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View Full Version : Problem with [Mobile Preview] -contain log-



DayanFernandez
12-18-2010, 09:48 PM
Okay well , I will explain in short summary my issue. Im able to open Mobile editor just fine. Im also able to open any map that came with the mobile editor with out any issues what so ever. All smoothly. Im also able to open regular udk maps inside the regular udk editor without issues. Even modify them and play them.

My issue comes when I click the button " mobile preview " in the Mobile editor. Once click the "preview " windows pops up pitch black, 3 seconds
later regular "crash window" pops up. No idea why.

So I have added the log i receive upon this event, to see if any of you may be able to tell what could be wrong. Now I think it might be my video card but still I would like to see if others in the community say the same thing.




Log: Log file open, 12/18/10 21:44:46
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: Version: 7637
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 11 2010 10:18:33
Init: Changelist: 720882
Init: Command line: "C:\UDK\UDK-2010-12\Binaries\Win32\..\..\MobileGame\Autosaves\UEDP* ***itled_4.mobile" -PIEVIACONSOLE -NoSplash -simmobile -WINDOWED ResX=480 ResY=320 -SystemSettings=IPhone3GS
Init: Base directory: c:\udk\udk-2010-12\binaries\win32\
[0000.16] Init: Computer: DAYAN-PC
[0000.16] Init: User: Dayan
[0000.16] Init: CPU Page size=4096, Processors=2
[0000.16] Init: High frequency timer resolution =2.045722 MHz
[0000.16] Init: Memory total: Physical=2.9GB Pagefile=5.7GB Virtual=2.0GB
[0000.19] Init: WinSock: I am Dayan-PC (IP DELETED :))
[0000.19] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.19] Init: Object subsystem initialized
[0000.33] Init: OS stats:
[0000.33] Init: Windows 7
[0000.33] Init: RemoteDesktop=0
[0000.33] Init: Memory stats:
[0000.33] Init: Physical: 2939MB
[0000.33] Init: Virtual: 2047MB
[0000.33] Init: PageFile: 5878MB
[0000.33] Init: CPU stats:
[0000.33] Init: MeasuredPerformanceTime: 208.688 (stored result)
[0000.33] Init: Hyperthreaded: 0
[0000.33] Init: NumProcessorsPerCPU: 1
[0000.33] Init: NumLogicalProcessors: 2
[0000.33] Init: NumPhysicalProcessors: 2
[0000.33] Init: MaxSpeed: 2100
[0000.33] Init: CurrentSpeed: 2100
[0000.33] Init: CoresPerProcessor: 2
[0000.33] Init: IsOnBattery: 0
[0000.33] Init: BatteryLevel: 100
[0000.33] Init: Manufacturer: Intel
[0000.33] Init: CPUName: INTEL Pentium-III
[0000.33] Init: L1CacheSize: 32
[0000.33] Init: L2CacheSize: -1
[0000.33] Init: Architecture: x86
[0000.33] Init: GPU stats:
[0000.33] Init: VendorID: 00008086
[0000.33] Init: DeviceID: 00002A42
[0000.33] Init: DriverVersion: 8.15.10.1883
[0000.33] Init: DeviceName: Mobile Intel(R) 4 Series Express Chipset Family
[0000.33] Init: DriverName: igdumdx32.dll
[0000.33] Init: PixelShaderVersion: 3
[0000.33] Init: VertexShaderVersion: 3
[0000.33] Init: VRAMQuantity: 128
[0000.33] Init: DedicatedVRAM: 128
[0000.33] Init: AdapterCount: 1
[0000.33] Init: SupportsHardwareTnL: 1
[0000.33] Init: Machine detected compatibility level: Composite: 2. CPU: 4. GPU: 2.
[0000.33] Init: Previous detected compatibility level: Composite: 2. CPU: 4. GPU: 2.
[0000.33] Log: Shader platform (RHI): PC-D3D-SM3
[0000.57] Log: PhysX GPU Support: DISABLED
[0000.57] Init: Initializing FaceFX...
[0000.57] Init: FaceFX 1.7.3.1 initialized.
[0001.58] Init: Finished loading startup packages in 0.63 seconds
[0001.59] Log: 40553 objects as part of root set at end of initial load.
[0001.59] Log: 0 out of 0 bytes used by permanent object pool.
[0001.60] Log: Initializing Engine...
[0001.65] Init: UEngine initialized
[0001.66] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[0001.69] Init: XAudio2Device initialized.
[0001.74] Init: Client initialized
[0001.80] Log: EGL Config 0 exactly matches our requested format: RGBA,DS,C = (5, 6, 5, 0), (16, 8), (0)
[0001.81] Log: Driver Compiler? ... yes, Num Binary Formats = 0
[0001.81] Log: Extensions: GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_NV_log_textures GL_OES_compressed_paletted_texture GL_OES_element_index_uint GL_OES_framebuffer_object GL_OES_mapbuffer GL_OES_rgb8_rgba8 GL_OES_shader_source GL_OES_stencil8 GL_OES_texture_half_float
[0001.81] Log: GL_MAX_VERTEX_UNIFORM_VECTORS = 128
[0001.81] Log: GL_MAX_VARYING_VECTORS = 10
[0001.81] Log: GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 16
[0001.81] Log: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
[0001.81] Log: GL_MAX_TEXTURE_IMAGE_UNITS = 16
[0001.81] Log: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 256
[0001.81] Log: GL_MAX_TEXTURE_SIZE = 4096
[0001.81] Log: GL_MAX_VIEWPORT_DIMS = 4096
[0001.81] Log: GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 2
[0001.81] Log: GL_SUBPIXEL_BITS = 4
[0001.81] Log: GL_MAX_VERTEX_ATTRIBS = 16
[0001.86] Log: LoadMap: C:\UDK\UDK-2010-12\Binaries\Win32\..\..\MobileGame\Autosaves\UEDP* ***itled_4.mobile?Name=Player?Team=255
[0001.90] DevMemory: Virtual memory allocation size: 29.41 MByte (30834688 Bytes)
[0001.91] Log: Game class is 'MobileGame'
[0001.92] Log: Primary PhysX scene will be in software.
[0001.92] Log: Creating Primary PhysX Scene.
[0001.92] Log: *** WARNING - PATHS MAY NOT BE VALID ***
[0001.92] Log: Bringing World UEDP****itled_4.TheWorld up for play (0) at 2010.12.18-21.44.48
[0001.92] Log: Bringing up level for play took: 0.009137
[0001.92] Error: (Function Engine.GameInfo:ChoosePlayerStart:0102) Cannot use AllNavigationPoints() here - NavigationPointList not set up yet
[0001.92] ScriptLog: Warning - PATHS NOT DEFINED or NO PLAYERSTART with positive rating
[0001.92] Warning: Login failed: Engine.GameMessage.FailedPlaceMessage
[0001.92] Critical: appError called: Could not find a starting spot
[0001.92] Critical: Windows GetLastError: The system cannot find the file specified. (2)
[0005.46] Log: === Critical error: ===
Could not find a starting spot

