Karkianman on 3/3/2005 at 04:00
Okay, after my computer froze a few minutes ago and went to default config, i noticed an error that said my ati2dvag thingy was failing to run normally... this was after i subtracted a brush.
doctormidnight on 3/3/2005 at 04:48
I was fairly lucky last night in that I didn't get a single freeze up, although I did get crashes to the desktop without the funky drop to 16 colors. However, I didn't work that much with add/subtract, mostly I was screwing around with lights. When I have done add/subtracts, I've been hitting "build all" after every single command, and that seems to be working. At least, I think it is.
P.S. using Omega 5.1's although I think I already posted that.
Durinda D'Bry on 3/3/2005 at 09:50
Hurray! :) I finally get this lockup problem on my config (Radeon 9600XT) too :(
- If geometry is pretty complex (at least 20 brushes or something about :) the number of brushes is variable)
- and these brushes are located very closer to each other (it doesn't matter if these brushes are "crossed" or not; I always normalize geometry using Intersect/Deintersect)
- and I have done some changes (added or subtracted brushes) and didn't build geometry yet
- and preview window that uses textures is active and regions where changes are made are visible there
It causes to crash video driver (usually it means blank screen and I need to reset or blue screen about infinite loop in driver and result is reset anyway :) ). Even VPU Recover can't reload driver in this situation...
Antialiasing settings are not relevant (antialiasing causes another problem even more deadly as I told (
http://www.ttlg.com/forums/showthread.php?t=94153) here before).
Only one pretty simple solution I have for now: when working with brushes I switch preview window to mode in which only wireframe is shown. Then I do brush operations, do geometry build, select some "textured" mode for peview and perform texturing operations etc. This works without any problems. Use another editor is much more tricky solution, I think.
Regarding this bug I think that is the error in editor (invalid data sent to DirectX renderer) and this is incorrect error handling in driver that causes crash. For Catalyst all versions I tried it does the same (I tried 4.4, 4.12 and latest 5.2).
jay pettitt on 3/3/2005 at 12:22
I never said it was pretty :)
Yep, switching to wireframe mode to perform brush operations is a vastly superior solution. Good find Durinda :thumb:
Hit Deity on 3/3/2005 at 16:29
Guys and/or gals: I've been posting about this problem in another thread (
http://www.ttlg.com/forums/showthread.php?t=94224) here. It's fairly predictable and at least for me it's avoidable almost all the time now.
Just don't have your builder brush or any subtraction/addition brush in your 3d View Port and it shouldn't do that. Works for me, and I hope it helps others out too. I would be interested to know, because I get the same exact ati2dvag.dll error everytime I try to do those operations. It's at least worth a try.
pl4gu3 on 3/3/2005 at 17:43
If someone could send an email to ATI about the problem, maybe they'll include a fix in the next driver release. Too bad their support email address seems to be offline for some time.
Karkianman on 4/3/2005 at 00:02
even if the camera is in space, away from all that, facing out, it crashes. Ill try the wireframe, though.
Durinda D'Bry on 4/3/2005 at 10:16
Hit Deity I doubt that it relates just Red Builder Brush visibility. But I will try to do more detailed investigation. These are uneasy experiments due to brutal results :)
Also I would add some comment to my prev. post. It is possible to activate Flesh renderer from wireframe view. And lockup problem doesn't appear with Flesh renderer. It means that it is possible to activate wireframe > Flesh Renderer, set it to fullbright mode, change geometry (move/resize existing brushes etc.), do build geometry/unreal bsp, build Flesh bsp and see preview in Flesh renderer without switching to any textured view mode. I didn't try yet but probably it works also without lockups even when Flesh renderer is activated from textured view mode. It would be optimal solution (for me at least). But I'm not sure about one thing: Flesh renderer should be much slower than simple textured view and for complex scenes it could be performance drop...
BTW: I asked Alex Duran in (
http://www.ttlg.com/forums/showthread.php?t=94282) this thread about lockup problem and he posted answer (unfortunately they also had some lockups and no solutions instead, probably, hardware configuration changes).
Hit Deity on 5/3/2005 at 06:02
At least it does relate for me, because it happens every single time no matter how many times I try it, and it hasn't crashed once since I stopped leaving the camera looking at the spot where I was building.
As for hardware configurations of the design team: I'll bet you a box of Benny's doughnuts that not one of them had an ATI card. If they did, then they got crashes. And I'm sure someone will figure out eventually what causes it to lock up in other instances; just like Dromed could be crashed by any one of several dozen known issues that would crash it every time. Eventually, we will know what we cand and can't do; until then: "Ain't we havin' fun?" ;)
Bumbleson on 5/3/2005 at 08:31
Quote Posted by Hit Deity
"Ain't we havin' fun?" ;)
Not yet :p