Invisi-Meshes.

More
8 years 4 months ago - 8 years 4 months ago #339 by Deep Freeze
Replied by Deep Freeze on topic Invisi-Meshes.

Rajada wrote: You can put as many serverpackages as you intend to use, and it shouldn't affect performance unless you put maybe 500 ish.

Rajada wrote: You might just have too many serverpackages. Remember, it essentially has to pre-load all of those each time the server changes maps.


...


Public Server
PM-KamiLookout
Mutators: PropsMutator2, RajArena2
Time until crash: 6.5 minutes.

Code:
Log: Log file open, 08/11/16 09:32:27 Init: Name subsystem initialized Init: Detected: Microsoft Windows NT 6.1 (Build: 7601) Init: Version: 300 Init: Compiled: Oct 19 1999 11:40:22 Init: Command line: Init: Base directory: C:\Program Files\Atari\Nerf\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: OWNERPC Init: User: Owner Init: Memory total: Phys=4066248K Pagef=4194303K Virt=2097024K Init: Working set: 32000 / 159000 Init: CPU Speed=2893.463405 MHz Init: CPU Page size=4096, Processors=4 Init: CPU Detected: PentiumPro-class processor (GenuineIntel) Init: CPU Features: CMov FPU RDTSC PAE MMX KNI Log: Loading: Package Engine Log: Loading: Package Core Log: Loading: Package NerfI Log: Loading: Package NerfKids Log: Loading: Package CharVO Log: Loading: Package WeaponSounds Log: Loading: Package NerfWeapon2 Log: Bound to Fire.dll Log: Loading: Package Fire Log: Loading: Package Vox Log: Loading: Package PAFlag Log: Loading: Package PABall Log: Loading: Package NerfWeapon Log: Loading: Package NerfRes Log: Loading: Package NerfNewMeshes Log: Loading: Package NewXHairs Log: Loading: Package BoloTex Log: Loading: Package Detail Log: Loading: Package Environment Log: Loading: Package BoloMesh Log: Loading: Package NABUtilitiesTex Log: Loading: Package CoopGame Log: Loading: Package Training Log: Loading: Package CTF Log: Loading: Package BotSurvival Log: Loading: Package SurvivalBase Log: Loading: Package RSTCSounds Log: Bound to Galaxy.dll Init: Galaxy is using WinMM Init: Galaxy initialized Init: Unreal engine initialized Log: Bound to WinDrv.dll Init: Mouse info: 6 10 1 Init: Client initialized Log: Bound to Render.dll Init: Lighting subsystem initialized Init: Rendering initialized Log: LoadMap: Entry Log: Loading: Package Entry Log: Loading: Package AmArena Log: Loading: Package Lights Log: Loading: Package Logos Log: Loading: Package Flares Log: Loading: Package Details Log: Game class is 'SinglePlayer' Log: Bringing Level Entry.MyLevel up for play (0)... ScriptLog: InitGame: ScriptLog: Base Mutator is Entry.Mutator0 DevAudio: Galaxy SetViewport: NULL Log: Browse: RR-Amateur.nrf?Name=Player?Class=NerfKids.Ted?Difficulty=1?Team=255?Index=1 Log: LoadMap: RR-Amateur.nrf?Name=Player?Class=NerfKids.Ted?Difficulty=1?Team=255?Index=1 Log: Loading: Package RR-Amateur Log: Loading: Package R-Amateur Log: Loading: Package NerfEntry Log: Loading: Package Lightmaps Log: Loading: Package Asteroid_effects Log: Loading: Package Asteroid Log: Loading: Package GenSound Log: Loading: Package R-Asteroid Log: Loading: Package UWindowFonts Log: Loading: Package ArTut Log: Loading: Package Targets Log: Loading: Package ReadyRoom Log: Collecting garbage Log: Purging garbage Log: Garbage: objects: 11562->11545; refs: 308820 Log: Game class is 'TrainingGameNoGun' Log: Bringing Level RR-Amateur.MyLevel up for play (0)... ScriptLog: InitGame: ?Name=Player?Class=NerfKids.Ted?Difficulty=1?Team=255?Index=1 ScriptLog: Base Mutator is RR-Amateur.Mutator1 Init: Initialized moving brush tracker for Level RR-Amateur.MyLevel DevAudio: Galaxy SetViewport: NULL Log: Loading: Package NerfMenu Log: Loading: Package UWindow Log: Loading: Package UBrowser Log: Bound to IpDrv.dll Log: Loading: Package IpDrv Log: Loading: Package MenuUpdate Log: Loading: Package IpServer ScriptLog: Team 255 ScriptLog: Login: Player Log: Possessed PlayerPawn: Ted RR-Amateur.Ted0 ScriptLog: All inventory from Player is accepted 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 1736704K vram, 1733632K free Init: Unreal Tournament Direct3D support - internal revision 1.9a Init: D3D Device: szDriver=igdumdim32.dll Init: D3D Device: szDescription=Intel(R) HD Graphics Init: D3D Device: wProduct=0 Init: D3D Device: wVersion=0 Init: D3D Device: wSubVersion=0 Init: D3D Device: wBuild=0 Init: D3D Device: dwVendorId=32902 Init: D3D Device: dwDeviceId=338 Init: D3D Device: dwSubSysId=865603644 Init: D3D Device: dwRevision=9 Init: Best-match display mode: 1024x768x32 (Error=0) Init: D3D Device: dwZbuffer depth: 32 bits. Init: D3D Driver: wMaxTextureBlendStages=4 Init: D3D Driver: wMaxSimultaneousTextures=4 Log: D3D Driver: Supports FOURCC YUY2 Log: D3D Driver: Supports FOURCC UYVY Log: D3D Driver: Supports FOURCC AYUV 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 Init: D3D Detected: Intel video card Init: D3D Driver: Supports trilinear Init: D3D Driver: Supports specular gouraud Init: D3D Driver: Supports BLENDDIFFUSEALPHA Init: D3D Driver: Supports non-power-of-2 textures Init: D3D Driver: Supports LOD biasing Init: D3D Driver: Supports Z biasing Init: D3D Driver: Supports D3DTOP_ADDSIGNED2X Init: D3D Driver: Supports D3DTOP_BUMPENVMAP Init: D3D Driver: Supports D3DTOP_BUMPENVMAPLUMINANCE Init: D3D Driver: Supports D3DTOP_DOTPRODUCT3 Init: D3D Driver: Supports D3DTOP_MODULATEALPHA_ADDCOLOR Init: D3D Driver: Supports D3DTOP_MODULATECOLOR_ADDALPHA Init: D3D Driver: Textures (1x1)-(8192x8192), Max aspect 8192 Init: D3D Driver: VidMem Disposition: 202 0 DevAudio: Galaxy SetViewport: WindowsViewport0 Init: Game engine initialized Log: Startup time: 1.645067 seconds ScriptWarning: NerfHUD RR-Amateur.NerfHUD0 (Function NerfI.NerfHUD.PostRender:08F1) Accessed None Log: Video memory fill is complete ScriptWarning: NerfHUD RR-Amateur.NerfHUD0 (Function NerfI.NerfHUD.PostRender:08F1) Accessed None Log: D3D Driver: Preloaded 0K/366912K (1) ScriptWarning: NerfHUD RR-Amateur.NerfHUD0 (Function NerfI.NerfHUD.PostRender:08F1) Accessed None ScriptWarning: NerfHUD RR-Amateur.NerfHUD0 (Function NerfI.NerfHUD.PostRender:08F1) Accessed None ScriptWarning: NerfHUD RR-Amateur.NerfHUD0 (Function NerfI.NerfHUD.PostRender:08F1) Accessed None ScriptWarning: NerfHUD RR-Amateur.NerfHUD0 (Function NerfI.NerfHUD.PostRender:08F1) Accessed None -various Accessed Nones for 38,000 lines- ScriptWarning: LSUtilityTool PM-KamiLookout.LSUtilityTool40 (Function LastStand.LSUtilityTool.Tick:01ED) Accessed None ScriptWarning: LSUtilityTool PM-KamiLookout.LSUtilityTool46 (Function LastStand.LSUtilityTool.Tick:01ED) Accessed None ScriptWarning: LSUtilityTool PM-KamiLookout.LSUtilityTool40 (Function LastStand.LSUtilityTool.Tick:01ED) Accessed None ScriptWarning: LSUtilityTool PM-KamiLookout.LSUtilityTool46 (Function LastStand.LSUtilityTool.Tick:01ED) Accessed None Critical: appError called: Critical: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk or boost your cache size in your Nerf.ini file. Critical: Windows GetLastError: Not enough storage is available to process this command. (8) Exit: Executing UObject::StaticShutdownAfterError Exit: UGalaxyAudioSubsystem::ShutdownAfterError Exit: Executing UWindowsClient::ShutdownAfterError Exit: UD3DRenderDevice::ShutdownAfterError Critical: FMallocWindows::Malloc Critical: FMemStack::AllocateNewChunk Critical: URender::OccludeBsp 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: appExit Uninitialized: Name subsystem shut down Uninitialized: Log file closed, 08/11/16 09:38:57

