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[227i][Software]Static mesh crashing with mirror surfaces

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AlexNitro44
OldUnreal Member
Posts: 64
Joined: Fri Jun 09, 2017 6:33 pm

[227i][Software]Static mesh crashing with mirror surfaces

Post by AlexNitro44 »

When using the software rendering mode, and a static mesh is contacting a mirrored BSP surface whilst in view, the game (or editor with realtime preview enabled) may crash.

In order for this to occur, a surface of the static mesh must be on the same plane as the mirrored surface and intersect the surface. The crash happens in any RMODE except Wireframe. It may not crash straight away, but changing the viewing angle will make it happen.

Below is a log of the crash experienced:

Code: Select all

Log: Log file open, 09/08/17 18:46:48
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.2 (Build: 9200)
Init: Version: 227 Subversion: 9
Init: Compiled: Oct 28 2012 16:01:07
Init: Command line: Autoplay.unr HWND=198870 -log
Init: Base directory: C:\Games\UnrealAnthology\UnrealGoldMapping\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: DESKTOPGJ0CG23
Init: User: alexd
Init: Memory total: Phys=4194303K Pagef=4194303K Virt=4194176K
Init: Working set: 32000 / 159000
Init: CPU Speed=2592.085007 MHz
Init: CPU Page size=4096, Processors / Cores=8
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Log: Forcing Unreal to run on CPU 0
Log: 1.0ms Loading: Package Engine
Log: 8.0ms Loading: Package Core
Log: Checking package Core
Log: Checking package Engine
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 0
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log:    display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Log: 226.0ms Loading: Package Render
Log: Checking package Render
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: EntryII.unr
Log: 239.0ms Loading: Package EntryII
Log: 244.0ms Loading: Package PlayrShp
Log: 248.0ms Loading: Package Detail
Log: Bound to Fire.dll
Log: 270.0ms Loading: Package Fire
Log: Checking package Fire
Log: 276.0ms Loading: Package GenIn
Log: 280.0ms Loading: Package Starship
Log: 284.0ms Loading: Package GenFX
Log: Bound to Emitter.dll
Log: 305.0ms Loading: Package Emitter
Log: 309.0ms Loading: Package UnrealShare
Log: Checking package Emitter
Log: 326.0ms Loading: Package genfluid
Log: 329.0ms Loading: Package UnrealI
Log: Bound to Editor.dll
Log: 395.0ms Loading: Package Editor
Log: Checking package Editor
Log: 401.0ms Loading: Package GenWarp
Log: 406.0ms Loading: Package Footsteps
Log: 411.0ms Loading: Package AmbAncient
Log: 414.0ms Loading: Package Skaarj
Log: 418.0ms Loading: Package Doorsmod
Log: 422.0ms Loading: Package Ambmodern
Log: Collecting garbage
Log: Purging garbage
Log: 666.0ms Unloading: Package Render
Log: Garbage: objects: 11897->11896; refs: 147713
Log: Bringing Level EntryII.MyLevel up for play (0)...
ScriptLog: InitGame: 
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password 
ScriptLog: Base Mutator is EntryII.Mutator0
Init: Initialized moving brush tracker for Level EntryII.MyLevel
Log: Browse: Autoplay.unr?Name=Player?Class=UnrealI.FemaleOne
Log: LoadMap: Autoplay.unr?Name=Player?Class=UnrealI.FemaleOne
Log: 692.0ms Loading: Package Autoplay
Log: 696.0ms Loading: Package Mine
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 11924->11924; refs: 148308
Log: Bringing Level Autoplay.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=Player?Class=UnrealI.FemaleOne
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password 
ScriptLog: Base Mutator is Autoplay.Mutator1
Init: Initialized moving brush tracker for Level Autoplay.MyLevel
Log: 752.0ms Loading: Package UMenu
Log: 758.0ms Loading: Package UWindow
Log: 764.0ms Loading: Package UBrowser
Log: Bound to IpDrv.dll
Log: 789.0ms Loading: Package IpDrv
Log: Checking package IpDrv
ScriptLog: Login: Player
Log: Possessed PlayerPawn: FemaleOne Autoplay.FemaleOne0
ServerLog: All inventory from Player is accepted
Init: Input system initialized for WindowsViewport
Log: Opened viewport
Log: Bound to SoftDrv.dll
Log: Setting 1920x1080x32
Log: DirectDraw: Triple buffer, 1920x1080, Stride=0
Log: DirectDraw: Rate=0
Log: Bound to ALAudio.dll
Log: OpenAL: ALDEVICES found 1:GenericSoftware
Log: OpenAL: Setting FMODOutput to DSOUND
Log: OpenAL: FMOD device found 0:PrimarySoundDriver
Log: OpenAL: FMOD device found 1:SpeakersHeadphonesRealtekHighDefinitionAudio
Log: 5253.0ms Loading: Package ALAudio
Log: Checking package ALAudio
Log: OpenAL: ALDevice 0, FMODOutput Enum 2, FMODDevice Enum 0, OutputRate Enum 5
DevAudio: OpenAL: rate 44100
Init: OpenAL: Selected ALDevice is: 0
Warning: OpenAL: Failed, trying (again) default device
Log: OpenAL: We are using OpenAL device: Generic Software 
Warning: OpenAL: EFX Extensions found
Log: OpenAL: Check for EFX Version - OK

Init: OpenAL Audio subsystem initialized.
Init: Game engine initialized
Log: Startup time: 5.319000 seconds
Warning: FIREWALL: Freed XP.SP2 Firewall Object
ScriptLog: Creating root window: UMenu.UMenuRootWindow
Log: 5375.0ms Loading: Package UWindowFonts
Localization: No localization: UWindow.FontStyle.LargeFont (int)
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Font None.': Can't resolve package name
Localization: No localization: UWindow.FontStyle.LargeFontBold (int)
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Font None.': Can't resolve package name
Critical: USoftwareRenderDevice::DrawGouraudPolygon
Critical: RenderSubsurface
Critical: URender::DrawStaticMesh
Critical: (StaticMesh Autoplay.StaticMeshTest)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
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: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/08/17 18:47:04
Below is an example setup that causes this crash. The box is a static mesh with its bottom surface touching the floor of the room, which has the mirror flag set.
Image
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Smirftsch
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Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
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Re: [227i][Software]Static mesh crashing with mirror surfaces

Post by Smirftsch »

Thanks for reporting, going to try this with latest build (and fix if necessary).
Sometimes you have to lose a fight to win the war.
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