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  1. #1
    Administrator
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    May 2002
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    Gamertag: Fl4k

    Default Epic Games Releases October 2010 Unreal Development Kit Beta

    CARY, NC (October 28, 2010) –Epic Games, Inc. has released the October 2010 UDK Beta, the latest version of the Unreal Development Kit (UDK), the free edition of Unreal Engine 3 that provides uncompromised access to the award-winning toolset used in blockbuster video games, 3D visualizations, digital films and more.
    Epic is committed to providing the UDK community with regular software releases at no charge, and the latest beta is available now at www.udk.com/download.
    This month, we’d like to give everyone a behind-the-scenes look at a non-game UDK project. Developed by Parsons Brinckerhoff for the Michigan Department of Transportation, IntelliDrive is a driving simulation that shows how vehicles can be plugged in to the national transportation grid. We talk with PB about how they created the simulation – which utilizes multiple display screens and a steering wheel – with a small team in just four months.
    Are you creating something great with UDK? Drop us a line in the Project Show-Off forums, where links to tech demos, gameplay videos and screenshots are always welcome.
    It’s easy to sign up as a commercial UDK developer online. Our FAQ can help you determine which type of license is right for you.

    Upgrade Notes

    This month there were numerous improvements to the Editor to make workflows easier. Enhancements were made to the various rendering systems as well.


    NOTE: The old UI system has been completely removed.

    Rendering

    • Foliage volumes and terrain foliage were removed.
    • There is a new adjustable tonemapper with a more linear curve.
    • ImageGrain and Color LUT (ColorGrading) in Post-Processing can now be used even without a tonemapper.




    Motion Blur

    • MotionBlurSkinning has been improved both in terms of memory footprint and performance.
    • Skeletal meshes now support per-bone motion blur. This motion blur is dependent on bone movement, on a per-bone basis.

    More information: http://udn.epicgames.com/Three/MotionBlur.html



    Editor

    • Tool tips for shortcut keys are now displayed for the main toolbar buttons.
    • Support for creating new subtractive levels was removed.
    • It’s now possible to cancel the autosave process in-editor by hitting Esc.
    • Perspective viewports now default to real time. Disable this via preferences.
    • WASD keys controlling movement can now be used without holding right mouse.
    • There are new hotkeys for hiding actors:
      • H: Hides the selected actors.
      • Shift+H: Hides the unselected actors.
      • Ctrl+H: Unhides all the actors.

    • Unlock and show mouse cursor while in PIE or PIV using Shift+F1.
    • The PIE and PIV icons are now more distinct.
    • A separate 'Play' menu has been created; the 'Play Level' button has been moved to this new menu.
    • The ability to visualize static mesh edges has been added to the static mesh editor.
    • The ability to accidentally right-click or middle-click on transform gizmos has been removed.
    • Mesh painting has been improved:
      • The mesh paint tool now supports flood fill.
      • The mesh paint tool can now push vertex color from an instance to the mesh.
      • The mesh paint tool now supports multi-select.

    • This build includes code to fix up static mesh objects with zero triangle elements.
      • Map check warnings indicating StaticMeshes with zero triangle element can be fixed in the static mesh editor using the 'Mesh --> Remove elements with zero triangles' option.
      • Map check warnings indicating StaticMesh instances that contain mismatches between their materials override array and the source mesh elements.


    Multithreaded cooking is now supported. This yields approximately 4x faster cooks.



    New build and submit support lets users rebuild map, save and check it into P4 all at once.



    It’s now possible to search the Actor Browser and easily comb the actor list.



    Scaleform GFx

    • There is now support for GFx AMP, which is available in Binaries/GFx/Amp/GFxAmpClient.exe.

    UDN Pages

    • New

    http://udn.epicgames.com/Three/Scale...Practices.html
    http://udn.epicgames.com/Three/Anima...lgorithms.html

    • Updated

    http://udn.epicgames.com/Three/Comma...Arguments.html
    http://udn.epicgames.com/Three/DevelopmentKitHome.html
    http://udn.epicgames.com/Three/CustomLighting.html
    http://udn.epicgames.com/Three/Parti...Reference.html
    http://udn.epicgames.com/Three/Anima...mpression.html
    http://udn.epicgames.com/Three/Anima...ionDialog.html
    http://udn.epicgames.com/Three/PerfStats.html
    http://udn.epicgames.com/Three/UDKProgrammingHome.html
    http://udn.epicgames.com/Three/ScriptedTextures.html
    http://udn.epicgames.com/Three/ColorGrading.html
    http://udn.epicgames.com/Three/MotionBlur.html
    http://udn.epicgames.com/Three/MotionBlurSoftEdge.html
    http://udn.epicgames.com/Three/MotionBlurSkinning.html
    http://udn.epicgames.com/Three/UE3MinSpecs.html
    http://udn.epicgames.com/Three/FlipbookTextures.html
    http://udn.epicgames.com/Three/UDKCommunityLinks.html
    http://udn.epicgames.com/Three/MaterialExamples.html
    http://udn.epicgames.com/Three/UsingBspBrushes.html
    http://udn.epicgames.com/Three/Strin...ealScript.html
    http://udn.epicgames.com/Three/AudioSystem.html
    http://udn.epicgames.com/Three/PlayInEditor.html
    http://udn.epicgames.com/Three/MaterialsCompendium.html
    http://udn.epicgames.com/Three/UnrealFrontend.html
    http://udn.epicgames.com/Three/Refer...Reference.html
    http://udn.epicgames.com/Three/Devel...ogramming.html
    http://udn.epicgames.com/Three/PostP...Materials.html
    http://udn.epicgames.com/Three/UnrealEdUserGuide.html
    http://udn.epicgames.com/Three/KismetExamples.html
    http://udn.epicgames.com/Three/DevelopmentKitFAQ.html
    http://udn.epicgames.com/Three/Scaleform.html
    http://udn.epicgames.com/Three/Scene...Reference.html
    http://udn.epicgames.com/Three/Textu...eflection.html
    http://udn.epicgames.com/Three/Trans...irSorting.html
    http://udn.epicgames.com/Three/PostP...UserGuide.html
    http://udn.epicgames.com/Three/Stati...UserGuide.html
    http://udn.epicgames.com/Three/Sound...UserGuide.html
    http://udn.epicgames.com/Three/ViewModes.html
    http://udn.epicgames.com/Three/UDKLe...ationHome.html
    http://udn.epicgames.com/Three/UDKCo...ationHome.html
    http://udn.epicgames.com/Three/WebHome.html
    http://udn.epicgames.com/Three/PhATUserGuide.html
    http://udn.epicgames.com/Three/AnimT...UserGuide.html
    http://udn.epicgames.com/Three/Mater...UserGuide.html
    http://udn.epicgames.com/Three/Curve...UserGuide.html
    http://udn.epicgames.com/Three/AnimS...UserGuide.html
    http://udn.epicgames.com/Three/Vehic...icalGuide.html
    http://udn.epicgames.com/Three/Weapo...icalGuide.html
    http://udn.epicgames.com/Three/SiteMap.html
    http://udn.epicgames.com/Three/ContentBlog.html
    http://udn.epicgames.com/Three/Devel...radeNotes.html
    http://udn.epicgames.com/Three/UT3Servers.html
    http://udn.epicgames.com/Three/DevelopmentKitUFE.html
    http://udn.epicgames.com/Three/KismetReference.html
    http://udn.epicgames.com/Three/MatineeUserGuide.html
    http://udn.epicgames.com/Three/UnGlossary.html

