Base Mutator is CityIntro.Mutator0
Init: Initialized moving brush tracker for Level CityIntro.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 255
ScriptLog: Login: Zeddy_Ryan
Log: Possessed PlayerPawn: TMale2 CityIntro.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Log: This is a legacy render device.
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 14
Init: GL_VENDOR     : ATI Technologies Inc.
Init: GL_RENDERER   : AMD Radeon(TM) Vega 8 Graphics 
Init: GL_VERSION    : 4.6.13596 Compatibility Profile Context 20.10.35.02 27.20.1034.6
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_EXT_texture_env_combine
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: Device supports: GL_ATI_texture_env_combine3
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_EXT_secondary_color
Init: Device supports: GL_ARB_multitexture
Init: Device supports: GL_EXT_multi_draw_arrays
Init: Device supports: GL_ARB_vertex_program
Init: Device supports: GL_ARB_fragment_program
Init: Depth bits: 32
Log: 8 Texture Mapping Units found
Log: Trying to use S3TC extension.
Log: MinLogTextureSize: 2
Log: MaxLogTextureSize: 14
Log: BufferActorTris: 1
Log: UseDetailAlpha: 1
Log: Bound to Cluster.dll
Init: Cluster initialized.
DevAudio: Cluster SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 2.796761 seconds
Warning: FIREWALL: Freed XP.SP2 Firewall Object
Log: URL: Adding default option Name=Zeddy_Ryan
Log: URL: Adding default option Class=Botpack.TMale2
Log: URL: Adding default option team=255
Log: URL: Adding default option skin=SoldierSkins.blkt
Log: URL: Adding default option Face=SoldierSkins.Othello
Log: URL: Adding default option Voice=BotPack.VoiceMaleTwo
Log: Browse: Index.unr?entry?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: Failed; returning to Entry
Init: Shut down moving brush tracker for Level CityIntro.MyLevel
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: Zeddy_Ryan
Log: Possessed PlayerPawn: TMale2 Entry.TMale20
DevAudio: Cluster SetViewport: WindowsViewport0
ScriptLog: Creating root window: UMenu.UMenuRootWindow
ScriptLog: Using Configured GUI Scale: 2.250000
Log: Bound to udemo.dll
udemo: Startup hack successful!
Log: UDEMO: Successfully got list of demos
Log: Export travel for: Zeddy_Ryan
Log: Exporting travelling actors for Entry.TMale20
Log: URL: Adding default option Name=Zeddy_Ryan
Log: URL: Adding default option Class=Botpack.TMale2
Log: URL: Adding default option team=255
Log: URL: Adding default option skin=SoldierSkins.blkt
Log: URL: Adding default option Face=SoldierSkins.Othello
Log: URL: Adding default option Voice=BotPack.VoiceMaleTwo
Log: Browse: UT-Logo-Map.unr?Game=Botpack.LadderNewGame?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: LoadMap: UT-Logo-Map.unr?Game=Botpack.LadderNewGame?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
DevAudio: Cluster SetViewport: WindowsViewport0
Log: UDEMO: Successfully got list of demos
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package CityIntro
Log: Unloading: Package city
Log: Unloading: Package Detail
Log: Unloading: Package ArenaTex
Log: Unloading: Package GenFX
Log: Unloading: Package NaliCast
Log: Unloading: Package RainFX
Log: Unloading: Package DecayedS
Log: Unloading: Package GenIn
Log: Unloading: Package NaliFX
Log: Unloading: Package genfluid
Log: Unloading: Package ShaneSky
Log: Unloading: Package AmbModern
Log: Unloading: Package AmbAncient
Log: Unloading: Package openingwave
Log: Unloading: Package Uttitle
Log: Unloading: Package AmbOutside
Log: Unloading: Package SoldierSkins
Log: Unloading: Package MultiMesh
Log: Unloading: Package EpicCustomModels
Log: Unloading: Package OldModelsMenus
Log: Unloading: Package OldModels
Log: Unloading: Package Male1Skins
Log: Unloading: Package olroot
Log: Unloading: Package UTBrowser
Log: Garbage: objects: 25644->22144; refs: 254695
Log: Game class is 'LadderNewGame'
Log: Bringing Level UT-Logo-Map.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=Botpack.LadderNewGame?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
ScriptLog: Base Mutator is UT-Logo-Map.Mutator0
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: Zeddy_Ryan
Log: Possessed PlayerPawn: TMale2 UT-Logo-Map.TMale20
Log: Incoming travelling actor of class Botpack.TMale2
ScriptLog: Starting a new game...
ScriptLog: Created a new LadderInventory.
ScriptLog: UT-Logo-Map.LadderInventory0 giveto UT-Logo-Map.TMale20
ScriptLog: Assigned player a LadderInventory.
Init: Initialized moving brush tracker for Level UT-Logo-Map.MyLevel
DevAudio: Cluster SetViewport: WindowsViewport0
ScriptLog: Mesh client closed!
Log: URL: Adding default option Name=Zeddy_Ryan
Log: URL: Adding default option Class=Botpack.TMale2
Log: URL: Adding default option team=255
Log: URL: Adding default option skin=SoldierSkins.blkt
Log: URL: Adding default option Face=SoldierSkins.Othello
Log: URL: Adding default option Voice=BotPack.VoiceMaleTwo
Log: Browse: CTF-FNB-UnrealGateways.unr?Game=BotPack.CTFGame?Mutator=?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: LoadMap: CTF-FNB-UnrealGateways.unr?Game=BotPack.CTFGame?Mu
It always appears that the log file ends in mid-line, like the writing process is being interrupted by the crash. I don't know what to make of this? Any ideas?

