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    Massive mothership: Ran out of virtual memory crash

    Hello UT fans in 2018.
    I'm gonna skip pretty much all of the boo-hoo stuff about my developement hell situation and get straight to the gravy.
    But I am in desperate need of someone to take a fresh look at what may be going on here with my project.

    I have devoted around 2 years into making this alien mothership what it is. I may have finished by this point if not having to deal with a choppy camera and crashes, though the camera has become very smooth since zoning properly.
    I am getting a 'Ran out of virtual memory crash' after some time of simply moving the cam around the ship. I will paste all abnormal lines of the log at the end of this post as well as a download link for the map.

    POTENTIAL ISSUES
    I am unable to get through the patch install process, since reinstalling the game on windows 10. So I need to know if others who have the patch installed are able to load up and enter the map in-game and/or in the editor without crashes in order to eliminate this as a possible cause.

    Is it possible that I have simply surpassed the amount of memory that can be allocated at once in this engine?
    There are...
    7,588 brushes
    48,707 surfaces
    3,422 static meshes
    275 MB map file

    OPTIMIZATION
    I've just finished optimization using Zone Portals. They're divided into many zones but I'm not experienced enough in optimizing to know if this is still asking too much of the game to load up from one area to the next. I use a very small amount of additive bsp in comparison to subtractive so I'm able to convert only so much to static mesh.

    Should I add Anti portals as well?
    Is ZoneVisibilityTag the only way of limiting loading of static meshes aside from setting cull distance? I would like to avoid using cull distance. With the complexity of this map, getting that right would be a complete nightmare. Using ZoneVisibility tag doesn't render them invisible while outside of their zone in the engine. It might help tremendously to have them disappearing like this in engine.
    I'm also having crashes during a build after seemingly adding ANY lighting. I had lit half this mothership and had to remove all.
    ------------
    Work In Progress. In the engine you will see sheets everywhere textured with a red UR clan logo. These are the zone portals which are invisible in-game. Many textures are slapped in to stand out to me as untouched. I normally used a shiny grey base texture to temperary replace the null(untextured).

    Here is the download to AS-Operation-Coda
    https://drive.google.com/open?id=1IC...qnOYkpHKGOoKnL
    I believe I have made sure to include all custom content within the map file itself.
    Please let me know if you find that there are others required.

    CRASH LOG:::::
    Cmd: Fire
    Cmd: Fire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: Fire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: AltFire
    Cmd: Fire
    Cmd: AltFire
    Critical: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
    Critical: Windows GetLastError: (8)
    Exit: Executing UObject::StaticShutdownAfterError
    Log: Waiting for file streaming thread to finish...
    Exit: OpenAL Audio subsystem shut down.
    Exit: Executing UWindowsClient::ShutdownAfterError
    Critical: FMallocWindows::Malloc
    Critical: FMallocWindows::Realloc
    Critical: 00000000 1048576 FArray
    Critical: FArray::Realloc
    Critical: 1048576*1
    Critical: TArray<<
    Critical: TLazyArray::Load
    Critical: FStaticTexture::GetTextureData
    Critical: ArboreaArchitecture.Bases.bas05ar
    Critical: FD3DTexture::Cache
    Critical: FD3DRenderInterface::CacheTexture
    Critical: FD3DRenderInterface::HandleCombinedMaterial
    Critical: FD3DRenderInterface::SetSimpleMaterial
    Critical: FD3DRenderInterface::SetMaterial
    Critical: FBspDrawList::Render
    Critical: RenderLevel
    Critical: myLevel.myLevel
    Critical: FLevelSceneNode::Render
    Critical: FPlayerSceneNode::Render
    Critical: UUnrealEdEngine:raw
    Critical: (Cam=U2Viewport2,Flags=862881481
    Critical: UWindowsViewport::Repaint
    Critical: WM_MOUSEMOVE
    Critical: UWindowsViewport::ViewportWndProc
    Critical: WWindow::StaticProc
    Critical: MessagePump
    Critical: MainLoop
    Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
    Log: Log file closed, 06/29/18 20:52:00

    #2
    I started to look, the map is loading well in UnrealEd but it crashed at the start of the game, after somes tests i got some progress..., but i encountered a weird error concerning a Static mesh which is in Mylevel but not on the map, i overestimated that you have filled somes properties with that SM's name.

    Here's is the ut2004.log: Critical: (StaticMesh Autoplay.Deco.CableDeco) is the Static mesh which is not even in the map...

