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URender::AMD3DClipBspSurf

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
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[]KAOS[]Casey
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URender::AMD3DClipBspSurf

Post by []KAOS[]Casey »

this

Critical: URender::AMD3DClipBspSurf
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

happens alot in large maps with alot of lighting or a ton of projectiles with lighting. a similar problem also happens with over 400+ meshes on the screen..
Typically it happens on maps that are UT style, large and open. I only know of this problem because of the mod my server runs, wich essentially.. pushes unreal to the limit, suprisingly, only running a 225server/client there's only this problem, and the bunch.bopen/assertion failed problem.

But this bug here is independant of renderer, or version. 225 d3d, ogl, software or glide, same with 226, including the OMP d3d and everything. I have exported > imported the map i can reproduce this on in seconds, it was a tomnjerry map, the original without texture/sound/music dependencies. so all of the walls have the default texture except one.
the download is here: http://www.klankaos.com/files/lighttest.zip The .U is code from myself and koopa's mod. the .unr has the original credits + whoever imported it from UT

When you load up, pick up the stinger and hold fire at the colored wall, pretty sure you'll just instantly crash with that error up there. Another question is has anyone actually seen this on smaller maps? i've only encountered this alot on this map, wich makes it unplayable with my mod.
Last edited by []KAOS[]Casey on Mon Oct 01, 2007 7:44 pm, edited 1 time in total.
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Pitbull
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Re: URender::AMD3DClipBspSurf

Post by Pitbull »

I tried it and got the same results with UGold. I wonder if this is AMD cpu's only?

ScriptLog: Login: {KDS}pÍtßûll
Log: Possessed PlayerPawn: MaleThree dmlightmap.MaleThree1
Init: Initialized moving brush tracker for Level dmlightmap.MyLevel
Critical: URender::AMD3DClipBspSurf
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: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/01/07 15:47:00
Last edited by Pitbull on Mon Oct 01, 2007 7:58 pm, edited 1 time in total.
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[]KAOS[]Casey
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Re: URender::AMD3DClipBspSurf

Post by []KAOS[]Casey »

It's not, if you use -nok6 it gives the error Critical: URender::ClipBspSurf insted of AMD3D clipbspsurf, unless it detects the hardware anyway.
Last edited by []KAOS[]Casey on Mon Oct 01, 2007 8:01 pm, edited 1 time in total.
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Smirftsch
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Re: URender::AMD3DClipBspSurf

Post by Smirftsch »

whatever it is, 227 doesnt crash with the error you mentioned here...will make more tests tonight.

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[]KAOS[]Casey
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Re: URender::AMD3DClipBspSurf

Post by []KAOS[]Casey »

that'd be cool if it was already fixed haha
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Shivaxi
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Re: URender::AMD3DClipBspSurf

Post by Shivaxi »

blah! we wanna test it our selves! give us a beta smirf!!!! wat more do u have to do anywayz? :-?
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Re: URender::AMD3DClipBspSurf

Post by Smirftsch »

maybe trying to make sure the first test won't be a mess?
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Re: URender::AMD3DClipBspSurf

Post by Smirftsch »

ok, actually it does crash. It only takes longer, you have to fire for a longer time, then 227 crashes as well. Guess its an overflow of some kind. Not sure yet, and not sure if this can be easily fixed yet.
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Re: URender::AMD3DClipBspSurf

Post by Shivaxi »

lol :P
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Turboman.
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Re: URender::AMD3DClipBspSurf

Post by Turboman. »

just thought i'd put my thoughts on this as a mapper but:

isn't this an obvious engine limit rather then a bug? i mean its very easy to replicate anywhere even in ued, just place several spheres, a light, extend its lightradius, move it around and watch ued crash :P

its even on the unreal technology/udn page that dynamic lights cause crashes on extensive usage because of the amounts of surfaces updated in real time, which sorta makes sense.
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[]KAOS[]Casey
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Re: URender::AMD3DClipBspSurf

Post by []KAOS[]Casey »

Yeah, but it doesn't mean it can't be fixed, by detecting WHEN there's too many dynamic lights and to stop rendering the newest ones..
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Re: URender::AMD3DClipBspSurf

Post by Hyper »

I do have these client crashes from time to time with my UGold client. I can replicate a client crash with the Aura TraceStinger gun (Gun that fires many fast moving, glowing laser beams) on maps with fog. The dynamic lights of the laser projectiles make the fog light up, but usually after a few seconds of firing the client crashes. (The server does not crash)
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