EDIT: Some other details, which may or may not be relevant/helpful:

-Renderer: OpenGL
-No mutators/mods active
-Notice that I'm using the "-USERINI=" command line argument. However, this problem occurs even without using any command-line arguments.

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OjitroC
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by OjitroC » Sat Jan 30, 2021 8:50 pm

I don't think there's any inherent problem with the map. I've just played it for five minutes or so with 469b without issues and I don't recall problems in the past. I did notice that sounds from the player are not as loud as normal. Have you tried it with an audio driver other than Cluster? Perhaps also try another renderer to see if it happens with that as well.

On the 469 Issues 'page' on GItHub, it's been reported that another FNB map (Spaceport - which also uses XPickups) crashes with 469a.

Do you have another UT version installed that you can try the map with?

As a matter of interest the only log entry I get after playing the map for a while is "ScriptWarning: XPickInternalMut CTF-FNB-Unreal Gateways.XPickInternalMut0 (Function XPickups.XPickupsMut.PostBeginPlay:1CD7) Accessed None 'newInv'".
Last edited by OjitroC on Sun Jan 31, 2021 2:03 am, edited 3 times in total.

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EvilGrins
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by EvilGrins » Sat Jan 30, 2021 11:08 pm

I've got both versions of that map, Frag'n'Brag did an update to the original; hence the FNB.

Neither one has any crashing issues I've ever seen.
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OjitroC
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by OjitroC » Sat Jan 30, 2021 11:58 pm

This log line is interesting - haven't seen anything like that before

Code: Select all

Log: Browse: Index.unr?entry?Name=Zeddy_Ryan?Class=Botpack.TMale2?team=255?skin=SoldierSkins.blkt?Face=SoldierSkins.Othello?Voice=BotPack.VoiceMaleTwo
Log: Failed; returning to Entry
The second log you posted indicates that you went to Game->Start Unreal Tournament, then went out of that into Game->Start Practice Session. I tried that and it had no impact on playing the map.

The only issue I did notice in the map is that there are 4 wildcard XPickups bases and I got the Invisibility from one of them but it didn't work straight away, not until I picked a rocket launcher from the same base - not that this would have anything to do with your crashes.

There's nothing in the log to indicate the reason for the crashes. If the crashes only happen for you when playing this map using 469a and not when you use another UT version then probably the best thing to do is to open an issue at GitHub.

Not relevant to the crashes but you may not have seen this - 469b will "Fix[ed] a bug that caused the game to parse commandline parameters incorrectly when the game was launched from a folder containing spaces".

Zeddy_Ryan
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by Zeddy_Ryan » Sun Jan 31, 2021 3:26 am

OjitroC wrote:
Sat Jan 30, 2021 8:50 pm
Have you tried it with an audio driver other than Cluster?
I changed from Cluster to OpenAL, and this appears to have fixed the problem! Thanks.

I still wonder why this issue hasn't manifested in any of the other 200-300 maps I've played, but I'm happy it is fixed.
OjitroC wrote:
Sat Jan 30, 2021 11:58 pm
Not relevant to the crashes but you may not have seen this - 469b will "Fix[ed] a bug that caused the game to parse commandline parameters incorrectly when the game was launched from a folder containing spaces".
I did not know about this. I haven't had an issue with this yet, so I'll hope it stays that way until 469b is out.

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OjitroC
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by OjitroC » Sun Jan 31, 2021 11:45 am

Zeddy_Ryan wrote:
Sun Jan 31, 2021 3:26 am
I changed from Cluster to OpenAL, and this appears to have fixed the problem! Thanks.

I still wonder why this issue hasn't manifested in any of the other 200-300 maps I've played, but I'm happy it is fixed.
That's good.

It's up to you of course, but it might be worthwhile reporting this on the 469 issues 'page' on GitHub as there have been a couple of bugs with Cluster/FMOD reported before and your issue may be a previously unreported bug.

darksonny
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by darksonny » Sun Jan 31, 2021 1:24 pm

OjitroC wrote:
Sun Jan 31, 2021 11:45 am
Zeddy_Ryan wrote:
Sun Jan 31, 2021 3:26 am
I changed from Cluster to OpenAL, and this appears to have fixed the problem! Thanks.

I still wonder why this issue hasn't manifested in any of the other 200-300 maps I've played, but I'm happy it is fixed.
That's good.

It's up to you of course, but it might be worthwhile reporting this on the 469 issues 'page' on GitHub as there have been a couple of bugs with Cluster/FMOD reported before and your issue may be a previously unreported bug.
I would report this rare issue to the team developers at github, its better nto to cause the prevention of the other drivers only cos tihs rare issue, not anyone could use opengl or d3d drivers depending O.S used

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OjitroC
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by OjitroC » Sun Jan 31, 2021 4:42 pm

Zeddy_Ryan wrote:
Sun Jan 31, 2021 3:26 am
I still wonder why this issue hasn't manifested in any of the other 200-300 maps I've played, but I'm happy it is fixed.
One thing UnrealGateways and Spaceport (the other FNB map for which crashes in 469 have been reported) have in common is that they both have a lot of reverb - possibly could be this but that's just speculation.

Zeddy_Ryan
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Re: A good map that keeps crashing: CTF-FNB-UnrealGateways

Post by Zeddy_Ryan » Sun Jan 31, 2021 10:55 pm

Even though I'm happy that the problem "fixed for me", I understand that not every player has the option to switch audio drivers. Therefore, I will make a report on github as soon as I can!