    Log: Opened viewport
    Log: Enter SetRes: 1920x1080 Fullscreen 1
    Log: Using back-buffer format 22(32-bit)
    Log: Using depth-buffer format 77(32-bit)
    Log: Creating device
    Log: xD3D9Helper::Init (QuadEmulation)
    Log: Startup time: 10.550000 seconds
    Log: Precaching: Autoplay.LevelInfo0
    Log: Static mesh batches: 77639084 vertex bytes, 8900298 index bytes
    Log: Allocating 16384 byte dynamic index buffer.
    Log: Allocating 46896 byte dynamic index buffer.
    Log: Allocating 124560 byte dynamic index buffer.
    Log: Allocating 65536 byte dynamic vertex buffer.
    Log: Finished precaching geometry in 0.946 seconds
    Critical: UObject::QueryInterface
    Critical: (StaticMesh Autoplay.Deco.CableDeco)
    Critical: FD3D9RenderInterface::SetMaterial
    Critical: UGameEngine:raw
    Critical: UWindowsViewport::Repaint
    Critical: UWindowsClient::Tick
    Critical: ClientTick
    Critical: UGameEngine::Tick
    Critical: Level Ss titre
    Critical: UpdateWorld
    Critical: MainLoop
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Executing UWindowsClient::ShutdownAfterError
    Log: Waiting for file streaming thread to finish...
    Exit: OpenAL Audio subsystem shut down.
    Exit: Exiting.
    Log: FileManager: Reading 0 GByte 635 MByte 264 KByte 843 Bytes from HD took 5.204985 seconds (5.174985 reading, 0.030000 seeking).
    Log: FileManager: 0.252000 seconds spent with misc. duties
    Uninitialized: Name subsystem shut down
    Uninitialized: Log file closed, 06/30/18 22:07:25

    And here's an extract of your map, the question is : does the SM in skin(1) is allowed there?

    Begin Actor Class=StaticMeshActor Name=StaticMeshActor1807
    StaticMesh=StaticMesh'myLevel.TechTheme.WireRedLaced'
    Level=LevelInfo'myLevel.LevelInfo0'
    Region=(Zone=LevelInfo'myLevel.LevelInfo0',iLeaf=-1)
    Tag="StaticMeshActor"
    Location=(X=3514.999512,Y=-2159.998047,Z=2611.000000)
    Rotation=(Yaw=-32768)
    StaticMeshInstance=StaticMeshInstance'myLevel.StaticMeshInstance2303'
    DrawScale3D=(X=1.500000,Y=0.900000,Z=1.500000)
    Skins(0)=Shader'myLevel.Alienated.BlueCableGloss'
    Skins(1)=StaticMesh'myLevel.Deco.CableDeco'
    ColLocation=(X=3514.999512,Y=-2159.998047,Z=2611.000000)
    bSelected=Vrai
    End Actor

    But it's late for now, i will have a look tomorrow if this kind of error should crash the game, and if I can go further in the investigation.

    Last edited by GLoups_AA; 07-02-2018, 04:03 AM.

    Comment


      #3
      I'm no tech guy, so I can't give any feedback of that nature, but 275MB for UT2K4 is absolutely massive.
      My Unreal game collection. Unreal series screenshots (2560x1440)

      Comment


        #4
        Yes it is. The typical size is between 25 and 50mb. But I wanted to see how far I could take team based objective attack and defense taking it from one area to the next in one long battle. There was going to be aircraft available to fly around the outside but something needs to be done with optimization I think before I can take any step with lighting or something like that. First and foremost it should work in game. At this point I would settle for a thick handful of very nice screenshots of it lit in engine.

        Comment


          #5
          Critical: ArboreaArchitecture.Bases.bas05ar
          I've just noticed that it seems to have an issue with this texture and this is the one i use as a default to replace null textures. it's shiny and two sided. this may be problematic for some reason. I'll look into that.

          Comment


            #6
            Yes a screenshot of missing files will be useful. Is your crash any different? Does the log say anything different?

            Comment


              #7
              Just delete the bads skins entries in the four Static-meshs and it will work .