    Community Links

    UDK Forums: www.udk.com/forums
    UDK Developers on LinkedIn: www.linkedin.com/groups?gid=2493123
    UDK on Facebook: www.facebook.com/pages/UDK/183744733429
    Epic Games on Twitter: www.twitter.com/EpicGames

    © 2010, Epic Games, Inc. Epic, Epic Games, Unreal, Unreal Development Kit, Unreal Editor, Unreal Engine, AnimSet Editor, Unreal Content Browser, Unreal Kismet, Unreal Lightmass, Unreal Matinee and UnrealScript are trademarks or registered trademarks of Epic Games, Inc. in the United States of America and elsewhere. All other trademarks are the property of their respective owners.

    ###
    Last edited by Flak; 10-27-2010 at 07:04 PM.
    Community Coordinator
    Epic Games, Inc.

  2. #2
    Palace Guard
    Join Date
    Aug 2008
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    3,719

    Default

    Nice! been waiting to see when this was gonna come out

  3. #3
    MSgt. Shooter Person
    Join Date
    Dec 2009
    Posts
    144

    Default

    Once again it will NOT work will the game my company is developing, it seems we are stuck with the august stage.

    I placed the error in the appropiate section in the september release and got no reply. I shall try once more.

    Code:
    Log: Log file open, 10/28/10 14:45:43
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    Init: Version: 7422
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Oct 21 2010 16:10:24
    Init: Changelist: 674807
    Init: Command line: -Log -NoRC -Windowed -Release -Platform=PC -ResX=1280 -ResY=720 -alladmin -NoVsync
    Init: Base directory: D:\UDK\CQB-10-10\Binaries\Win32\
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.19] Init: Computer: PAULO-PC
    [0000.19] Init: User: Paulo
    [0000.20] Init: CPU Page size=4096, Processors=4
    [0000.21] Init: High frequency timer resolution =3.125078 MHz
    [0000.21] Init: Memory total: Physical=3.0GB Pagefile=6.0GB Virtual=4.0GB
    [0013.65] Log: STEAMWORKS initialized 1
    [0013.67] Init: WinSock: I am Paulo-PC (192.168.0.5:0)
    [0013.67] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0013.67] Init: Object subsystem initialized
    [0013.96] Init: OS stats:
    [0013.96] Init: 	Windows 7 
    [0013.96] Init: 	RemoteDesktop=0
    [0013.96] Init: Memory stats:
    [0013.96] Init: 	Physical: 3070MB
    [0013.96] Init: 	Virtual: 4095MB
    [0013.96] Init: 	PageFile: 6138MB
    [0013.97] Init: CPU stats:
    [0013.97] Init: 	MeasuredPerformanceTime: 158.169 (stored result)
    [0013.97] Init: 	Hyperthreaded: 1
    [0013.97] Init: 	NumProcessorsPerCPU: 1
    [0013.97] Init: 	NumLogicalProcessors: 4
    [0013.97] Init: 	NumPhysicalProcessors: 8196
    [0013.97] Init: 	MaxSpeed: 3200
    [0013.97] Init: 	CurrentSpeed: 3200
    [0013.97] Init: 	CoresPerProcessor: 8196
    [0013.97] Init: 	IsOnBattery: 0
    [0013.98] Init: 	BatteryLevel: -1
    [0013.98] Init: 	Manufacturer: AMD
    [0013.98] Init: 	CPUName: Dual-Core AMD Opteron
    [0013.98] Init: 	L1CacheSize: 64
    [0013.98] Init: 	L2CacheSize: 512
    [0013.98] Init: 	Architecture: x64
    [0013.98] Init: GPU stats:
    [0013.98] Init: 	VendorID: 000010DE
    [0013.99] Init: 	DeviceID: 000005E1
    [0013.99] Init: 	DriverVersion: 8.17.12.6063
    [0013.99] Init: 	DeviceName: NVIDIA GeForce GTX 280
    [0013.99] Init: 	DriverName: nvd3dum.dll
    [0013.99] Init: 	PixelShaderVersion: 3
    [0013.99] Init: 	VertexShaderVersion: 3
    [0013.99] Init: 	VRAMQuantity: 1024
    [0013.99] Init: 	DedicatedVRAM: 1007
    [0013.99] Init: 	AdapterCount: 1
    [0013.99] Init: 	SupportsHardwareTnL: 1
    [0013.99] Init: Machine  detected compatibility level: Composite: 4. CPU: 5. GPU: 4.
    [0014.00] Init: Previous detected compatibility level: Composite: 4. CPU: 5. GPU: 4.
    [0014.05] Log: Shader platform (RHI): PC-D3D-SM3
    [0014.47] Log: PhysX GPU Support: DISABLED
    [0014.49] Init: Initializing FaceFX...
    [0014.49] Init: FaceFX 1.7.3.1 initialized.
    [0016.43] Init: Waited 0.024 sec for async package '..\..\UDKGame\Script\Core.u' to complete caching.
    [0025.34] Init: Finished loading startup packages in 8.97 seconds
    [0025.35] Log: 64552 objects as part of root set at end of initial load.
    [0025.35] Log: 0 out of 0 bytes used by permanent object pool.
    [0025.35] Log: Initializing Engine...
    [0025.70] Init: UEngine initialized
    [0025.71] Log: Looking for DLC...
    [0025.72] Init: XAudio2 using 'Speakers (Creative SB X-Fi)' : 6 channels at 48 kHz using 32 bits per sample (channel mask 0x3f)
    [0026.18] Warning: Warning, The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpIn01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0026.21] Warning: Warning, Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01'
    [0026.22] Warning: Warning, The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpOut01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0026.22] Warning: Warning, Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01'
    [0026.22] Init: XAudio2Device initialized.
    [0026.52] Init: Client initialized
    [0027.64] Log: Initializing Steamworks
    [0028.02] Warning: Warning, Failed to load 'Class Engine.PlayerOwnerDataStore': Failed to find object 'Class Engine.PlayerOwnerDataStore'
    [0028.02] Warning: Warning, Failed to find object 'Class Engine.PlayerOwnerDataStore'
    [0028.02] Warning: Failed to load player data store class 'Engine.PlayerOwnerDataStore'
    [0028.35] Log: LoadMap: CQBFrontEnd?Name=Player?Team=255
    [0028.42] DevMemory: Virtual  memory allocation size:  88.37 MByte (92659712 Bytes)
    [0028.90] Warning: Property TimeSeconds of WorldInfo is not serializable for package:  ..\..\UDKGame\Content\CQB\UI\CQBFrontEnd.udk
    [0028.90] Warning: Property RealTimeSeconds of WorldInfo is not serializable for package:  ..\..\UDKGame\Content\CQB\UI\CQBFrontEnd.udk
    [0028.90] Warning: Property AudioTimeSeconds of WorldInfo is not serializable for package:  ..\..\UDKGame\Content\CQB\UI\CQBFrontEnd.udk
    [0032.08] Warning: Fixing up incorrect TriangleSorting setting for CQB_PaulsPackage.Weapons_M468.SK_WP_M468_3P LOD 0 section 3 (0 vs 218)
    [0032.75] Log: Game class is 'CQBEntryGame'
    [0032.93] Log: Primary PhysX scene will be in software.
    [0032.95] Log: Creating Primary PhysX Scene.
    [0033.23] Log: No Cached BSP Physics Data Found Or Out Of Date - Cooking Now.
    [0033.25] Log: COOKEDPHYSICS: BSP 0.88 KB
    [0033.30] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (SkyBox_Clear) (Owner: StaticMeshActor_0) - Cooking Now.
    [0033.30] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (CQBBaseBuilding) (Owner: StaticMeshActor_1) - Cooking Now.
    [0033.31] Log: Bringing World CQBFrontEnd.TheWorld up for play (0) at 2010.10.28-14.46.17
    [0033.31] ScriptLog: Init MainMenu FrontEnd
    [0033.46] ScriptWarning: Accessed None 'Actor'
    	CQBGfxMainMenu Transient.CQBGfxMainMenu_0
    	Function CQB.CQBGfxMainMenu:Init:0130
    [0033.46] ScriptLog: CQBGfxMainMenu_0 attempting to setup : None
    [0033.53] ScriptLog: Teams[TeamIndex].TeamIndex : 0
    [0033.53] ScriptLog: Teams[TeamIndex].TeamIndex : 1
    [0033.53] ScriptLog: Teams[TeamIndex].TeamIndex : 255
    [0033.53] ScriptLog: Teams[TeamIndex].TeamIndex : 3
    [0033.57] ScriptLog: ServerDB.db exists
    [0033.58] ScriptLog: ServerDB.db loaded
    [0033.58] ScriptLog: ServerDB.db selected
    [0033.58] ScriptLog: CQBSunLight_0 AffectAmount : 1.0000
    [0033.59] Log: Bringing up level for play took: 0.807872
    [0033.67] ScriptLog: CQBPlayerController_0 is in State : PlayerWaiting
    [0033.67] ScriptLog: AddPlayerToTeam
    [0033.68] ScriptLog: Failed to Register Player : Player
    [0033.68] ScriptLog: SetInitialPlayerName() ClientDB.db selected
    [0033.68] ScriptLog: GetSQLUniqueID() ClientDB.db selected
    [0033.68] ScriptLog: ClientDB.db Profiles SELECT
    [0033.68] ScriptLog: ClientDB.db Returned UniqueID : 2455562
    [0033.68] ScriptLog: ClientDB.db Profiles SELECT
    [0033.68] ScriptLog: ClientDB.db Returned UniqueID : [DEV]c3.Paulv2k4
    [0033.68] ScriptLog: CQBPlayerController_0 has delayed starting
    [0033.71] ScriptLog: CQBPlayerController_0 Event PostLogin()
    [0033.71] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
    [0033.71] ScriptLog: CreateClientSQLDB() 
    [0033.71] ScriptLog: CreateClientSQLDB() ClientDB.db exists
    [0033.72] ScriptLog: CreateClientSQLDB() ClientDB.db loaded
    [0033.72] ScriptLog: CreateClientSQLDB() ClientDB.db selected
    [0033.84] ScriptLog: CQBPlayerController_0 PostCreatePlayer()
    [0033.84] ScriptLog: CQBPlayerController_0 has correct input
    [0033.84] Log: ########### Finished loading level: 5.488109 seconds
    [0034.05] Init: Game engine initialized
    [0034.05] Log: Initializing Engine Completed
    [0034.05] Log: >>>>>>>>>>>>>> Initial startup: 34.05s <<<<<<<<<<<<<<<
    [0034.29] ScriptWarning: Accessed None 'PlayerReplicationInfo'
    	CQBPawn CQBFrontEnd.TheWorld:PersistentLevel.CQBPawn_0
    	Function CQB.CQBPawn:PostBeginPlay:025E
    [0034.29] ScriptLog: CQBPawn_0 : has BeginState 'Alive'
    [0034.29] Warning: SpawnActor failed because class Controller is abstract
    [0034.32] ScriptLog: CWeapon : CQBWeapon_M468_0
    [0034.32] ScriptLog: Set HandIK to enabled
    [0034.32] ScriptLog: Script call stack:
    	Function Engine.AIController:SetTeam
    	Function CQB.CQBGame:ChangeTeam
    
