URender::AMD3DClipBspSurf
Posted: Mon Oct 01, 2007 7:44 pm
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.
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.