              Begin Map
              Begin Actor Class=StaticMeshActor Name=StaticMeshActor1807
              StaticMesh=StaticMesh'myLevel.TechTheme.WireRedLaced'
              Level=LevelInfo'myLevel.LevelInfo0'
              Region=(Zone=ZoneInfo'myLevel.ZoneInfo2',iLeaf=1423,ZoneNumber=1)]
              Tag="StaticMeshActor"
              Touching(0)=xEmitter'myLevel.xEmitter12'
              Touching(1)=xEmitter'myLevel.xEmitter29'
              Touching(2)=xEmitter'myLevel.xEmitter32'
              Touching(3)=xEmitter'myLevel.xEmitter6'
              Touching(4)=xEmitter'myLevel.xEmitter38'
              Touching(5)=xEmitter'myLevel.xEmitter37'
              Touching(6)=xEmitter'myLevel.xEmitter36'
              Touching(7)=xEmitter'myLevel.xEmitter33'
              Touching(8)=xEmitter'myLevel.xEmitter28'
              Touching(9)=xEmitter'myLevel.xEmitter26'
              Touching(10)=xEmitter'myLevel.xEmitter25'
              Touching(11)=xEmitter'myLevel.xEmitter24'
              Touching(12)=xEmitter'myLevel.xEmitter23'
              Touching(13)=xEmitter'myLevel.xEmitter21'
              Touching(14)=xEmitter'myLevel.xEmitter18'
              Touching(15)=xEmitter'myLevel.xEmitter14'
              Touching(16)=xEmitter'myLevel.xEmitter17'
              Touching(17)=xEmitter'myLevel.xEmitter5'
              Touching(18)=xEmitter'myLevel.xEmitter3'
              PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
              Location=(X=3482.999512,Y=-2191.998047,Z=2579.000000)
              Rotation=(Yaw=-32768)
              StaticMeshInstance=StaticMeshInstance'myLevel.StaticMeshInstance4275'
              DrawScale3D=(X=1.500000,Y=0.900000,Z=1.500000)
              Skins(0)=Shader'myLevel.Alienated.BlueCableGloss'
              Skins(1)=StaticMesh'myLevel.Deco.CableDeco'
              ColLocation=(X=3482.999512,Y=-2191.998047,Z=2579.000000)
              bSelected=Vrai
              End Actor
              Begin Actor Class=StaticMeshActor Name=StaticMeshActor2422
              StaticMesh=StaticMesh'myLevel.TechTheme.WireRedLaced'
              Level=LevelInfo'myLevel.LevelInfo0'
              Region=(Zone=ZoneInfo'myLevel.ZoneInfo2',iLeaf=1423,ZoneNumber=1)
              Tag="StaticMeshActor"
              Touching(0)=xEmitter'myLevel.xEmitter12'
              Touching(1)=xEmitter'myLevel.xEmitter29'
              Touching(2)=xEmitter'myLevel.xEmitter32'
              Touching(3)=xEmitter'myLevel.xEmitter6'
              Touching(4)=xEmitter'myLevel.xEmitter38'
              Touching(5)=xEmitter'myLevel.xEmitter37'
              Touching(6)=xEmitter'myLevel.xEmitter36'
              Touching(7)=xEmitter'myLevel.xEmitter33'
              Touching(8)=xEmitter'myLevel.xEmitter28'
              Touching(9)=xEmitter'myLevel.xEmitter26'
              Touching(10)=xEmitter'myLevel.xEmitter25'
              Touching(11)=xEmitter'myLevel.xEmitter24'
              Touching(12)=xEmitter'myLevel.xEmitter23'
              Touching(13)=xEmitter'myLevel.xEmitter21'
              Touching(14)=xEmitter'myLevel.xEmitter18'
              Touching(15)=xEmitter'myLevel.xEmitter14'
              Touching(16)=xEmitter'myLevel.xEmitter17'
              Touching(17)=xEmitter'myLevel.xEmitter5'
              Touching(18)=xEmitter'myLevel.xEmitter3'
              PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
              Location=(X=3483.000000,Y=-1897.000000,Z=2579.000000)
              Rotation=(Yaw=-32768)
              StaticMeshInstance=StaticMeshInstance'myLevel.StaticMeshInstance4276'
              DrawScale3D=(X=1.500000,Y=0.900000,Z=1.500000)
              Skins(0)=Shader'myLevel.Alienated.BlueCableGloss'
              Skins(1)=StaticMesh'myLevel.Deco.CableDeco'
              ColLocation=(X=3483.000000,Y=-1897.000000,Z=2579.000000)
              bSelected=Vrai
              End Actor