    [0034.72] Critical: appError called: Assertion failed: Animations->SkelComponent == this [File:c:\depot\UnrealEngine3\Development\Src\Engine\Src\UnSkeletalComponent.cpp] [Line: 910]
    
    Stack: Address = 0x53acf4   (filename not found) [in D:\UDK\CQB-10-10\Binaries\Win32\UDK.exe]
    
    [0034.72] Critical: Windows GetLastError: The operation completed successfully. (0)
    [0040.43] Log: === Critical error: ===
    Assertion failed: Animations->SkelComponent == this [File:c:\depot\UnrealEngine3\Development\Src\Engine\Src\UnSkeletalComponent.cpp] [Line: 910]
    
    Stack: Address = 0x53acf4   (filename not found) [in D:\UDK\CQB-10-10\Binaries\Win32\UDK.exe]
    
    
    Address = 0x74f1b727 (filename not found) [in C:\Windows\syswow64\KERNELBASE.dll]
    Address = 0x5a9641   (filename not found) [in D:\UDK\CQB-10-10\Binaries\Win32\UDK.exe]
    Address = 0x5dccb3   (filename not found) [in D:\UDK\CQB-10-10\Binaries\Win32\UDK.exe]
    BA (Hons) Games Design.
    C# .NET Programmer, C++ Programmer, 3D Design Artist.

    Project: CQB on IndieDB

  4. #4
    Redeemer
    Join Date
    Jun 2010
    Location
    Barcelona
    Posts
    1,892

    Default

    uh why was terrain foliage removed? you guys re-working it or does that mean we gotta stick with deco-layers? perhaps this is the first step that goes from abandoning terrain in favor of landscape? (like the old UI gave way to Scaleform)

  5. #5
    MSgt. Shooter Person
    Join Date
    Nov 2009
    Location
    Portugal/Brazil
    Posts
    107

