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July 2013 UDK Available Now

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    #31
    Yeah the problem seems to be the old package. My scripts were using a player model from my old package and every time UDK tries to load that package it crashes.I created a new package with the same name and imported that model and now it works. However if I try to load the old one it always crashes. It is a bit of a problem because I would not like to recreate the whole package.(I think the the old version is from december 2011 so yeah ). I wish there was a way to convert it to the newer version (assuming there have been some changes to the packages).

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      #32
      I found a simple "Trick" that sometimes works to fix bad or damaged packages. Simply do a full reload command of the package in the content browser and then save the package. I don't know why this would make any difference but sometimes it does fix problems in packages. Of course, this only works IF you can get unreal editor up and running and if you know which package is causing you trouble.

      As for that GameStatsDBUploader.uc script file. Have you tried removing it temporarily from the UnrealEd source files and attempting to do a recompile of the scripts without the file present in the directory? Since I don't have this class in the July 2013 version of the game, maybe this code is either no longer needed or supported in the engine. It probably wouldn't work but it's worth a shot in trying to fix the problem.

      BTW, what version of UDK are you upgrading from? For me it was from the February 2013 build of the engine.

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        #33
        I'm almost 100% sure which pack causes the problem. I can get UDK to work if I eliminate the connection between the scripts and that certain package however if I try to do a full reload the editor crashes. I'm upgrading from december 2011. So my guess is that UDK really doesn't like my old package.

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          #34
          Try and save out smaller packages from that one package by using the December build. Use same stuff in one package, like textures only, models only.. etc. Then see which one crashes the new build. Then you can narrow down what type of content crashes it. Then try narrow down the package that does crash it. That would be my approach. It will beat remaking loads of stuff.

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            #35
            Sweet, thanks for the update Epic, though I did not get the email that I usually get when there is one

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              #36
              Originally posted by obihb View Post
              Try and save out smaller packages from that one package by using the December build. Use same stuff in one package, like textures only, models only.. etc. Then see which one crashes the new build. Then you can narrow down what type of content crashes it. Then try narrow down the package that does crash it. That would be my approach. It will beat remaking loads of stuff.
              Worked. I've managed to save my work. Thanks for all the help and suggestions.

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                #37
                Hmm, still seems sound cues don't give subtitles after packaging game... although the game is speaking to me in steven hawking voice via uscript function ConsoleCommand:

                Code:
                        ConsoleCommand("say Engine font:" $ class'Engine'.static.GetEngine().SubtitleFontName);
                        ConsoleCommand("say " $ class'Engine'.static.GetEngine().GetSubtitleFont());
                They speak to me now..... at the same time.... but still no subtitles.... they mock me!

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                  #38
                  Iam having heavy performance issues when working in the new july 2013 udk editor (in both dx9 and dx11 mode). I just have a handful of brushes and maybe 20 meshes. Even in unlit view and "game mode" it's lagging horribly, for instance mesh painting becomes impossible!!
                  Everything was running perfectly fine in the february version of the udk which I used before :/
                  (My PC specs: AMD Phenom 9550 (2x2.2 GHz), 4 GB RAM, HD6770 (1GB).

                  Any ideas??


                  EDIT: Hmm, seems to work quite well in 32 bit mode...

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                    #39
                    Got the beta and everything started out well but I think I'll need to do what Slesh did and re-import everything. Takes 15min to load a map but at least I know I can fix it, cheers.

                    weapons not firing beam weapons or shock ball when pressing the right mouse button, does anyone else have this problem? it might be because of a crash but before I reinstall
                    has anyone else had issues with this or does it work fine?

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                      #40
                      Originally posted by Scotland3d View Post
                      .....has anyone else had issues with this or does it work fine?
                      In my case everything works fine ^^

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                        #41
                        Aw man I JUST downloaded the Feb build.

                        Now since I am using streaming, I will have to download this.

                        Thanks for fixing the bug Epic. I hope you guys fix the other bugs people are reporting (since chances of us Indies getting hands on UE4 are pretty **** low any time soon).

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                          #42
                          HI

                          Can someone confirm that Flurry doesn't work in this July 2013 build either please?

                          Thanks
                          William

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                            #43
                            Does this new build have oculus rift support?

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                              #44
                              FYI,

                              I am curious about some of you folks who mentioned that they where having trouble with the UDK install process. I discovered this weekend that when I tried to install my UDK custom game on some friends computers that the install/run process now required a minimum of 8G of ram before the game ran correctly. For those of you having problems, are you running on computers with less than 8G of ram?

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                                #45
                                Originally posted by DemoMan2 View Post
                                FYI,

                                I am curious about some of you folks who mentioned that they where having trouble with the UDK install process. I discovered this weekend that when I tried to install my UDK custom game on some friends computers that the install/run process now required a minimum of 8G of ram before the game ran correctly. For those of you having problems, are you running on computers with less than 8G of ram?
                                I am not having trouble, but I only have 4 gb of ram so I don't think that is the problem.

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