              Begin Actor Class=StaticMeshActor Name=StaticMeshActor3185
              StaticMesh=StaticMesh'myLevel.TechTheme.WireRedLaced'
              Level=LevelInfo'myLevel.LevelInfo0'
              Region=(Zone=ZoneInfo'myLevel.ZoneInfo2',iLeaf=396,ZoneNumber=1)
              Tag="StaticMeshActor"
              Touching(0)=xEmitter'myLevel.xEmitter12'
              Touching(1)=xEmitter'myLevel.xEmitter29'
              Touching(2)=xEmitter'myLevel.xEmitter32'
              Touching(3)=xEmitter'myLevel.xEmitter6'
              Touching(4)=xEmitter'myLevel.xEmitter38'
              Touching(5)=xEmitter'myLevel.xEmitter37'
              Touching(6)=xEmitter'myLevel.xEmitter36'
              Touching(7)=xEmitter'myLevel.xEmitter33'
              Touching(8)=xEmitter'myLevel.xEmitter28'
              Touching(9)=xEmitter'myLevel.xEmitter26'
              Touching(10)=xEmitter'myLevel.xEmitter25'
              Touching(11)=xEmitter'myLevel.xEmitter24'
              Touching(12)=xEmitter'myLevel.xEmitter23'
              Touching(13)=xEmitter'myLevel.xEmitter21'
              Touching(14)=xEmitter'myLevel.xEmitter18'
              Touching(15)=xEmitter'myLevel.xEmitter14'
              Touching(16)=xEmitter'myLevel.xEmitter17'
              Touching(17)=xEmitter'myLevel.xEmitter5'
              Touching(18)=xEmitter'myLevel.xEmitter3'
              PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
              Location=(X=3483.000000,Y=-16.000244,Z=2579.000000)
              Rotation=(Yaw=-32768)
              StaticMeshInstance=StaticMeshInstance'myLevel.StaticMeshInstance4277'
              DrawScale3D=(X=1.500000,Y=0.900000,Z=1.500000)
              Skins(0)=Shader'myLevel.Alienated.BlueCableGloss'
              Skins(1)=StaticMesh'myLevel.Deco.CableDeco'
              ColLocation=(X=3483.000000,Y=-16.000244,Z=2579.000000)
              bSelected=Vrai
              End Actor
              Begin Actor Class=StaticMeshActor Name=StaticMeshActor3199
              StaticMesh=StaticMesh'myLevel.TechTheme.WireRedLaced'
              Level=LevelInfo'myLevel.LevelInfo0'
              Region=(Zone=ZoneInfo'myLevel.ZoneInfo2',iLeaf=396,ZoneNumber=1)
              Tag="StaticMeshActor"
              Touching(0)=xEmitter'myLevel.xEmitter12'
              Touching(1)=xEmitter'myLevel.xEmitter29'
              Touching(2)=xEmitter'myLevel.xEmitter32'
              Touching(3)=xEmitter'myLevel.xEmitter6'
              Touching(4)=xEmitter'myLevel.xEmitter38'
              Touching(5)=xEmitter'myLevel.xEmitter37'
              Touching(6)=xEmitter'myLevel.xEmitter36'
              Touching(7)=xEmitter'myLevel.xEmitter33'
              Touching(8)=xEmitter'myLevel.xEmitter28'
              Touching(9)=xEmitter'myLevel.xEmitter26'
              Touching(10)=xEmitter'myLevel.xEmitter25'
              Touching(11)=xEmitter'myLevel.xEmitter24'
              Touching(12)=xEmitter'myLevel.xEmitter23'
              Touching(13)=xEmitter'myLevel.xEmitter21'
              Touching(14)=xEmitter'myLevel.xEmitter18'
              Touching(15)=xEmitter'myLevel.xEmitter14'
              Touching(16)=xEmitter'myLevel.xEmitter17'
              Touching(17)=xEmitter'myLevel.xEmitter5'
              Touching(18)=xEmitter'myLevel.xEmitter3'
              PhysicsVolume=DefaultPhysicsVolume'myLevel.DefaultPhysicsVolume12'
              Location=(X=3483.000488,Y=279.000000,Z=2579.000000)
              Rotation=(Yaw=-32768)
              StaticMeshInstance=StaticMeshInstance'myLevel.StaticMeshInstance4278'
              DrawScale3D=(X=1.500000,Y=0.900000,Z=1.500000)
              Skins(0)=Shader'myLevel.Alienated.BlueCableGloss'
              Skins(1)=StaticMesh'myLevel.Deco.CableDeco'
              ColLocation=(X=3483.000488,Y=279.000000,Z=2579.000000)
              bSelected=Vrai
              End Actor
              Begin Surface
              End Surface
              End Map