Address = 0x754c9617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
Address = 0x5a3f31 (filename not found) [in c:\udk\udk-2010-12\binaries\win32\udkmobile.exe]
Address = 0x5d5843 (filename not found) [in c:\udk\udk-2010-12\binaries\win32\udkmobile.exe]

DayanFernandez
12-19-2010, 09:32 AM
Making a tiny bump , so people could see it and try to help.

Blade[UG]
12-19-2010, 11:25 AM
[0005.46] Log: === Critical error: ===
Could not find a starting spot

You have no PlayerStart.

DayanFernandez
12-19-2010, 11:39 AM
Im sorry I posted the wrong log. Here is the log I receive upon opening Mobile Preview from the Mobile Editor.



Log: Log file open, 12/19/10 11:41:11
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: Version: 7637
Init: Epic Internal: 0
Init: Compiled (32-bit): Dec 11 2010 10:18:33
Init: Changelist: 720882
Init: Command line: "C:\UDK\UDK-2010-12\Binaries\Win32\..\..\MobileGame\Autosaves\UEDP* ***itled_2.mobile" -PIEVIACONSOLE -NoSplash -simmobile -WINDOWED ResX=480 ResY=320 -SystemSettings=IPhone3GS
Init: Base directory: c:\udk\udk-2010-12\binaries\win32\
[0000.10] Init: Computer: DAYAN-PC
[0000.10] Init: User: Dayan
[0000.10] Init: CPU Page size=4096, Processors=2
[0000.10] Init: High frequency timer resolution =2.045693 MHz
[0000.10] Init: Memory total: Physical=2.9GB Pagefile=5.7GB Virtual=2.0GB
[0000.13] Init: WinSock: I am Dayan-PC (IP DELETED :))
[0000.13] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.13] Init: Object subsystem initialized
[0000.20] Init: OS stats:
[0000.20] Init: Windows 7
[0000.20] Init: RemoteDesktop=0
[0000.20] Init: Memory stats:
[0000.20] Init: Physical: 2939MB
[0000.20] Init: Virtual: 2047MB
[0000.20] Init: PageFile: 5878MB
[0000.20] Init: CPU stats:
[0000.20] Init: MeasuredPerformanceTime: 208.688 (stored result)
[0000.20] Init: Hyperthreaded: 0
[0000.20] Init: NumProcessorsPerCPU: 1
[0000.20] Init: NumLogicalProcessors: 2
[0000.20] Init: NumPhysicalProcessors: 2
[0000.20] Init: MaxSpeed: 2100
[0000.20] Init: CurrentSpeed: 2100
[0000.20] Init: CoresPerProcessor: 2
[0000.20] Init: IsOnBattery: 0
[0000.20] Init: BatteryLevel: 100
[0000.20] Init: Manufacturer: Intel
[0000.20] Init: CPUName: INTEL Pentium-III
[0000.20] Init: L1CacheSize: 32
[0000.20] Init: L2CacheSize: -1
[0000.20] Init: Architecture: x86
[0000.20] Init: GPU stats:
[0000.20] Init: VendorID: 00008086
[0000.20] Init: DeviceID: 00002A42
[0000.20] Init: DriverVersion: 8.15.10.1883
[0000.20] Init: DeviceName: Mobile Intel(R) 4 Series Express Chipset Family
[0000.20] Init: DriverName: igdumdx32.dll
[0000.20] Init: PixelShaderVersion: 3
[0000.20] Init: VertexShaderVersion: 3
[0000.20] Init: VRAMQuantity: 128
[0000.20] Init: DedicatedVRAM: 128
[0000.20] Init: AdapterCount: 1
[0000.20] Init: SupportsHardwareTnL: 1
