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227G_22 crash

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
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Leo T_C_K
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227G_22 crash

Post by Leo T_C_K »

Happened in entry.unr while running around behind cell and shooting and jumping like mad with jumpboots etc....

Code: Select all

Critical: URender::OccludeFrame
Critical: URender::OccludeFrame
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
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/02/10 00:37:34
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スマイル・ドラゴン
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Re: 227G_22 crash

Post by スマイル・ドラゴン »

Critical needs to shut the hell up, seriously.

I thought the lighting crashes were fixed in 227, they rarely happen to me at all.

And as far as I know, the lightning engine crashes are happening more due to newer processors being pieces of sh[ch8207]it, since a error like this even happens in UT436, and Deus Ex, even with the latest UTGLR...
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[]KAOS[]Casey
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Re: 227G_22 crash

Post by []KAOS[]Casey »

Oh for fucks sake.

I'll debug it to hell later.
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Smirftsch
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Re: 227G_22 crash

Post by Smirftsch »

you don't believe how much debug work is already in lighting. While I'm not convinced that this above must be in lighting. But any crash is a way to find more and to fix more. Just need again a way to reproduce.
However, there is always a chance that the problem is caused by some crappy hardware, by some messed OS, by some bitchy driver.
Sometimes you have to lose a fight to win the war.
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[]KAOS[]Casey
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Re: 227G_22 crash

Post by []KAOS[]Casey »

can't reproduce with my kspeeds/kboots on & casmd, megajack or bbqjack with decals on normal, gonna try infinite decals...
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[]KAOS[]Casey
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Re: 227G_22 crash

Post by []KAOS[]Casey »

Infinite decals did it. Decals are inherently unstable for me, if I turn them off i'm fine. They're ok in 227g, but in 227f i crash too much.
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スマイル・ドラゴン
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Re: 227G_22 crash

Post by スマイル・ドラゴン »

you don't believe how much debug work is already in lighting. While I'm not convinced that this above must be in lighting. But any crash is a way to find more and to fix more. Just need again a way to reproduce.
However, there is always a chance that the problem is caused by some crappy hardware, by some messed OS, by some bitchy driver.

I honestly feel it's a wonky CPU calculation, because isn't most of Unreal Engine done on the CPU instead of 3D Hardware? Can't Unreal make use of Hardware T&L?
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Smirftsch
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Re: 227G_22 crash

Post by Smirftsch »

yes, most calculation is done in Engine, but to change that...well, although probably worth it...where did I put my Sponsors and my 100 Chinese workers again? :)
Last edited by Smirftsch on Tue Mar 02, 2010 6:13 pm, edited 1 time in total.
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スマイル・ドラゴン
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Re: 227G_22 crash

Post by スマイル・ドラゴン »

Although time consuming, it would be very necessary and very rewarding to have most of the ASM code re-worked for newer processors so that it will hopefully execute more efficiently and more stably, and probably reduce CPU usage down a bit lower than it can even get too as of now.

And the FireEngine procedural textures would benefit more using hardware based shader language, so that they are generated on the 3-D card, and away from the main CPU calculations, same with the Transform & Lighting.

Feel free to yell at me, because this is just my opinion and I'm very depressed and tired as of typing this.....
“I am the dragon without a name.”
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Re: 227G_22 crash

Post by unregistered »

ex member
Last edited by unregistered on Sat Aug 07, 2010 3:45 pm, edited 1 time in total.
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Smirftsch
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Re: 227G_22 crash

Post by Smirftsch »

Although time consuming, it would be very necessary and very rewarding to have most of the ASM code re-worked for newer processors so that it will hopefully execute more efficiently and more stably, and probably reduce CPU usage down a bit lower than it can even get too as of now.

And the FireEngine procedural textures would benefit more using hardware based shader language, so that they are generated on the 3-D card, and away from the main CPU calculations, same with the Transform & Lighting.

