Error Messages

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EvilGrins
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Re: Error Messages

Post by EvilGrins »

Translation, please!
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Barbie
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Re: Error Messages

Post by Barbie »

The time I was running a v451 server, I removed the invisibility because it often (always?) caused infinite loops. With v469 I didn't notice any problems.
Last edited by Barbie on Sun Oct 23, 2022 10:21 am, edited 1 time in total.
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sektor2111
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Re: Error Messages

Post by sektor2111 »

That's a flawed code in replacements and class choice. If class would be different and/or replacement done other way this would never happen - I think a fix can be conformed to original package.
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Re: Error Messages

Post by Forum|User »

I have this error message, when I trying to use D3D11Drv UT99 436 V1.5. and using with UT 469C. Any idea?
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OjitroC
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Re: Error Messages

Post by OjitroC »

OjitroC wrote: Wed Jul 20, 2022 10:57 pm Got the following error (in DM-AmericanSuburbsDaylight) - any idea what might cause it?
Log wrote:Critical: FLightManager::SetupForActor
Critical: URender::DrawLodMesh
Critical: (LodMesh Botpack.BioGelm)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
I see that hopefully this bug is fixed in 469c Release as the Release Notes indicate
Fixed a bug that made the game crash when attempting to render a LODMesh with DrawScale set to 0
The BioGelm LodMesh used in NWUltraGoreSSEb does indeed have a DrawScale of 0.00.
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EvilGrins
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Re: Error Messages

Post by EvilGrins »

Okay, what caused this? I was trying to launch an "Us Against Them" game.
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Re: Error Messages

Post by Buggie »

Too many items in drop down combobox. So on sort it goes make too many calls, so it crash game. Usually such happen when too many maps installed in game. It failed sort maps combobox list.

There planned implement better sort for v469e or even v469d. As for now you can try reduce count of maps in you game, via move it in other place, like subfolder.
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OjitroC
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Re: Error Messages

Post by OjitroC »

Had the following crash which I have not seen before

Code: Select all

Critical: FLightManager::SetupForActor
Critical: URender::DrawLodMesh
Critical: (LodMesh Botpack.Shellc)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
Playing offline; Version = 469dRC2; Render = D3D9; Map = Dm-MayaCity(MarS).

I have played this map before but not recently. I have, as I say, not seen this particular crash before on any map.

The map is an Unreal map though it does not appear to have any Unreal-specific actors that would prevent it working in UT (otherwise it would not have loaded). It does have Unreal weapons and pickups.

Botpack.Shellc is a shell case - used here by the Counter Strike weapons mod (with the Counter Strike weapons being used in StuffSwapper) as the shall case ejected by most/all of the weapons - probably ejected from the AWP (sniper rifle) when the crash happened.

Any thoughts on the reason for the crash? What is the FLightManager? (Until looking at this closely now I had thought it was a FlightManager but it now appears to be a F Light Manager? so crash related to lighting in the map somehow?).
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Re: Error Messages

Post by Buggie »

Lightmaps generated by Unreal not compatible with UT. Same about Mipmaps and compressed mipmaps.

You never should mix this two games or its editors.

Use export/import, not use raw binary formats from one game into another.
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Re: Error Messages

Post by OjitroC »

Buggie wrote: Sun Sep 03, 2023 7:12 pm Lightmaps generated by Unreal not compatible with UT. Same about Mipmaps and compressed mipmaps.
Hard to avoid the compressed mipmaps that aren't compatible with UT as one (or more) of the HD packs of default UT and Unreal textures have presumably been made in Unreal and so have them, resulting in loads of log warnings

Code: Select all

DevLoad: WARNING: Texture EgyptPan.SkyBox.SkyBPyramid4 has compressed data in its mipmaps. This texture might have been saved by Unreal 227. Unfortunately, Unreal Tournament does not support this texture format. We will try to convert the texture.
DevLoad: Uncompressed Mips not found. We will try to decompress on-the-fly
Odd that UT doesn't support that format?
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Re: Error Messages

Post by Buggie »

It is different games. each with own way. Never anywhere claimed compatibility between them.
One based on another long time ago, but since then roads goes far away from each other. You need consider it as completely different games.

About bad HD packs - in net floating a lot bad stuff. Not use such. There a lot good HD textures, designed for use in UT.
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EvilGrins
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Re: Error Messages

Post by EvilGrins »

First of the new year!
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Re: Error Messages

Post by Buggie »

Bad code in XPickups. It use drop item on destroy.
So i suspect there holder fall in some zone, which destroy items.
So there happen endless spawn-destroy loop.
Item dropped, and zone goes destroy it.
On destroy item spawn new copy and so on.
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sektor2111
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Re: Error Messages

Post by sektor2111 »

Wrong replacements/classes and the same as in the top of page, posted Oct 22.
It is not like showing it 20 times will get auto-fixed.
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Barbie
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Re: Error Messages

Post by Barbie »

I remember that Invisibility/Stealth had always caused problems in v436/451. In 469 it is ok.
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