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Strange problem with UDK on iPhone 3GS

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  • replied
    Originally posted by Lexluthor1 View Post
    Whether or not you are using static or interp actors you still need precomputed or cull distance volumes because i devices have no idea how to occlude what's in front of the camera without it being specified!

    Seek And Destroy Games
    Tutorials for UDK PC,iOS and 3ds Max
    http://www.youtube.com/user/lexluthornumber1
    Ahhh thanks again I'll try this too

    Leave a comment:


  • replied
    Originally posted by mgrigorov View Post
    When I click it again from the app manager it starts loading again... The log file is created after that when the game have been successfuly loaded. If it's not successful and goes down the log file is empty.. I'll try reducing the sounds and the graphics and I hope that this will help
    Whether or not you are using static or interp actors you still need precomputed or cull distance volumes because i devices have no idea how to occlude what's in front of the camera without it being specified!

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

    Leave a comment:


  • replied
    Thanks a lot Lexluthor1 I'll try this method (Y)

    Leave a comment:


  • replied
    When I click it again from the app manager it starts loading again... The log file is created after that when the game have been successfuly loaded. If it's not successful and goes down the log file is empty.. I'll try reducing the sounds and the graphics and I hope that this will help

    Leave a comment:


  • replied
    Originally posted by mgrigorov View Post
    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.
    There is no scripting needed for mp3...
    No It does support mp3 and rather than fill up two pages trying to explain how it works ,the best thing to do would be to check out the Jazz game's audio set-up and then find the mp3 audio file's here C:\UDK\UDK-2011-10\UDKGame\Build\iPhone\Resources\Music and you can just work out how the i device then finds that audio...
    idevices do not support .wav files as music files and will end up in a complete mess when they try to play .wav as music...

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

    Leave a comment:


  • replied
    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....
    Ok, but is it showing the UDK start movie again when you click on it in the app manager? You can also try if its the ram by getting some textures out of your map or making the lightmap res very low. You should also be able to see the used ram ingame by useing the console command: stat memory. That log memory report you have there is kinda confusing.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:


  • replied
    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....

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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.

    Leave a comment:


  • replied
    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..

    Leave a comment:


  • replied
    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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  • replied
    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.

    Leave a comment:


  • replied
    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

    Leave a comment:

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