              It works for me..
              Last edited by Akenatøn; 07-01-2018, 04:35 AM.

              Comment


                #8
                Yep, you need theses files to open unrealed without errors, for me only chaostex-007 and chaostex-003 were missing, i have downloaded them at http://uz2.ut-files.com/viewer.php?f...=utx&do=Search the others files were already on my hdds.

                Comment


                  #9
                  Wow I just woke up and checked in here. I'm stunned at this great help you two. I'll get right on all of this. I'm not sure why these were unreported when opening up the editor for me. Maybe this shows when patched. Lines in the log I may have overlooked. I'll come back after I've done all this.

                  Comment


                    #10
                    Binger, those missing files look like AS-Confexia (celeste), ChaosUT (chaostex_007), CBP (hourstuffx) UT3Style mod (outdated version, it's no longer called UT3Style, it's UT3Weapons & UT3Vehicles now which are 2 mods instead of 1), the ymme I'm not sure of at all.

                    I could be wrong on these but I'm almost positive about confexia, and I'm helping work on UT3Style so positive about it too.

                    Comment


                      #11
                      Here is the new download:
                      https://drive.google.com/open?id=1aR...PO0no1XnBGkOZs

                      Log:
                      I went to myLevel.Alienated.BlueCableGloss and did Edit->Remove From Level
                      These static meshes are no longer skinned.

                      Missing Files:
                      All of these custom files are now inside the map. The packages were open separately and simply overlooked.

                      However, UT3Style should be no longer needed for now. The only thing using this pack so far was a single UT3 bio rifle ammo pickup. Hehe.
                      So that first crash of the two, Binger, should no longer be an issue.
                      I tried to mylevel the bio before I started the post. It turns out the package was loaded right back up separately after doing the build, saving and restarting the engine.

                      After Changes
                      -------------
                      Editor Crashes:
                      For me, the crashes are limited to the two largest zones as the cam moves back to expose more and more. Also as you're looking back at the ship from the outside by the phobos wings. It doesn't like the large super packed zones? Is it just too much?

                      Game crashes:
                      At loading screen, though this has been happening when trying to play any match since I cannot get the patch to install on windows 10. Maybe others will have better luck. If they do, I'll get 2k4 on steam. I think it's included there and works.

                      Comment


                        #12
                        Okay when it crashes the editor, it can happen when passing through into any zone. (It must not be specific to a problem causing area.) This is what I'm left with. I think someone with extensive knowledge in all the different methods of optimizing a map will have to be the one to come along and save this project. They might see that I've done it in a problematic way.

                        Comment


                          #13
                          Oh my god since when is this the case? You're absolutely right. Each group I open has the same stuff. I've never seen this. What in the world am I gonna do about that? I guess try deleting everything but one group? wow.

                          Yeah everything you described is my experience on my end.
                          I removed bluecablegloss instead of wireredlaced because that's what appeared in the log akenaton posted.
                          Skins(0)=Shader'myLevel.Alienated.BlueCableGloss'
                          Skins(1)=StaticMesh'myLevel.Deco.CableDeco'

                          Thankyou for the compliment.

                          Comment


                            #14
                            Binger is right, i mean StaticMesh cannot beeing a skin (Skins(1)=StaticMesh'myLevel.Deco.CableDeco'), you have not delete the good thing, after downloading the last edit it's not longer working in game so i've just delete the bad skins and i could run it.

                            StaticMeshActor1807
                            StaticMeshActor2422
                            StaticMeshActor3185
                            StaticMeshActor3199

                            The only crash i have now is in unrealed when i move the mouse in all directions after a while: for me it's material related (Shaders or textures) or holes in Bsp, but you can work with it until you optimize your map, do not mylevel stock tex and SM which are already with ut, all players have them already .


                            Click image for larger version  Name:	error.jpg Views:	1 Size:	51.7 KB ID:	401008
                            Last edited by Akenatøn; 07-02-2018, 04:52 AM.

                            Comment


                              #15
                              What I did was rename everything into their own groups of myLevel that I thought was the most fitting. Then I would save, restart the engine, build all & save. This must have happened very recently though. It was only a couple weeks ago when I was switching through these groups of static meshes with everything as normal.

                              I would think if it were all actually there that many times over that the file size of this would be catastrophic. It's more likely that this is an interface bug.

                              I'll have to mess around w/ that tonight.

                              Comment

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