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    Strange problem with UDK on iPhone 3GS

    [SOLVED] Hello, my problem is strange because it's not happening every time. The problem is that sometimes when I start the game on iPhone 3GS the game begins to load and exactly when finish loading it goes down in the task manager. When I turn it back it starts to load again and there is no problem after that. It happens from time to time and I don't know the exact reason. There is no such problem on iPhone 4. I think that this problem might be caused because in one of my menus I am using a scrolling buttons (from this tutorial http://udn.epicgames.com/Three/Mobil...html#Scrolling List ) and for each button I am using different background cutting it from a set of 10 .png files. The resolution of this .png files is 1024x1024. This is not in the Main Menu, but is it possible to overload the game. When I start the game again ang enter this menu there is no problem all of the images are loaded correctly. The other reason I was thinking about is that I am making more than one save file. The save files are created when the game starts for the first time. But I am not entering large information in them... I'll appreciate if someone can help me. Thank you in advance.

    [SOLVED] The problem was caused by very large .png files 1024x1024 and 2048x2048 and from large .wav files. I made them smallest and now everything works fine .

    #2
    I have this problem on an Ipod Touch, only started happening when I upgraded to IOs 5.

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      #3
      My version of iOS is 4.3.3 and I think it's from something else not the iOS version... The stupidity in this problem is that it's happening very rarely and I don't know if I've already fixed it or it'll happen again . It happens maybe once in a hundred times.

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        #4
        Aah lame have you checked the log on the device? I had a few issues that were explained on the link below...

        One of the game seemed to crash after logging was PreCachedPhysScale

        http://udn.epicgames.com/Three/GameT...ilingHome.html

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          #5
          Originally posted by Showster View Post
          Aah lame have you checked the log on the device? I had a few issues that were explained on the link below...

          One of the game seemed to crash after logging was PreCachedPhysScale

          http://udn.epicgames.com/Three/GameT...ilingHome.html
          I had the same problem with my ipod touch when i had the shader features on for it. Try putting this into your ipod ini settings: MobileWarmUpPreprocessedShaders=False. It worked for me, my guess is that the engine trys to load too much at the same time on startup. That it crashes also on PreCachedPhysScale makes that even more likely, its both stuff that gets loaded on startup.

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            #6
            Sorry for the stupid question but how can I find the log file on the device (iPhone 3GS and iPhone 4). Everything in the Pc's log files is OK.

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              #7
              Originally posted by mgrigorov View Post
              Sorry for the stupid question but how can I find the log file on the device (iPhone 3GS and iPhone 4). Everything in the Pc's log files is OK.
              Its the ini files you need to change in UDK, not the log files..

              You will find the DefaultEngine and MobileEngine ini files here,
              C:\UDK\UDK-2011-10\UDKGame\Config


              Seek And Destroy Games
              Tutorials for UDK PC,iOS and 3ds Max
              http://www.youtube.com/user/lexluthornumber1

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                #8
                No maybe I've mislead you I know where to find and change the .ini files. I want to read the log files created on the devices. I want to see if there are any Script errors/warnings during gameplay. Maybe the real question is - do I need MAC to acces the log files created on the iPhone.

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                  #9
                  after running the game on the device. Connect the device to Itunes and go to the Apps tab inside the device properties. There you will get a list of all the apps on your device. Bellow that, there is another list with the apps that have published some docs. Your game will be listed there as it publishes the logs and any other file you save using the new save object function for iOS.

                  Furthermore, if your game crashes and you plug it into iTunes and synchronize, the device will automatically create a crash report at
                  C:\Users\<yourlogin>\AppData\Roaming\Apple Computer\Logs\CrashReporter\MobileDevice\

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                    #10
                    Thanks a lot This is really helpful information in the log file there is only one Warning - ExecWarning: Can't find file '..\..\Binaries\UnrealFrontend_TmpExec.txt' I couldn't find anything about this file..

                    Comment


                      #11
                      I have the same problem now again with my game on ipod touch. I added some more assets to my map and now its crashing again on startup. It crashes on random parts in the log, also rarely it crashes 1 second after the engine is fully loaded. When i delete a certain amount of random assets in my map it works fine. When i delete a bit fewer assets it crashes les often on startup.

                      Originally posted by mgrigorov View Post
                      Thanks a lot This is really helpful information in the log file there is only one Warning - ExecWarning: Can't find file '..\..\Binaries\UnrealFrontend_TmpExec.txt' I couldn't find anything about this file..
                      a warning message shouldnt be responsible for a crash, looks like some unimportant temp file. Try to delete some stuff of your map and see if its then working for you too.

                      Comment


                        #12
                        I have the same problem now again with my game on ipod touch. I added some more assets to my map and now its crashing again on startup. It crashes on random parts in the log, also rarely it crashes 1 second after the engine is fully loaded. When i delete a certain amount of random assets in my map it works fine. When i delete a bit fewer assets it crashes les often on startup.

                        Originally posted by mgrigorov View Post
                        Thanks a lot This is really helpful information in the log file there is only one Warning - ExecWarning: Can't find file '..\..\Binaries\UnrealFrontend_TmpExec.txt' I couldn't find anything about this file..
                        a warning message shouldnt be responsible for a crash, looks like some unimportant temp file. Try to delete some stuff of your map and see if its then working for you too.

                        Comment


                          #13
                          The game it's not crashing. The problem is that sometimes when I start it and begin loading at the end it goes down in the app manager.. or whatever it's called.. and after that when i start it again it loads with no problems and the game starts playing... I think the problem is caused of overloading the memory... the game is currently 120MB. Now I've seen this in the log file created on the device: DevMemory: Memory allocations reported by the OS: 100.05 MB (with 3995.95 MB waste) [0023.71] DevMemory: Virtual memory tracked in the allocators: 216.80 MB (with 216.80 MB used, 0.00 MB slack and 0.00 MB waste) I am worried about the 3995.95 MB waste....

                          Comment


                            #14
                            Originally posted by mgrigorov View Post
                            The game it's not crashing. The problem is that sometimes when I start it and begin loading at the end it goes down in the app manager.. or whatever it's called.. and after that when i start it again it loads with no problems and the game starts playing... I think the problem is caused of overloading the memory... the game is currently 120MB. Now I've seen this in the log file created on the device: DevMemory: Memory allocations reported by the OS: 100.05 MB (with 3995.95 MB waste) [0023.71] DevMemory: Virtual memory tracked in the allocators: 216.80 MB (with 216.80 MB used, 0.00 MB slack and 0.00 MB waste) I am worried about the 3995.95 MB waste....
                            Have you used precomputed visibility or Cull distance volumes because that sounds like far too much memory being used..
                            My game is 350 meg in size and the memory footprint when on a device is 55 meg because I have the game optimized to the max and I use Cull distance volumes with only small audio bursts in .wav and the soundtrack in mp3, so the audio memory footprint is minimal...

                            Seek And Destroy Games
                            Tutorials for UDK PC,iOS and 3ds Max
                            http://www.youtube.com/user/lexluthornumber1

                            Comment


                              #15
                              Most probably it's from the sounds becouse my .upk file is 40MB and the soundtrack it's .wav file too. When I type Stat audio in the console it shows that Audio memory used is 8.35MB .. About the precomputed visibility and the Cull distance... I am not using them because my environment is static and the depth it's not changing. But what is causing this 3995.95MB waste... I'll try to reduce the size of the .wav sounds.. About using .mp3 files the only thing I found is that UDK supprots only .wav files. Can you post a link or description how to load mp3 files with Unreal Script.

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