    Default

    Hi,

    I just tried this last beta and any level that I try to run crash UDK.
    Here is the Log for my last attempt:
    HTML Code:
    Log: Log file open, 10/29/10 01:16:51
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    Init: Version: 7422
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Oct 21 2010 16:10:24
    Init: Changelist: 674807
    Init: Command line: editor 
    Init: Base directory: D:\UDK\UDK-2010-10\Binaries\Win32\
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.44] Init: Computer: ALEX-PC
    [0000.44] Init: User: Alex
    [0000.44] Init: CPU Page size=4096, Processors=2
    [0000.44] Init: High frequency timer resolution =1.785927 MHz
    [0000.44] Init: Memory total: Physical=2.0GB Pagefile=4.0GB Virtual=2.0GB
    [0000.44] Log: STEAMWORKS initialized 0
    [0000.50] Init: WinSock: I am Alex-PC (192.168.2.102:0)
    [0000.50] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.50] Init: Object subsystem initialized
    [0000.61] Log: Shader platform (RHI): PC-D3D-SM3
    [0006.26] Log: PhysX GPU Support: DISABLED
    [0006.27] Init: Initializing FaceFX...
    [0006.27] Init: FaceFX 1.7.3.1 initialized.
    [0013.28] Init: Finished loading startup packages in 6.59 seconds
    [0013.31] Log: 73441 objects as part of root set at end of initial load.
    [0013.31] Log: 0 out of 0 bytes used by permanent object pool.
    [0013.32] Log: Supported Consoles:
    [0013.32] Log:   PC
    [0013.32] Log: Initializing Engine...
    [0013.60] Log: Encountered missing default brush - spawning new one
    [0013.61] Init: UEngine initialized
    [0013.61] Log: Primary PhysX scene will be in software.
    [0013.61] Log: Creating Primary PhysX Scene.
    [0013.64] Init: Transaction tracking system initialized
    [0013.67] Log: Can't find edit package 'OnlineSubsystemGameSpy'
    [0013.67] Log: Can't find edit package 'OnlineSubsystemLive'
    [0018.89] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
    [0019.05] Warning: The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpIn01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0019.05] Warning: Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01'
    [0019.05] Warning: The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpOut01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0019.05] Warning: Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01'
    [0019.05] Init: XAudio2Device initialized.
    [0019.16] Init: Client initialized
    [0019.16] Init: Editor engine initialized
    [0019.66] Log: Initializing Engine Completed
    [0019.66] Log: >>>>>>>>>>>>>> Initial startup: 19.66s <<<<<<<<<<<<<<<
    [0019.81] Cmd: MODE MAPEXT=udk
    [0020.66] SourceControl: Source Control disabled in UDKEditorUserSettings.ini.  [SourceControl] has Disabled=True
    [0031.41] Log: TIMER ALL OF INIT : [25.127100]
    [0053.75] Cmd: MAP LOAD FILE="D:\UDK\UDK-2010-10\UDKGame\Content\Maps\VCTF-Sandstorm.udk"
    [0053.97] Log: Encountered missing default brush - spawning new one
    [0067.70] Log: No correct parent found for 'InterpData_3'.  Try entering 'OBJ REFS class=InterpData name=VCTF-Sandstorm.TheWorld:PersistentLevel.Main_Sequence.lifts.InterpData_3' into the command window to determine how this sequence object is being referenced.
    [0067.72] Log: No correct parent found for 'InterpData_4'.  Try entering 'OBJ REFS class=InterpData name=VCTF-Sandstorm.TheWorld:PersistentLevel.Main_Sequence.lifts.InterpData_4' into the command window to determine how this sequence object is being referenced.
    [0067.74] Log: No correct parent found for 'InterpData_7'.  Try entering 'OBJ REFS class=InterpData name=VCTF-Sandstorm.TheWorld:PersistentLevel.Main_Sequence.lifts.InterpData_7' into the command window to determine how this sequence object is being referenced.
    [0067.76] Log: No correct parent found for 'InterpData_9'.  Try entering 'OBJ REFS class=InterpData name=VCTF-Sandstorm.TheWorld:PersistentLevel.Main_Sequence.lifts.InterpData_9' into the command window to determine how this sequence object is being referenced.
    [0067.86] Log: -- Checking Building LODs
    [0067.90] Log: Primary PhysX scene will be in software.
    [0067.90] Log: Creating Primary PhysX Scene.
    [0067.96] Log: Finished looking for orphan Actors (0.051 secs)
    [0068.02] Cmd: MAP CHECKDEP DONTCLEARMESSAGES
    [0075.89] Log: 
    ==== Worlds needing PIE Save:
    [0075.89] Log: VCTF-Sandstorm
    [0075.89] Log: ==== 1 total
    [0089.77] Log: Built Phys StaticMesh Cache: 13708.460 ms
    [0089.77] Log: COOKEDPHYSICS: 1 TriMeshes (72.613281 KB), 1368 Convex Hulls (2953.453125 KB) - Total 3026.066406 KB
    [0090.71] Log: COOKEDPHYSICS: BSP 112.16 KB
    [0105.60] Log: Save=15782.818671
    [0105.60] Log: Moving 'D:\UDK\UDK-2010-10\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEVCTF-Sandstorm_save.tmp' to 'D:\UDK\UDK-2010-10\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEVCTF-Sandstorm.udk'
    [0105.69] Cmd: MAP LOAD PLAYWORLD=1 FILE="D:\UDK\UDK-2010-10\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEVCTF-Sandstorm.udk"
    [0107.03] Log: Finished looking for orphan Actors (0.053 secs)
    [0107.03] Log: Game class is 'UTVehicleCTFGame_Content'
    [0107.10] Warning: Failed to load 'Class Engine.PlayerOwnerDataStore': Failed to find object 'Class Engine.PlayerOwnerDataStore'
    [0107.10] Warning: Failed to find object 'Class Engine.PlayerOwnerDataStore'
    [0107.10] Warning: Failed to load player data store class 'Engine.PlayerOwnerDataStore'
    [0107.27] Log: Primary PhysX scene will be in software.
    [0107.27] Log: Creating Primary PhysX Scene.
    [0107.65] Log: Bringing World UEDPIEVCTF-Sandstorm.TheWorld up for play (0) at 2010.10.29-01.18.39
    [0107.97] Log: Bringing up level for play took: 0.874208
    [0108.09] ScriptWarning: Accessed None 'OnlineSub'
    	UTPlayerController UEDPIEVCTF-Sandstorm.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0108.09] ScriptWarning: Accessed None 'OnlineSub'
    	UTPlayerController UEDPIEVCTF-Sandstorm.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0108.09] ScriptWarning: Accessed None
    	UTPlayerController UEDPIEVCTF-Sandstorm.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0108.10] Log: PIE: play in editor start time for UEDPIEVCTF-Sandstorm 32.662
    [0109.90] Cmd: SETSOUNDMODE Default
    [0109.90] ScriptLog: START MATCH
    [0112.45] Critical: appError called: Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVertexShader9**)VertexShader.GetInitReference()) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:12 
     with error D3DERR_INVALIDCALL
    [0112.45] Critical: Windows GetLastError: The operation completed successfully. (0)
    [0116.34] Critical: appError called: Rendering thread exception:
    Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVertexShader9**)VertexShader.GetInitReference()) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:12 
     with error D3DERR_INVALIDCALL
    
    Address = 0x75869617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    Address = 0x5a9641   (filename not found) [in D:\UDK\UDK-2010-10\Binaries\Win32\UDK.exe]
    Address = 0x5dccb3   (filename not found) [in D:\UDK\UDK-2010-10\Binaries\Win32\UDK.exe]
    
    [0116.34] Critical: Windows GetLastError: Not enough storage is available to process this command. (8)
    [0116.42] Log: === Critical error: ===
    Rendering thread exception:
    Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVertexShader9**)VertexShader.GetInitReference()) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:12 
     with error D3DERR_INVALIDCALL
    
    Address = 0x75869617 (filename not found) [in C:\Windows\system32\KERNELBASE.dll]
    Address = 0x5a9641   (filename not found) [in D:\UDK\UDK-2010-10\Binaries\Win32\UDK.exe]
    Address = 0x5dccb3   (filename not found) [in D:\UDK\UDK-2010-10\Binaries\Win32\UDK.exe]
    
    
    
    
    My Youtube videos

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  6. #6
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    @xnasorcerer
    Do you have plenty of HD space left on C: and D:
    Did you have plenty when you installed?