Discovered the UT99 Assault maps...so THAT'S why there's a bunch of weird movers that don't do anything in some NAB levels. o.O
Last edit: 8 years 4 months ago by Deep Freeze.

Please Log in or Create an account to join the conversation.

More
8 years 4 months ago #340 by Rajada
Replied by Rajada on topic Invisi-Meshes.
Okay, well, that hinges entirely on your computer, and while it doesn't affect performance, it will affect available memory. There is a difference.

This log indicates the map crashed though due to bad BSP. If I recall, Kami Lookout is not stable yet.

Please Log in or Create an account to join the conversation.

More
8 years 4 months ago - 8 years 4 months ago #341 by Deep Freeze
Replied by Deep Freeze on topic Invisi-Meshes.
It says "Critical: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk or boost your cache size in your Nerf.ini file.". Where does it say it crashed because of BSP? Even if it did, the virtual memory thing isn't because of BSP, the crash happens no matter what level I am on.

I reduced the number of server packages to 4, and it makes no difference. Some mutator combinations (for example, RPGStats and PropsMutator) even crash the game instantly.

On my last session: PM-][Braveheart][, Bots Vs Players, 1 client player, only mutator is RPGStats. It crashes from virtual memory error about 15 minutes in, and the log file is 566 MB and too large to open (Notepad hangs if I try).

This computer has 3.88 GB of usable RAM, and 877 GB free hard disk space. I've increased the cache size to 8192 MB, and it still makes no difference. Unless NAB is really, REALLY bad at managing memory, I doubt it's a virtual memory crash at all, it's probably crashing for some other reason and saying it is virtual memory. I just don't know why it happens to every computer I install CP on...

EDIT: Now it's insta-crashing pretty much every other time on PM-CW8 with no mutators at all...

Discovered the UT99 Assault maps...so THAT'S why there's a bunch of weird movers that don't do anything in some NAB levels. o.O
Last edit: 8 years 4 months ago by Deep Freeze.

Please Log in or Create an account to join the conversation.

More
8 years 4 months ago #342 by Rajada
Replied by Rajada on topic Invisi-Meshes.
I'm honestly not sure what to say. You always seem to get the strangest issues I've never experienced before. It sounds like you already re-installed the CP, so I can't say that maybe some file is corrupt... I honestly don't know what to say. Give me a moment to think on it.

Please Log in or Create an account to join the conversation.

More
8 years 4 months ago #343 by Deep Freeze
Replied by Deep Freeze on topic Invisi-Meshes.
Okay, it looks like Direct3D is causing it for some reason. If I turn it back to Software Rendering, the game uses nearly 10 times less working memory, and no longer crashes from memory error.

-Working memory approximations-

Direct3D Working Memory (in lobby): 704,000
Direct3D Working Memory (in match): 780,000
Software Rendering Working Memory (in lobby: 76,000)
Software Rendering Working Memory (in match: 180,000)
Memory threshold until crash: 815,000?

So I turned it back to software rendering, it's more prone to crashing when minimized and certain meshes such as darts look weird but I can live with it.

Discovered the UT99 Assault maps...so THAT'S why there's a bunch of weird movers that don't do anything in some NAB levels. o.O

Please Log in or Create an account to join the conversation.

More
8 years 4 months ago #344 by Rajada
Replied by Rajada on topic Invisi-Meshes.
This makes sense given the symptoms. How old is the computer you are running NAB on? You might also try running OpenGL instead. It looks as good as D3D without the nastiness of proprietary software. You might have to click "Show all devices" to select it via NAB's menus.

Please Log in or Create an account to join the conversation.

Moderators: 8Bit_Architect
Powered by Kunena Forum