Feel free to yell at me, because this is just my opinion and I'm very depressed and tired as of typing this.....
Why yelling at you? The idea and the suggestion are alright and I'd love to realize such things. But realizing it costs a lot of time and needs even more bugtesting.
Also many more things related to it would require some rework. At the moment it just can't be realized, not with the time I have, not with the people who work really hard with me, since I'm just not allowed to share parts out of the engine.
And don't forget the testers and the new releases needed to test this all out to find and fix new bugs.
Sometimes you have to lose a fight to win the war.
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GreatEmerald
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Re: 227G_22 crash

Post by GreatEmerald »

Well, my old laptop doesn't even have hardware T&L support, so if it was implemented, it should still be optional.
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SMP Dev
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Re: 227G_22 crash

Post by SMP Dev »

If using vertex programs, everything that goes through DrawComplexSurface() gets shader generated tex coords.  Saves a pair of dot3 and sub ops per vertex, plus a pair of sub and mul ops per vertex per layer.  A lot of the benefit from this likely from saving moving this tex coord data around in couple places and simpler config to pass to graphics API / HW layer rather than avoiding the not so large amount of FP ops on the CPU.
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Leo T_C_K
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Re: 227G_22 crash

Post by Leo T_C_K »

I still have this:

Code: Select all

Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Critical: URender::OccludeFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Near the grate in Entry I keep jumping and shooting, with the view a bit downside....it crashes always. And I use the 23 version now.
Last edited by Leo T_C_K on Mon Mar 08, 2010 10:50 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: 227G_22 crash

Post by []KAOS[]Casey »

try doing it with decals disabled just to see if it's that
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Leo T_C_K
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Re: 227G_22 crash

Post by Leo T_C_K »

try doing it with decals disabled just to see if it's that
Ok let me try.

EDIT: It is the decals...btw there should be option for turning off decals in the classic Unreal menu....
also it crashed with decals when you just shoot at the pillars like mad, I did it with alrifle from gott mod, but carifle should do the same thing basically...
Last edited by Leo T_C_K on Tue Mar 09, 2010 2:13 am, edited 1 time in total.
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[]KAOS[]Casey
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Re: 227G_22 crash

Post by []KAOS[]Casey »

Damned decals. I don't understand why on some systems it crashes them so quickly and others it's basically invunerable.

I remember in UT99 I would use decalstay and play in lavagiant for hours and hours with master_ut and have a billion decals and it never crashed. I don't know why they're so bad in 227
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Leo T_C_K
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Re: 227G_22 crash

Post by Leo T_C_K »

Damned decals. I don't understand why on some systems it crashes them so quickly and others it's basically invunerable.

I remember in UT99 I would use decalstay and play in lavagiant for hours and hours with master_ut and have a billion decals and it never crashed. I don't know why they're so bad in 227
I did it under D3D9 btw.

EDIT: Under OpenGL crashes as well....
Last edited by Leo T_C_K on Tue Mar 09, 2010 4:49 am, edited 1 time in total.
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Smirftsch
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Re: 227G_22 crash

Post by Smirftsch »

problem with all options on classic menu is, there is often not enough space and editing it is pain. But if it is the decals, I'll give it some more debugruns with infinite then to see if I can add some more checks. Strange thing is- as Casey said already, it seems to be almost impossible to crash my Unreal / PC with it, I need zounds of them.
Why 227 is maybe more vulnerable is probably because they are used way more in 227. Many different decals for the weapons, the shadows, the shadows in the mirrors...
Last edited by Smirftsch on Tue Mar 09, 2010 7:34 am, edited 1 time in total.
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Leo T_C_K
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Re: 227G_22 crash

Post by Leo T_C_K »

problem with all options on classic menu is, there is often not enough space and editing it is pain. But if it is the decals, I'll give it some more debugruns with infinite then to see if I can add some more checks. Strange thing is- as Casey said already, it seems to be almost impossible to crash my Unreal / PC with it, I need zounds of them.
Why 227 is maybe more vulnerable is probably because they are used way more in 227. Many different decals for the weapons, the shadows, the shadows in the mirrors...
I had shadows turned off completely when I was testing it with the decals and it happens when more decals are at one place and the surface is not truly flat....carifle is really great way to induce this crash, just keep shooting it like mad.
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Leo T_C_K
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Re: 227G_22 crash

Post by Leo T_C_K »

Made video on this bug:

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