[0000.20] Init: Machine detected compatibility level: Composite: 2. CPU: 4. GPU: 2.
[0000.20] Init: Previous detected compatibility level: Composite: 2. CPU: 4. GPU: 2.
[0000.20] Log: Shader platform (RHI): PC-D3D-SM3
[0000.58] Log: PhysX GPU Support: DISABLED
[0000.58] Init: Initializing FaceFX...
[0000.58] Init: FaceFX 1.7.3.1 initialized.
[0001.68] Init: Finished loading startup packages in 0.67 seconds
[0001.69] Log: 40553 objects as part of root set at end of initial load.
[0001.69] Log: 0 out of 0 bytes used by permanent object pool.
[0001.70] Log: Initializing Engine...
[0001.77] Init: UEngine initialized
[0001.78] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
[0001.81] Init: XAudio2Device initialized.
[0001.86] Init: Client initialized
[0001.93] Log: EGL Config 0 exactly matches our requested format: RGBA,DS,C = (5, 6, 5, 0), (16, 8), (0)
[0001.94] Log: Driver Compiler? ... yes, Num Binary Formats = 0
[0001.94] Log: Extensions: GL_EXT_texture_compression_dxt1 GL_EXT_texture_compression_s3tc GL_NV_log_textures GL_OES_compressed_paletted_texture GL_OES_element_index_uint GL_OES_framebuffer_object GL_OES_mapbuffer GL_OES_rgb8_rgba8 GL_OES_shader_source GL_OES_stencil8 GL_OES_texture_half_float
[0001.94] Log: GL_MAX_VERTEX_UNIFORM_VECTORS = 128
[0001.94] Log: GL_MAX_VARYING_VECTORS = 10
[0001.94] Log: GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS = 16
[0001.94] Log: GL_MAX_VERTEX_TEXTURE_IMAGE_UNITS = 16
[0001.94] Log: GL_MAX_TEXTURE_IMAGE_UNITS = 16
[0001.94] Log: GL_MAX_FRAGMENT_UNIFORM_VECTORS = 256
[0001.94] Log: GL_MAX_TEXTURE_SIZE = 4096
[0001.94] Log: GL_MAX_VIEWPORT_DIMS = 4096
[0001.94] Log: GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT = 2
[0001.94] Log: GL_SUBPIXEL_BITS = 4
[0001.94] Log: GL_MAX_VERTEX_ATTRIBS = 16
[0002.01] Log: LoadMap: C:\UDK\UDK-2010-12\Binaries\Win32\..\..\MobileGame\Autosaves\UEDP* ***itled_2.mobile?Name=Player?Team=255
[0002.05] DevMemory: Virtual memory allocation size: 29.41 MByte (30834688 Bytes)
[0002.10] Log: Game class is 'MobileGame'
[0002.16] Log: Primary PhysX scene will be in software.
[0002.16] Log: Creating Primary PhysX Scene.
[0002.16] Log: Bringing World UEDP****itled_2.TheWorld up for play (0) at 2010.12.19-11.41.13
[0002.16] Log: Bringing up level for play took: 0.049608
[0002.17] Error: Can't start an online game that hasn't been created
[0002.17] Log: ########### Finished loading level: 0.158939 seconds
[0002.71] Log: Shader 'DefaultVertexShader' compile status = 0
[0002.71] Critical: appError called: Failed to compile shader code
[0002.71] Critical: Windows GetLastError: The operation completed successfully. (0)
[0004.30] Critical: appError called: Rendering thread exception:
Failed to compile shader code

