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UT crashing

Posted: Mon 20 Jan , 2014 5:12 pm
by Butcher
Hehehe, well my UT is crashing lately when I play invasion, but the cause is not enough virtual memory. I have more than 50Gb free in the hard drive and I have 8Gb ram, so the issue is where in the UT, you allow more virtual memory to be used?
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Re: UT crashing

Posted: Mon 20 Jan , 2014 6:21 pm
by iRobot
UT2004 uses extremely small amounts of resources itself. Unless one of the monster packs has super ultra mega HD textures that are bloating the usage then I doubt that's the actual problem.

Re: UT crashing

Posted: Mon 20 Jan , 2014 6:34 pm
by Butcher
.= that sucks... then I need some support, I'll try to get the logs...

Re: UT crashing

Posted: Mon 20 Jan , 2014 6:35 pm
by iRobot
You could try playing on the lowest graphics settings and see if that makes it stop crashing / reduce crashing.

Re: UT crashing

Posted: Mon 20 Jan , 2014 6:46 pm
by Butcher
ok, Low res I'll do tonight! Problem comes mostly when I have a lot of weaponry and enchantments in the game , which sucks... last waves of the invasion (14,15,16)..

Re: UT crashing

Posted: Mon 20 Jan , 2014 6:55 pm
by iRobot
I don't mean res, that should be fine as normal (it'll look shitty on low res)

I just meant no shadows, low texture detail etc

Re: UT crashing

Posted: Tue 21 Jan , 2014 1:45 am
by bOnO
Also blood/gibs is known to cause crashes, try to disable it if it's not done already.

Re: UT crashing

Posted: Tue 21 Jan , 2014 11:06 am
by Butcher
Did all efects off, and resolutions from high to normal. It did not crash, but I didn't get to the waves 14,15,16 either... have to see again... :?

Re: UT crashing

Posted: Tue 21 Jan , 2014 9:37 pm
by Butcher
again
UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 1636 MHz with 4020MB RAM
Video: NVIDIA GeForce GT 335M (8916)

Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.

History: FMallocWindows::Malloc <- FMallocWindows::Realloc <- 00000000 300000 FArray <- FArray::Realloc <- 1500*200 <- UObject::InitProperties <- UObject::StaticAllocateObject <- (SpriteEmitter SpriteEmitter45879) <- UObject::StaticConstructObject <- UObject::InitProperties <- UObject::StaticAllocateObject <- (RX22ASpray Transient) <- UObject::StaticConstructObject <- ULevel::SpawnActor <- (RX22ASpray) <- UObject::ProcessEvent <- (RX22AAttachment DM-DustStorm-INV.RX22AAttachment, Function BCoreProV55.BallisticAttachment.PostNetReceive) <- AActor::PostNetReceive <- AWeaponAttachment::PostNetReceive <- HandleStream <- UActorChannel::ReceivedBunch <- (Actor RX22AAttachment) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Dust Storm - DC <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Re: UT crashing

Posted: Tue 21 Jan , 2014 10:50 pm
by iZumo
32-bit process -> 3 GB memory available only. Could be fucked up cleanup in the invasion code or bw effects.