    This looks real bad...
    [0116.34] Critical: Windows GetLastError: Not enough storage is available to process this command. (8)

    Check this page out
    http://technet.microsoft.com/en-us/l.../cc978735.aspx
    Last edited by Prezadent; 10-29-2010 at 01:34 AM.
    A diffuse map is a piece of paper that shows you where the bomb is so you can disarm it.

    My modeling showcase type thingy: http://prezadent.110mb.com/

  7. #7
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    Quote Originally Posted by Prezadent View Post
    @xnasorcerer
    Do you have plenty of HD space left on C: and D:
    Did you have plenty when you installed?

    This looks real bad...
    [0116.34] Critical: Windows GetLastError: Not enough storage is available to process this command. (8)

    Check this page out
    http://technet.microsoft.com/en-us/l.../cc978735.aspx
    I have 2 GB on C: and 16 GB on D:, after installation.
    Also, this is happening for other peopple as well, look here: http://forums.epicgames.com/showthre...4#post27744604

    I never had this problem with UDK before.

    EDITED: I changed my pagefile.sys file from C: to D: and now i have 4GB on C: and 14GB on D:, but I still have that same error message inside the log file.
    "Not enough storage is available to process this command. (8)"
    "(filename not found)" - Several times
    "c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Sr c\D3D9Shaders.cpp:12 with error D3DERR_INVALIDCALL" - That is strange, since I don't have this folder: c:\depot.
    Last edited by xnasorcerer; 10-29-2010 at 12:14 PM.
    My Youtube videos

    My notebook ( Clevo W860CU ) specs are:

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    -Memory: 8Gb RAM
    -Graphic card: NVIDIA Geforce GTX 460M

  8. #8
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    Personally I set the pagefile to be controlled by OS since XP x64 and it has worked just fine (esp. with Windows 7, set it to auto).

    Anyways, if you are using nVidia card, maybe try installing older driver (I am using 258.96 since newer ones are giving major issues in most games for everyone else) and boot-scanning HDD for errors just in-case.

    Of course this is just regular maintainence and you have probably tried it already (but something so simple has sometimes solved weird issues for me with apps like Max in past).

    For me each UDK release works fine without any lag, been lucky with that considering it's all beta.

  9. #9
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    Yes, I do regular maintainence on my notebook. Also, I have an ati card, not nvidia.
    And this was my first real problem with a UDK update.
    My Youtube videos

    My notebook ( Clevo W860CU ) specs are:

    -OS: Windows 7 64bits
    -Processor: i7 Q720 1.60GHz
    -Memory: 8Gb RAM
    -Graphic card: NVIDIA Geforce GTX 460M

  10. #10

    Default

    After digging through the log file and looking around and checking the source files from the last version of UDK I was using (August Build). It appears the Config files have not been updated to include the change that the Old UI system has been removed.

    Warning: Failed to load 'Class Engine.PlayerOwnerDataStore': Failed to find object 'Class Engine.PlayerOwnerDataStore'

    the class file 'PlayerOwnerDataStore' is not present in the Engine src folder
    but was in the August build.

    Engine.PlayerOwnerDataStore is in fact mentioned in October build inside UDKEngine.ini, and in Engine/Config/BaseEngine.ini

    I think will have to play around with ini files in the hopes of getting it working. unless removing the old UI system has infact broken UDK in some form.
    Last edited by Dekrayzis; 10-29-2010 at 02:09 PM.
    » AMD Phenom @ 3.06GHz Quad Core | Radeon X1800 XT 512MB | 4GB DDR2 RAM «
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    Ashura: Dark Reign Project Leader, Animator, Modeler, Mapper, Coder.

    Tutorials:
    Adding music to a Scaleform menu

  11. #11
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    Quote Originally Posted by xnasorcerer View Post
    Yes, I do regular maintainence on my notebook. Also, I have an ati card, not nvidia.
    And this was my first real problem with a UDK update.
    Just thinking out loud but they have done some PhysX work in the last 2 builds so I wonder if it's an ATI/Driver issue? I am running both September and October with zero issues and have an nvidia card. Just wondering.

  12. #12

    Default

    I can play in editor by using UTEntrygame, PlayerCollectorgame & UDKGame.
    Any of the other GameInfos such as UTGame, UTDeathMatch that spawns the player and has the HUD show up on screen seems to cause UDK to crash.

    I'm using an ATI Card.
    Last edited by Dekrayzis; 10-29-2010 at 04:18 PM.
    » AMD Phenom @ 3.06GHz Quad Core | Radeon X1800 XT 512MB | 4GB DDR2 RAM «
    "CliffyB: Xbox Live is an umbilical crackpipe that an entire generation of gamers are rapidly becoming addicted to."

    Ashura: Dark Reign Project Leader, Animator, Modeler, Mapper, Coder.

    Tutorials:
    Adding music to a Scaleform menu

  13. #13
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    Well, after trying building a new level, instead of running thoses that come with UDK, it is still crashing, but the log changed.

    look here:

    HTML Code:
    Log: Log file open, 10/29/10 19:13:18
    Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
    Init: Version: 7422
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Oct 21 2010 16:10:24
    Init: Changelist: 674807
    Init: Command line: editor 
    Init: Base directory: D:\UDK\UDK-2010-10\Binaries\Win32\
    DevConfig: GConfig::LoadFile associated file:  ..\..\UDKGame\Config\UDKCompat.ini
    [0000.33] Init: Computer: ALEX-PC
    [0000.33] Init: User: Alex
    [0000.33] Init: CPU Page size=4096, Processors=2
    [0000.33] Init: High frequency timer resolution =1.785947 MHz
    [0000.33] Init: Memory total: Physical=2.0GB Pagefile=3.0GB Virtual=2.0GB
    [0000.33] Log: STEAMWORKS initialized 0
    [0000.37] Init: WinSock: I am Alex-PC (192.168.2.102:0)
    [0000.37] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
    [0000.37] Init: Object subsystem initialized
    [0000.44] Log: Shader platform (RHI): PC-D3D-SM3
    [0009.16] Log: PhysX GPU Support: DISABLED
    [0009.26] Init: Initializing FaceFX...
    [0009.27] Init: FaceFX 1.7.3.1 initialized.
    [0010.68] Init: Waited 0.383 sec for async package '..\..\UDKGame\Script\Engine.u' to complete caching.
    [0019.27] Init: Finished loading startup packages in 9.00 seconds
    [0019.30] Log: 73441 objects as part of root set at end of initial load.
    [0019.30] Log: 0 out of 0 bytes used by permanent object pool.
    [0019.30] Log: Supported Consoles:
    [0019.30] Log:   PC
    [0019.30] Log: Initializing Engine...
    [0019.44] Log: Encountered missing default brush - spawning new one
    [0019.49] Init: UEngine initialized
    [0019.49] Log: Primary PhysX scene will be in software.
    [0019.49] Log: Creating Primary PhysX Scene.
    [0019.50] Init: Transaction tracking system initialized
    [0019.52] Log: Can't find edit package 'OnlineSubsystemGameSpy'
    [0019.52] Log: Can't find edit package 'OnlineSubsystemLive'
    [0022.18] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 2 channels at 48 kHz using 32 bits per sample (channel mask 0x3)
    [0022.27] Warning: The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpIn01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0022.27] Warning: Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpIn01'
    [0022.27] Warning: The Outer object (Package A_interface.RadioChirps) for 'A_Interface.RadioChirps.Radio_ChirpOut01' couldn't be loaded [while loading package A_interface]: Invalid linker index [couldn't load Package A_interface.RadioChirps]?
    [0022.27] Warning: Failed to load 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01': Failed to find object 'SoundNodeWave A_interface.RadioChirps.Radio_ChirpOut01'
    [0022.27] Init: XAudio2Device initialized.
    [0022.34] Init: Client initialized
    [0022.34] Init: Editor engine initialized
    [0022.63] Log: Initializing Engine Completed
    [0022.64] Log: >>>>>>>>>>>>>> Initial startup: 22.64s <<<<<<<<<<<<<<<
    [0022.81] Cmd: MODE MAPEXT=udk
    [0023.42] SourceControl: Source Control disabled in UDKEditorUserSettings.ini.  [SourceControl] has Disabled=True
    [0029.97] Log: TIMER ALL OF INIT : [20.672248]
    [0055.82] Log: Encountered missing default brush - spawning new one
    [0056.24] Log: Encountered missing default brush - spawning new one
    [0056.29] Log: Primary PhysX scene will be in software.
    [0056.29] Log: Creating Primary PhysX Scene.
    [0059.18] Log: Encountered missing default brush - spawning new one
    [0059.38] Log: Encountered missing default brush - spawning new one
    [0059.43] Log: Primary PhysX scene will be in software.
    [0059.43] Log: Creating Primary PhysX Scene.
    [0074.06] Cmd: MODE GEOMETRY
    [0114.12] Cmd: BRUSH ADD
    [0127.38] Log: Built Phys StaticMesh Cache: 52.198 ms
    [0127.38] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 0 Convex Hulls (0.000000 KB) - Total 0.000000 KB
    [0127.73] Log: COOKEDPHYSICS: BSP 0.42 KB
    [0127.73] Warning: PATHING NEEDS TO BE REBUILT FOR Untitled_4.TheWorld:PersistentLevel
    [0127.91] Log: Save=313.235499
    [0127.92] Log: Moving 'D:\UDK\UDK-2010-10\UDKGame\Content\Maps\teste_save.tmp' to 'D:\UDK\UDK-2010-10\UDKGame\Content\Maps\teste.udk'
    [0149.16] Cmd: EDCALLBACK SURFPROPS
    [0155.64] Cmd: EDCALLBACK SELECTEDPROPS
    [0177.81] Log: Built Phys StaticMesh Cache: 4.511 ms
    [0177.81] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 0 Convex Hulls (0.000000 KB) - Total 0.000000 KB
    [0178.31] Log: COOKEDPHYSICS: BSP 0.42 KB
    [0178.31] Warning: PATHING NEEDS TO BE REBUILT FOR teste.TheWorld:PersistentLevel
    [0178.46] Log: Save=199.179483
    [0178.46] Log: Moving 'D:\UDK\UDK-2010-10\UDKGame\Content\Maps\teste_save.tmp' to 'D:\UDK\UDK-2010-10\UDKGame\Content\Maps\teste.udk'
    [0188.05] Cmd: MAP REBUILD ALLVISIBLE
    [0188.25] Cmd: REGENALLPROCBUILDINGS
    [0188.25] Log: -- Checking Building LODs
    [0188.37] Log: UTScout_2 add special paths
    [0188.38] Log: SET paths rebuilt
    [0188.39] Log: Added 0 slots due to spacing! (had 0 before adds) (0 added bytes)
    [0188.39] Log: POST cover build stats:
    [0188.39] Log: 	(0) CoverSlots
    [0188.39] Log: 	(0) Firelinks
    [0188.39] Log: 	(0) FirelinkItems
    [0188.39] Log: 	(0) Exposed Fire Links
    [0188.39] Log: 	Total Bytes: 0
    [0188.39] Log: Time: 0.01
    [0188.47] Log: Deterministic lighting is ENABLED
    [0188.47] Log: 	Lighting will be slower to complete...
    [0209.21] Log: Running Lightmass w/ Deterministic Lighting ENABLED
    [0209.21] Log: Running Lightmass w/ ImmediateImport mode ENABLED
    [0209.21] Log: Running Lightmass w/ ImmediateProcess mode ENABLED
    [0209.21] Log: Running Lightmass w/ Sorting mode ENABLED
    [0209.21] Log: Running Lightmass w/ Mapping paddings ENABLED
    [0209.21] Log: Running Lightmass w/ Mapping debug paddings DISABLED
    [0209.64] Log: Swarm launching: ..\Win32\UnrealLightmass.exe 84DC125248C8BAF320BF46A065562FD6
    [0209.72] Log: LIGHTMASS: Writing scene settings: Quality level 0 (0 in INI)
    [0211.74] Log: Swarm will be allowed to distribute this job
    [0213.47] Log: Job is a success!
    [0213.49] PerfEvent: LIGHTING BUILD INFO TIME LoadListCtrl: 0.000987
    [0226.61] Log: Lightmass on ALEX-PC: 855 ms total, 145 ms importing, 4 ms setup, 198 ms photons, 441 ms processing, 0 ms extra exporting [6/6 mappings]. Threads: 1.31 sec total, 325 ms processing.
    [0226.61] PerfEvent: LIGHTING BUILD INFO TIME LoadListCtrl: 0.003180
    [0226.86] Log: Illumination: 38.3 sec (76 ms encoding lightmaps)
    [0226.86] Log: Lightmap texture memory:  0.1 MB (0.0 MB on Xbox 360, 0.0 MB streaming, 0.1 MB non-streaming), 2 textures
    [0226.86] Log: Shadowmap texture memory: 0.0 MB (0.0 MB on Xbox 360, 0.0 MB streaming, 0.0 MB non-streaming), 0 textures
    [0226.86] Log: Start RegenerateProcBuildingTextures (0 buildings)
    [0226.86] Log: Finish RegenerateProcBuildingTextures (Took 0.000002 secs)
    [0226.87] Cmd: MAP CHECK DONTCLEARMESSAGES DONTDISPLAYDIALOG
    [0227.06] Log: Build time 39.0 sec
    [0234.64] Log: Built Phys StaticMesh Cache: 6.255 ms
    [0234.64] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 0 Convex Hulls (0.000000 KB) - Total 0.000000 KB
    [0234.86] Log: COOKEDPHYSICS: BSP 0.42 KB
    [0235.02] Log: Save=214.833923
    [0235.02] Log: Moving 'D:\UDK\UDK-2010-10\UDKGame\Content\Maps\teste_save.tmp' to 'D:\UDK\UDK-2010-10\UDKGame\Content\Maps\teste.udk'
    [0235.17] Log: Save=136.016354
    [0235.17] Log: Compressing '..\..\UDKGame\Content\LocalShaderCache-PC-D3D-SM3_save.tmp' to '..\..\UDKGame\Content\LocalShaderCache-PC-D3D-SM3.upk'
    [0236.88] Log: 
    ==== Worlds needing PIE Save:
    [0236.88] Log: teste
    [0236.88] Log: ==== 1 total
    [0236.96] Log: Built Phys StaticMesh Cache: 4.899 ms
    [0236.96] Log: COOKEDPHYSICS: 0 TriMeshes (0.000000 KB), 0 Convex Hulls (0.000000 KB) - Total 0.000000 KB
    [0237.02] Log: COOKEDPHYSICS: BSP 0.42 KB
    [0237.17] Log: Save=204.488711
    [0237.17] Log: Moving 'D:\UDK\UDK-2010-10\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEteste_save.tmp' to 'D:\UDK\UDK-2010-10\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEteste.udk'
    [0237.22] Cmd: MAP LOAD PLAYWORLD=1 FILE="D:\UDK\UDK-2010-10\Binaries\Win32\..\..\UDKGame\Autosaves\UEDPIEteste.udk"
    [0237.26] Log: Finished looking for orphan Actors (0.012 secs)
    [0237.26] Log: Game class is 'UTGame'
    [0237.31] Warning: Failed to load 'Class Engine.PlayerOwnerDataStore': Failed to find object 'Class Engine.PlayerOwnerDataStore'
    [0237.31] Warning: Failed to find object 'Class Engine.PlayerOwnerDataStore'
    [0237.31] Warning: Failed to load player data store class 'Engine.PlayerOwnerDataStore'
    [0237.32] Log: Primary PhysX scene will be in software.
    [0237.32] Log: Creating Primary PhysX Scene.
    [0237.39] Log: Bringing World UEDPIEteste.TheWorld up for play (0) at 2010.10.29-19.17.15
    [0237.44] Log: Bringing up level for play took: 0.130892
    [0237.52] ScriptWarning: Accessed None 'MapInfo'
    	GFxMinimap Transient.GFxMinimapHud_0:GFxMinimap_0
    	Function UTGame.GFxMinimap:Init:00F2
    [0237.53] ScriptWarning: Accessed None 'OnlineSub'
    	UTPlayerController UEDPIEteste.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:0033
    [0237.53] ScriptWarning: Accessed None 'OnlineSub'
    	UTPlayerController UEDPIEteste.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:02D1
    [0237.53] ScriptWarning: Accessed None
    	UTPlayerController UEDPIEteste.TheWorld:PersistentLevel.UTPlayerController_0
    	Function UTGame.UTPlayerController:ClientSetOnlineStatus:02E5
    [0237.53] Log: PIE: play in editor start time for UEDPIEteste 0.796
    [0237.55] ScriptWarning: Accessed None 'MapInfo'
    	GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
    	Function UTGame.GFxMinimap:Init:00F2
    [0237.67] Cmd: SETSOUNDMODE Default
    [0237.67] ScriptLog: START MATCH
    [0237.68] ScriptWarning: Accessed None 'MapInfo'
    	GFxMinimap Transient.GFxMinimapHud_1:GFxMinimap_1
    	Function UTGame.GFxMinimap:UpdateData:0015
    [0237.76] Critical: appError called: Direct3DDevice->CreateVertexShader((DWORD*)&Code(0),(IDirect3DVertexShader9**)VertexShader.GetInitReference()) failed 
     at c:\depot\UnrealEngine3\Development\Src\D3D9Drv\Src\D3D9Shaders.cpp:
    My Youtube videos

