Going too high crashes the map

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EvilGrins
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Going too high crashes the map

Post by EvilGrins »

Wonder if someone can advise me how to fix this... but not to fix it for me. Mostly because I want to know how to do it, but also because a lot of work has already gone into the edit and I don't want to have to start all of that over.

This is the original · https://unrealarchive.org/maps/unreal-t ... e4647.html
· It had no pathing, but Nelsona fixed that. I'm currently working on editing that pathing.
· Skybox is terrible, ANUBITEK is building a new one.
· There were no weapons or powerups, so I added them... plus, of course, the UTDMT.

So I noticed in Spectator Mode when I go too high, the map crashes. As there's a lot of room above and below, pretty open area, I added redeemers to each base for SLV/RX players... and when I fly too high the map crashes.

Included the link to the original above so anyone can assess what's causing the height-related-crashing.

How can that be fixed?
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: Going too high crashes the map

Post by OjitroC »

I can't reproduce the crash (spectating or flying) using 469b with D3D9 which possibly suggests it's a renderer error - there are a lot of flickering textures just outside the perimiter walls and in/just above the lava. Perhaps post the relevant crash info from the log?

Have you fixed the lift in the cental tower? At the moment it is pretty useless - it goes up too fast right to the top so it is diffficult/impossible to get off at the side entrances to the walkways; it doesn't come up to the walkways and the mover itself extends beyond the tower so that one can stand outside the tower wall and still get carried upwards by the lift.
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EvilGrins
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Re: Going too high crashes the map

Post by EvilGrins »

Have done nothing with the lift. Have also never seen it move.
Spoiler
Log: Log file open, 07/09/21 18:49:37
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.2 (Build: 9200)
Init: Version: 436
Init: Compiled: Oct 24 2000 23:40:18
Init: Command line: "D:\Unreal Anthology\UnrealTournament\Maps\CTF-UTDMT-Fortress[X].unr"
Init: Base directory: D:\Unreal Anthology\UnrealTournament\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: DESKTOPRC5DBQU
Init: User: Ray
Init: Memory total: Phys=2097151K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=3311.182007 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: DirectInput 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: Level is Level Entry.MyLevel
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: D:\Unreal Anthology\UnrealTournament\Maps\CTF-UTDMT-Fortress[X].unr?Class=BotPack.TMale2?team=255?skin=SoldierSkins_DRNJ.DRNJ?Face=?OverrideClass=Botpack.CHSpectator?Voice=MultiMesh.SkaarjVoice?Name=Doppleganger
Log: LoadMap: D:\Unreal Anthology\UnrealTournament\Maps\CTF-UTDMT-Fortress[X].unr?Class=BotPack.TMale2?team=255?skin=SoldierSkins_DRNJ.DRNJ?Face=?OverrideClass=Botpack.CHSpectator?Voice=MultiMesh.SkaarjVoice?Name=Doppleganger
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 20970->20969; refs: 294479
Log: Game class is 'CTFGame'
Log: Level is Level CTF-UTDMT-Fortress[X].MyLevel
Log: Bringing Level CTF-UTDMT-Fortress[X].MyLevel up for play (0)...
ScriptLog: InitGame: ?Class=BotPack.TMale2?team=255?skin=SoldierSkins_DRNJ.DRNJ?Face=?OverrideClass=Botpack.CHSpectator?Voice=MultiMesh.SkaarjVoice?Name=Doppleganger
ScriptLog: Base Mutator is CTF-UTDMT-Fortress[X].DMMutator0
ScriptLog: UTDMT.UTDMT:PreBeginPlay : Creating a UTDMTMutator.
ScriptLog: Found CTF-UTDMT-Fortress[X].Translator0 at 3995.000000,9.000000,-1888.000000
ScriptLog: Found CTF-UTDMT-Fortress[X].Translator1 at -4192.000000,-2.000000,-1888.000000
Init: Initialized moving brush tracker for Level CTF-UTDMT-Fortress[X].MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 255
ScriptLog: Login: Doppleganger
Warning: Failed to load 'Texture SoldierSkins_DRNJ.DRNJ': Failed to find object 'Texture SoldierSkins_DRNJ.DRNJ'
Log: Possessed PlayerPawn: CHSpectator CTF-UTDMT-Fortress[X].CHSpectator0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3DDrv.dll
Init: DirectDraw drivers detected:
Init: display (Primary Display Driver)
Init: D3D Device: Supports system memory DMA blts
Log: D3D Device 4194240K vram, 4186140K free
Init: Unreal Tournament Direct3D support - internal revision 1.9c
Init: D3D Device: szDriver=aticfx32.dll
Init: D3D Device: szDescription=AMD Radeon R7 200 Series
Init: D3D Device: wProduct=0
Init: D3D Device: wVersion=0
Init: D3D Device: wSubVersion=0
Init: D3D Device: wBuild=0
Init: D3D Device: dwVendorId=4098
Init: D3D Device: dwDeviceId=26687
Init: D3D Device: dwSubSysId=579146840
Init: D3D Device: dwRevision=0
Init: Best-match display mode: 1024x768x32 (Error=0)
Init: D3D Device: dwZbuffer depth: 32 bits.
Init: D3D Driver: wMaxTextureBlendStages=8
Init: D3D Driver: wMaxSimultaneousTextures=8
Log: D3D Driver: Supports FOURCC !
Log: D3D Driver: Supports FOURCC DXT1
Log: D3D Driver: Supports FOURCC DXT2
Log: D3D Driver: Supports FOURCC DXT3
Log: D3D Driver: Supports FOURCC DXT4
Log: D3D Driver: Supports FOURCC DXT5
Log: D3D Driver: Supports FOURCC ATI1
Log: D3D Driver: Supports FOURCC ATI2
Log: D3D
Seems to happen most when you're as high as you can go and you look down.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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sektor2111
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Re: Going too high crashes the map

Post by sektor2111 »

@EG
In your version mid-lift it's inactive because it was... plain stupid. Also the other "kicker type" having no kick on ledges because kicker is in the middle and usually not seen in game.

Those Visuals and crashes perhaps are D3D specific issues VS map's geometry. Map has ugly BSP cuts, this sort of geometry looks a bit borked, here I think could be used semisolid brushes instead of those BSPCut-s generators. Also I never liked geometry where a subtracted volume has another subtracted volume for no reason as long as space was already subtracted once and so on. It's like I said, when a map has a lack of pathing and other less logic settings, I doubt to see a well optimized geometry as long as the rest are not very logically executed, it's only a low level work.
Let's see some proof together
AwesumBrusches.PNG
It's not like this entrance should be done this way... and it might have more than that.
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OjitroC
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Re: Going too high crashes the map

Post by OjitroC »

Yes, looks like it's a D3D problem. I don't get a crash in 436 with OpenGL nor do I get flickering textures to the same extent as with D3D9 (just in one small area).

The 'drawbridge/gate' seems to work better in 436 as well.

The map is not of a very high technical standard, as sektor rightly points out (the quality of the original skybox points to that as well) - check out the steps to the walkways at the side - each step is too high to walk up so if one wants to use that route up one has to jump from step to step.

Overall, it's a pretty basic CTF - an open central area easily controlled by snipers and 'alternative' routes at the sides which are also open. Without a working central lift, the walkways to/from the side routes become more or less superfluous, though they could be used for defence I suppose.
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EvilGrins
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Re: Going too high crashes the map

Post by EvilGrins »

Okay...
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Red_Fist
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Re: Going too high crashes the map

Post by Red_Fist »

How about getting too high crashed the map. :mrgreen:
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