Its not me that's crashing its anyone else that joins the map.
Every thing is fine we can all play it but when we change maps and then change back to my map everyone crashes except for me I get back on the map just fine.
Yeah that's what I meant. You're not crashing because you have external content that others don't have. So you don't crash and they do. Seems as you accidentally saved something external. Send me link and I'll see if it crashes for me too.
ran out of virtual memory seems to be a problem with compiled textures.
I had this problem on some of my AA3 Remakes in the first version.
Did you sear the map ? (compress textures and materials to improve the loading times)
The gameclient loads the shadercaches of the map and if there are corrupted disconnects.
Try to upload and play an unseared version of the map.
If this works rebuild the map (lighting too), then republish with seared hooked.
If it doesnt work there is some texture compressed (i had this on airfield with my runways -.-)
search for some texture you did import. Look for the filesizes (low filesize is an indicator for corrupted/compressed texturefiles) then go to a graphic editor and open the texture and resave it
in any format unreal can import .tga .png ....
then reimport go to the materials which need the texture referenced and swap the source.
after that delete the old texture. Rebuild .... as before.
Other Problems could be. Emittersystems, Animations, Soundenvironements? (old .ogg but not with runoutof error)
Hope this will help you
Gz Modtools
EDIT
here the error the editor says while opening the map
[0122.05] Log: FMaterialUniformExpressionTexture had invalid TextureIndex! (2/2)
[0137.84] Cmd: MAP LOAD FILE="E:\Steam\SteamApps\workshop\content\203290\669893982\flo_DoubleImpact$76561198010761141_ac.umap" TEMPLATE=0
[0137.95] Log: Encountered missing default brush - spawning new one
[0150.53] Critical: appError called: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
[0150.53] Critical: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
[0160.95] Log: === Critical error: ===
Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
yeah found the problem perhaps:
too many pylons for pathbuilding
you have 4 pylons and none of them is setted to ground
all are in buildings - bad
none of them enclose the whole map
so pathbuilding and other building operations will get some problems and the clients too
No didn't fix yet you need to join server vote switch map and then switch back that's when it crashes your game.
I will take a look at all your suggestions thank you.
My understanding is the engine wants the map to have at least one pylon, but that they don't actually do anything unless you have AI running around. The pylon is part of the bot path system.
You can often get multiple pylons in AAPG if you accidentally have it highlighted while moving other stuff around. Delete all but one and rebuild at least the AI paths.
I have NEVER encompassed the whole map with the pylon volume because it just adds file size to the map for no good reason.
______
This has been a test of the emergency flame-fest system. Please do not adjust your set.
I did this and still when I change map and change it back to my map it crashes my clan members game.
However tonight it did work for one member but the rest just crashed.
Just a side note I don't see pylon's how do I make them viewable in editor even if I add one I only see
the 3 arrows not the pylon.
Keebler may be on to something! I opened your map in the editor, and found 3 pylons. If any of them are overlapping each other, things can get messed up. You should only need 1 pylon for a MP map.
I have tried every suggestion put in this post and still its crashing some players game.
I did use some buildings from my other maps so I will delete these and see if that's the problem but its just a last resort
I had same problem with one of my maps; the map had a bit less than 5000 objects. I reduced objects to 4000 and it seems woking but i'm yet testing it and i dont know if it is the solution.
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My Portfolio / Site
Every thing is fine we can all play it but when we change maps and then change back to my map everyone crashes except for me I get back on the map just fine.
My Portfolio / Site
Its on our umm server
81.19.208.62:7778
-SD-Souldefenders Fun Server + usermademaps
I had this problem on some of my AA3 Remakes in the first version.
Did you sear the map ? (compress textures and materials to improve the loading times)
The gameclient loads the shadercaches of the map and if there are corrupted disconnects.
Try to upload and play an unseared version of the map.
If this works rebuild the map (lighting too), then republish with seared hooked.
If it doesnt work there is some texture compressed (i had this on airfield with my runways -.-)
search for some texture you did import. Look for the filesizes (low filesize is an indicator for corrupted/compressed texturefiles) then go to a graphic editor and open the texture and resave it
in any format unreal can import .tga .png ....
then reimport go to the materials which need the texture referenced and swap the source.
after that delete the old texture. Rebuild .... as before.
Other Problems could be. Emittersystems, Animations, Soundenvironements? (old .ogg but not with runoutof error)
Hope this will help you
Gz Modtools
EDIT
here the error the editor says while opening the map
[0122.05] Log: FMaterialUniformExpressionTexture had invalid TextureIndex! (2/2)
[0137.84] Cmd: MAP LOAD FILE="E:\Steam\SteamApps\workshop\content\203290\669893982\flo_DoubleImpact$76561198010761141_ac.umap" TEMPLATE=0
[0137.95] Log: Encountered missing default brush - spawning new one
[0150.53] Critical: appError called: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
[0150.53] Critical: Windows GetLastError: Der Vorgang wurde erfolgreich beendet. (0)
[0160.95] Log: === Critical error: ===
Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
too many pylons for pathbuilding
you have 4 pylons and none of them is setted to ground
all are in buildings - bad
none of them enclose the whole map
so pathbuilding and other building operations will get some problems and the clients too
I will take a look at all your suggestions thank you.
You can often get multiple pylons in AAPG if you accidentally have it highlighted while moving other stuff around. Delete all but one and rebuild at least the AI paths.
I have NEVER encompassed the whole map with the pylon volume because it just adds file size to the map for no good reason.
This has been a test of the emergency flame-fest system. Please do not adjust your set.
However tonight it did work for one member but the rest just crashed.
Just a side note I don't see pylon's how do I make them viewable in editor even if I add one I only see
the 3 arrows not the pylon.
I'm ALWAYS losing stuff in my map!!!
Use the other views too, Front, Side, Top....it's possible your pylon is way off in La La Land somewhere.
This has been a test of the emergency flame-fest system. Please do not adjust your set.
This has been a test of the emergency flame-fest system. Please do not adjust your set.
Doh! Didn't even see Mods post.
http://www.souldefenders.net/index.php/forum/public-general-chat/2706-pylons
This is why I didn't know there was 3 pylons on the map I could not see them.
I did use some buildings from my other maps so I will delete these and see if that's the problem but its just a last resort
This has been a test of the emergency flame-fest system. Please do not adjust your set.
This has been a test of the emergency flame-fest system. Please do not adjust your set.