Address = 0x75e19617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
Address = 0x5a3f31 (filename not found) [in c:\udk\udk-2010-12\binaries\win32\udkmobile.exe]
Address = 0x5d5843 (filename not found) [in c:\udk\udk-2010-12\binaries\win32\udkmobile.exe]

[0004.30] Critical: Windows GetLastError: The operation completed successfully. (0)
[0004.30] Log: === Critical error: ===
Rendering thread exception:
Failed to compile shader code

Address = 0x75e19617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
Address = 0x5a3f31 (filename not found) [in c:\udk\udk-2010-12\binaries\win32\udkmobile.exe]
Address = 0x5d5843 (filename not found) [in c:\udk\udk-2010-12\binaries\win32\udkmobile.exe]





So you think could be my video card?

Blade[UG]
12-19-2010, 11:51 AM
I'm surprised you're even able to start the editor with any kind of Intel Mobile. I'm going to guess that the OpenGL support on that hardware is bad or non-existent, but I don't know.

DayanFernandez
12-19-2010, 11:54 AM
;27822493']I'm surprised you're even able to start the editor with any kind of Intel Mobile. I'm going to guess that the OpenGL support on that hardware is bad or non-existent, but I don't know.

lol i can do more than just open the editor :) i can even develope my own map and do basically anything lol.

Problem only faced so far with udk is this mobile preview.

Blade[UG]
12-19-2010, 12:01 PM
If you were to just run "udkmobile (mapname)" from the command line, does it startup in DirectX mode?

Tom Havlik
12-19-2010, 12:08 PM
What operating system are you on? Most laptops that come with Intel GPUs and any OS newer than XP SP2 do not have OpenGL supported. It may have DirectX support, which is how you're able to develop for PC on it.

Note that the "mobile previewer" is exactly the same as the normal Play in Editor, except it uses OpenGL ES 2.0 as the graphics API. Your gameplay will be no different.

DayanFernandez
12-19-2010, 12:13 PM
Once the preview opens , is just pitch black than just crashes.

- Operating system i have is

Windows 7 32bit
Intel Core 2 Duo
4GB Ram

DayanFernandez
12-19-2010, 01:11 PM
So anyone knows here the main problem could be?

Curious
12-19-2010, 01:37 PM
Once the preview opens , is just pitch black than just crashes.

- Operating system i have is

Windows 7 32bit
Intel Core 2 Duo
4GB Ram

And what's your GPU?

DayanFernandez
12-19-2010, 04:46 PM
My gpu is located in the crash log i posted here in this thread.

I can run udk fine without issues.Just not the mobile previewer

Curious
12-19-2010, 04:56 PM
Intel embedded, figures... The problem is that the Mobile Previewer runs on ES 2.0, not DX9 (like the UDK). It fails to compile the shaders, which OGLES 2.0 does on runtime... The reason you can't start is because your GPU has a problem with ES 2.0 or OGL in general.

DayanFernandez
12-19-2010, 05:06 PM
Intel embedded, figures... The problem is that the Mobile Previewer runs on ES 2.0, not DX9 (like the UDK). It fails to compile the shaders, which OGLES 2.0 does on runtime... The reason you can't start is because your GPU has a problem with ES 2.0 or OGL in general.

So what your saying is , aslong as i have that video card I wont be able to open the previewer right?

Curious
12-19-2010, 05:10 PM
So what your saying is , aslong as i have that video card I wont be able to open the previewer right?

Exactly, what you could do is to have a device and always test on it, but that takes a long time, that's why the Previewer exists in the first place... So, your best shot is to get something like a 8800GTS, which is really cheap nowadays.

DayanFernandez
12-19-2010, 05:11 PM
Yeah problem with that is that i cant upgrade this video card. Is a laptop -_- is what sucks

Curious
12-19-2010, 05:17 PM
Yeah problem with that is that i cant upgrade this video card. Is a laptop -_- is what sucks

Figured as much... That's unfortunate. But laptops aren't usually the designated game development workstations just for that reason... They lack a decent GPU. Entry-point laptops at that. There are exceptions...

polemos
12-29-2010, 01:04 PM
if u have dual monitors this can also cause complications with switching from opengl to directX try just using one monitor it might work for you.