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Map crashes, if too full?
Kurton Offline
Senior Member

Posts: 533
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Joined: Oct 2010
Reputation: 16
#1
Map crashes, if too full?

The game is giving me a hard time with just one particular map of mine. I'm running into a problem where, as far as i can tell, I have to keep the number of objects/entities/decals/everything down to a "limit" or else it will crash, with no error message. This "limit" seems irregularly contrived and the problem doesn't seem to have any obvious root. However, it only affects the game and the map viewer, not the editor.

I can go ahead and delete random chunks of the level, regardless of particular content (so I'm pretty sure it's not a custom model issue or anything) and it will play just fine. But the map isn't even that big to start with, and that's what's confusing me.

The HPL.log doesn't show anything that grabs my attention, but is pasted below:

Version 1.20 - s26ADEE0-539
-------- THE HPL ENGINE LOG ------------
Engine build ID 20110502212112

Creating Engine Modules
--------------------------------------------------------
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: 1280x800 bpp:32 fs:1 ms:0 gpufmt:2 cap:'Amnesia - The Dark Descent - Loading...' pos:(-1x-1)
Setting video mode: 1280 x 800 - 32 bpp
Init Glew...OK
Setting up OpenGL
  Vendor: NVIDIA Corporation
  Renderer: NVIDIA GeForce 9400M OpenGL Engine
  Version: 2.1 NVIDIA-1.6.36
  Max texture image units: 16
  Max texture coord units: 8
  Max user clip planes: 6
  Two sided stencil: 1
  Vertex Buffer Object: 1
  Anisotropic filtering: 1
  Max Anisotropic degree: 16
  Multisampling: 1
  Texture compression: 1
  Texture compression S3TC: 1
  Auto generate MipMaps: 1
  Render to texture: 1
  Max draw buffers: 8
  Max color render targets: 8
  Packed depth-stencil: 1
  Texture float: 1
  GLSL Version: 1.20
  ShaderModel 2: 1
  ShaderModel 3: 0
  ShaderModel 4: 0
  OGL ATIFragmentShader: 0
ATTENTION: System does not support const arrays in glsl!
Setting up G-Bugger: type: 0 texturenum: 3
Adding engine materials
Initializing DevIL
  Vendor String: Abysmal Software
  Version String: Developer's Image Library (DevIL) 1.6.8pre Aug 22 2010
  Version Number: 168
Adding engine post effects
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing OpenAL
  Available OpenAL devices:
   0. Built-in Output(OpenAL default)
  Trying to open device 'Built-in Output'... Success!
  Number of mono sources: 32
  Streaming setup: 4 Buffers x 262144 bytes each
--------------------------------------------------------

Initializing Game Module
--------------------------------------------------------
Adding engine updates
Initializing script functions
--------------------------------------------------------

User Initialization
--------------------------------------------------------
-------- Loading map 'menu_bg.map' ---------
    Cache Loading: 0 ms
  Entities: 2102 ms
  Compilation: 0 ms
  Total: 2104 ms
  Meshes created: 0
  Bodies created: 0
-------- Loading complete ---------
--------------------------------------------------------

Game Running
--------------------------------------------------------
Setting profile: 'Murphy Crevasse' Path: '/Users/jerrykathleensand/Library/Application Support/Frictional Games/Amnesia/Main/Murphy Crevasse/'
-------- Loading map 'Pestilence.map' ---------
    MeshEntity Loading: 2260 ms
    Primitive Loading: 176 ms
    Decal Loading: 0 ms
    Object Combining: 0 ms
    Compilation: 107 ms

If anyone would has time, here's the map file plus some requisites (the static objects by Traggey):
https://dl.dropboxusercontent.com/u/1586...051213.zip - Someone check it out and tell me if you get the same deal. Thanks in advance.

05-13-2013, 07:05 AM
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PutraenusAlivius Offline
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#2
RE: Map crashes, if too full?

Maybe it's because of your memory. If it's low then we found the problem. I didn't experience it although, I did have Mozilla, BitTorrent, Skype, Media Player Classic, IDM, and a folder. Maybe because I have 4 GB of memory.

"Veni, vidi, vici."
"I came, I saw, I conquered."
05-13-2013, 07:29 AM
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palistov Offline
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#3
RE: Map crashes, if too full?

Nice map, from what I saw of it. Loads up perfectly fine for me. Perhaps you have a corrupted installation from some full conversion? Try verifying game cache integrity through Steam. Also try deleting the map cache if it's there.

05-13-2013, 09:26 AM
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Kurton Offline
Senior Member

Posts: 533
Threads: 8
Joined: Oct 2010
Reputation: 16
#4
RE: Map crashes, if too full?

Thanks for checking it out, guys. I'll try a re-install of the game and see how it goes, since I know a) I have more than enough memory and b) I have cache loading disabled altogether so it's neither of those.

05-14-2013, 02:05 AM
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Kurton Offline
Senior Member

Posts: 533
Threads: 8
Joined: Oct 2010
Reputation: 16
#5
RE: Map crashes, if too full?

No dice. Fresh install and it keeps quitting right after "Compilation," where the log file cuts off (same as above).

05-14-2013, 05:17 AM
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PutraenusAlivius Offline
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#6
RE: Map crashes, if too full?

Perhaps a corrupted file.

"Veni, vidi, vici."
"I came, I saw, I conquered."
05-14-2013, 05:25 AM
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CarnivorousJelly Offline
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#7
RE: Map crashes, if too full?

Try renaming the map. It sounds ridiculous, but it's fixed a lot of problems for me :)

[Image: quote_by_rueppells_fox-d9ciupp.png]
05-14-2013, 05:54 AM
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Kurton Offline
Senior Member

Posts: 533
Threads: 8
Joined: Oct 2010
Reputation: 16
#8
RE: Map crashes, if too full?

Yeah, that was one of the first things I tried. I even split the whole thing into parts as .expobj and re-assembled them in a new file, but no difference.

05-14-2013, 06:43 AM
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palistov Offline
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#9
RE: Map crashes, if too full?

When did the issue start occurring? If you have backups you can step through them and find a stable version and not lose all the progress you've made. If you don't have backups, start making them!

05-14-2013, 08:03 PM
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