    My notebook ( Clevo W860CU ) specs are:

    -OS: Windows 7 64bits
    -Processor: i7 Q720 1.60GHz
    -Memory: 8Gb RAM
    -Graphic card: NVIDIA Geforce GTX 460M

  14. #14

    Angry So UI system gone?

    So since they removed the "old" UI system how do I convert my map to work?
    The project I've been working on is based completely on an UI scene. I've been working on it for a couple weeks now.

  15. #15
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    do everything in scale form or stay at your current build.

  16. #16
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    Default

    Maybe this fits here better, but after the october update there seems to be no "working" way to get the absolute cursor positions anymore.

    "class'UIRoot'.static.GetCursorPosition" was removed and "gameSceneClient.MousePosition.X/Y" only holds 0.0 values.

    So is this a bug or is there a new way to get the position? This "bug" breaks all isometric projects atm and some help how to handle things from here on would be nice.

    bye Andy

  17. #17
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    I can think of at least two different ways to probably deal with this, one would be if you're using a scaleform hud, you should be able to deal with the mouse in your scaleform stuff, and pass whatever is needed to UnrealScript when you need it, or the other would be ..

    http://udn.epicgames.com/Two/MouseCursorInterface.html

    .. it's a bit dated, written for UE2, but shouldn't be terribly hard to get something working.
    http://www.ericbla.de http://www.dungeondefenders.com http://en.wikipedia.org/wiki/Warm_Gun http://www.rekoil.com http://www.groundbranch.com

    - Please don't send me private messages asking programming questions, those would be better asked on the Programming forum here. Thanks

  18. #18
    Prisoner 849
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    Quote Originally Posted by Blade[UG] View Post
    I can think of at least two different ways to probably deal with this, one would be if you're using a scaleform hud, you should be able to deal with the mouse in your scaleform stuff, and pass whatever is needed to UnrealScript when you need it, or the other would be ..

    http://udn.epicgames.com/Two/MouseCursorInterface.html

    .. it's a bit dated, written for UE2, but shouldn't be terribly hard to get something working.
    Thx again, but since the navmesh-obstacles are working with the September release, i will wait for the next update and see if they fix this problem.
    I guess this is just a update problem and the org. function to grab the position from the win32 api is still there and working.

