OrbWeaver on 12/4/2005 at 18:02
Quote Posted by d'Spair
But do you have any ideas on what can actually cause this to happen? May this be connected with grid-snapping? DromEd has some terrible errors if the brushes are not snapped to grid, and I'm pretty confident that some versions of UnrealEd don't like it too.
I have had instances of the game crash apparently at random during playtesting, sometimes at the same point in the map, other times not.
When this has happened, the problem has gone away after checking BSP brush alignment and manually grid-snapping various vertices, and also after moving/recreating some zone portals.
However, it also seems to have disappeared after a reboot, so the grid snapping exercise could have been a complete coincidence.
nomad of the pacific on 12/4/2005 at 22:36
d'Spair, I doubt grid-snapping is the problem. I grid-snapped my map before each BuildAll and it still crashed. Also, I can fix it either by deleting several cubic brushes or several static meshes so I know my few odd-shaped brushes probably aren't the cause of the problem.
OrbWeaver, I think you are having a different problem. (maybe video?) With this apparent limit on brushes (or whatever it really is), we can't open the map at all. It crashes on start-up and spews a lot of error messages into the log file. From the problem you are describing, I think you are on the right track by adding zone portals. It sounds like your level may be too complex in some areas and is crashing your system. Avoid long lines of sight and highly complex scenes. If you want advice, send your system specs and level information. Maybe someone can figure out what your problem is.
OrbWeaver on 13/4/2005 at 18:05
Quote Posted by nomad of the pacific
From the problem you are describing, I think you are on the right track by adding zone portals. It sounds like your level may be too complex in some areas and is crashing your system. Avoid long lines of sight and highly complex scenes. If you want advice, send your system specs and level information. Maybe someone can figure out what your problem is.
I think this was probably it. On one occasion it was a long corridor, and the other was in a very tall octagonal room (which, on further examination, did not have all its vertices nicely snapped).