    If it stays this way i will try to use this code, btw where is this "0.01111" coming from?

    bye Andy

  19. #19
    Palace Guard
    Join Date
    Feb 2010
    Location
    Tegleg Records
    Posts
    3,610
    Gamer IDs

    Gamertag: tegleg digital

    Default

    this release seems quite buggy and glitchy, had quite a few random crashes too.
    nvidia gtx260m

    after a build all on a map (it crashed a few times when i was editing it) i cant get into vehicles anymore and the hoverboard doesnt work. how random is that.
    works ok on another map with the same gametype, and it worked before the rebuild. same result if i use utgame on that map.

    adding new features to udk is awesome, but maybe some of the development time should be spent making sure the old features work.
    Code:
    We.spazmodicaly.simulate.new.sound.with.technical.equipment.that.is.specificaly.manufactured.for.humans.to.communicate.in.outer.space.Tegleg.manipulates.time.and.space.to.create.new.experiences.to.generate.a.hardcore.database.generation.
    Please ask questions in the forum, NOT a private message
    tegleg.co.uk
    My Tutorials n Stuff
    Games: Tegs Playground - Unwheel2 - VCTF Game - Sponic Mesh 3D - Shh.. dont tell anyone about my android apps.
    will code for money

  20. #20

    Default

    When i push 'make' button in Unreal FrontEnd all seems ok. But pressing make-> Full recompile i have 3 errors (UDKInstall-2010-09). After that UDK do not start at all. Clean installation.
    In UDKInstall-2010-10 BETA give 12(!) errors. UDK do not start until I make a new clean installation. What do I do wrong??
    This is after 'make':
    [COMMANDLET 'UDK.exe make' STARTED IN ''] listopada 14, 9:25

    Init: Version: 7422
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Oct 21 2010 16:10:17
    Init: Command line:
    Init: Base directory: C:\UDK\Binaries\Win32\
    Init: Character set: Unicode
    Log: Executing Class UnrealEd.MakeCommandlet
    No scripts need recompiling.

    Success - 0 error(s), 0 warning(s)
    Execution of commandlet took: 0.25 seconds

    [COMMANDLET 'UDK.exe make' SUCCEEDED] listopada 14, 9:25
    And this after Full recompile:
    [COMMANDLET 'UDK.exe make -full' STARTED IN ''] listopada 14, 9:26

    Init: Version: 7422
    Init: Epic Internal: 0
    Init: Compiled (32-bit): Oct 21 2010 16:10:17
    Init: Command line: -full
    Init: Base directory: C:\UDK\Binaries\Win32\
    Init: Character set: Unicode
    Log: Executing Class UnrealEd.MakeCommandlet
    --------------------Core - Release--------------------
    Analyzing...
    Scripts successfully compiled - saving package 'C:\UDK\Binaries\Win32\..\..\UDKGame\Script\Core.u '
    --------------------Engine - Release--------------------
    Analyzing...
    C:\UDK\Development\Src\Engine\Classes\UIInputConfi guration.uc(14) : Error, Unrecognized type 'UIInputAliasClassMap'
    C:\UDK\Development\Src\Engine\Classes\UIScreenObje ct.uc(15) : Error, Unrecognized type 'UIScreenValue_Bounds'
    C:\UDK\Development\Src\Engine\Classes\UIString.uc( 298) : Error, Unrecognized type 'UICombinedStyleData'
    C:\UDK\Development\Src\Engine\Classes\UIStyle.uc(1 2) : Error, Unrecognized type 'STYLE_ID'
    C:\UDK\Development\Src\Engine\Classes\UIStyle_Data .uc(17) : Error, Variable declaration StylePadding: Bad or missing array size
    C:\UDK\Development\Src\Engine\Classes\UITexture.uc (119) : Error, Unrecognized type 'UICombinedStyleData'
    C:\UDK\Development\Src\Engine\Classes\UIComp_AutoA lignment.uc(34) : Error, Unrecognized type 'EUIAlignment'
    C:\UDK\Development\Src\Engine\Classes\UIComp_DrawI mage.uc(31) : Error, Unrecognized type 'UIImageStyleOverride'
    C:\UDK\Development\Src\Engine\Classes\UIComp_DrawS tring.uc(44) : Error, Unrecognized type 'AutoSizeData'
    C:\UDK\Development\Src\Engine\Classes\UIComp_Event .uc(17) : Error, Unrecognized type 'DefaultEventSpecification' within 'UIRoot'
    C:\UDK\Development\Src\Engine\Classes\UIComp_ListP resenterBase.uc(523) : Error, Unrecognized type 'EUIExtentEvalType'
    C:\UDK\Development\Src\Engine\Classes\UIStringRend erer.uc(15) : Error, Unrecognized type 'EUIAlignment'
    Compile aborted due to errors.

    Warning/Error Summary
    ---------------------
    C:\UDK\Development\Src\Engine\Classes\UIInputConfi guration.uc(14) : Error, Unrecognized type 'UIInputAliasClassMap'
    C:\UDK\Development\Src\Engine\Classes\UIScreenObje ct.uc(15) : Error, Unrecognized type 'UIScreenValue_Bounds'
    C:\UDK\Development\Src\Engine\Classes\UIString.uc( 298) : Error, Unrecognized type 'UICombinedStyleData'
    C:\UDK\Development\Src\Engine\Classes\UIStyle.uc(1 2) : Error, Unrecognized type 'STYLE_ID'
    C:\UDK\Development\Src\Engine\Classes\UIStyle_Data .uc(17) : Error, Variable declaration StylePadding: Bad or missing array size
    C:\UDK\Development\Src\Engine\Classes\UITexture.uc (119) : Error, Unrecognized type 'UICombinedStyleData'
    C:\UDK\Development\Src\Engine\Classes\UIComp_AutoA lignment.uc(34) : Error, Unrecognized type 'EUIAlignment'
    C:\UDK\Development\Src\Engine\Classes\UIComp_DrawI mage.uc(31) : Error, Unrecognized type 'UIImageStyleOverride'
    C:\UDK\Development\Src\Engine\Classes\UIComp_DrawS tring.uc(44) : Error, Unrecognized type 'AutoSizeData'
    C:\UDK\Development\Src\Engine\Classes\UIComp_Event .uc(17) : Error, Unrecognized type 'DefaultEventSpecification' within 'UIRoot'
    C:\UDK\Development\Src\Engine\Classes\UIComp_ListP resenterBase.uc(523) : Error, Unrecognized type 'EUIExtentEvalType'
    C:\UDK\Development\Src\Engine\Classes\UIStringRend erer.uc(15) : Error, Unrecognized type 'EUIAlignment'

    Failure - 12 error(s), 0 warning(s)
    Execution of commandlet took: 3.70 seconds

    [COMMANDLET 'UDK.exe make -full' FAILED] listopada 14, 9:26
    All is correct now. The problem exists between keyboard and chair (that's me )
    A nade a fresh installation in diffrent folder and all is fine. I'm sorry for my panic post
    Last edited by Adamek; 11-15-2010 at 05:43 PM. Reason: Found the problem :)

  21. #21
    Prisoner 849
    Join Date
    Apr 2010
    Posts
    891

    Default

    Just a bug that recently appeared more frequently.

    While working inside Kismet and after changing something, i hit "play from here", now there seems to be a very high (30%) chance that UDK will crash, while the forced autosave happens.

    If u manually save right before hitting "play" it wont crash. I can reproduce/force the crash while simply changing a text for a "Drawtext" action.

    Would be nice if this can be fixed since its quite annoying this way.


    bye Andy
    Last edited by AndyPandy; 11-15-2010 at 11:37 AM.


 

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