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Save files not loading
http://www.runestorm.com/forums/viewtopic.php?f=113&t=80055
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Author:  Ferrets [ Tue Jul 16, 2019 3:57 am ]
Post subject:  Save files not loading

Howdy. I've been playing VCD for ages, but recently when I try to load a save file, I get the UDK has stopped working error. I can load the level without a save file without problem. Any suggestions?

Code:
Log: Log file open, 07/16/19 04:42:42
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
DevConfig: GConfig::Find has loaded file:  ..\..\Engine\Config\ConsoleVariables.ini
Init: Version: 10907
Init: Epic Internal: 0
Init: Compiled (32-bit): Jul  1 2013 15:00:14
Init: Changelist: 1715227
Init: Command line:
Init: Base directory: C:\steam\steamapps\common\Viscera\Binaries\win32\
[0000.13] Init: Computer: THETANK
[0000.13] Init: User: thelu000
[0000.13] Init: CPU Page size=4096, Processors=4
[0000.13] Init: High frequency timer resolution =3.417966 MHz
[0000.13] Init: Memory total: Physical=31.9GB (31GB approx) Pagefile=63.9GB Virtual=4.0GB
[0000.22] Log: Steam Client API initialized 1
[0000.46] Log: Steam Game Server API initialized 1
[0000.49] Init: WinSock: I am TheTank (10.52.10.6:0)
[0000.49] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.49] Init: Object subsystem initialized
[0000.56] Log: Found D3D11 adapter 0: AMD Radeon (TM) R9 390 Series
[0000.56] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory
[0000.57] Log: Found D3D11 adapter 1: Intel(R) HD Graphics 4600
[0000.57] Log: Adapter has 160MB of dedicated video memory, 0MB of dedicated system memory, and 1760MB of shared system memory
[0000.57] Log: Found D3D11 adapter 2: Microsoft Basic Render Driver
[0000.57] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 256MB of shared system memory
[0000.60] Log: Shader platform (RHI): PC-D3D-SM3
[0000.63] Log: PhysX GPU Support: DISABLED
[0000.66] Init: Initializing FaceFX...
[0000.66] Init: FaceFX 1.7.4 initialized.
[0000.67] Init: XAudio2 using 'Speakers (Realtek High Definition Audio)' : 6 channels at 48 kHz using 32 bits per sample (channel mask 0x3f)
[0001.95] Init: Finished loading startup packages in 1.18 seconds
[0001.96] Log: 57853 objects as part of root set at end of initial load.
[0001.96] Log: 0 out of 0 bytes used by permanent object pool.
[0001.96] Log: Initializing Engine...
[0003.06] Init: UEngine initialized
[0003.07] Init: XAudio2Device initialized.
[0003.25] Init: Client initialized
[0003.77] Log: Initializing Steamworks
[0003.78] Log: Logged in as 'Chest Hairington'
[0003.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.80] Warning: Warning, Failed to find object 'Class None.'
[0003.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.80] Warning: Warning, Failed to find object 'Class None.'
[0003.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.80] Warning: Warning, Failed to find object 'Class None.'
[0003.80] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.80] Warning: Warning, Failed to find object 'Class None.'
[0003.82] Log: LoadMap: VC_FrontEnd_New?Name=Bob?Team=255
[0005.48] Log: Game class is 'VCEntryGame'
[0005.50] Log: Primary PhysX scene will be in software.
[0005.50] Log: Creating Primary PhysX Scene.
[0005.54] Log: Bringing World vc_frontend_new.TheWorld up for play (0) at 2019.07.16-04.42.47
[0005.57] Log: WARNING: Cooking Convex For Actor: vc_frontend_new.TheWorld:PersistentLevel.VCDebris_Flare_0 Component: VCGibStaticMeshComponent_40 StaticMesh: GP_DigSite.Explosives.S_GP_Flare_01 (Scale: 0.750000 0.750000 0.750000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0005.58] Log: Bringing up level for play took: 0.085618
[0005.58] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0005.58] Log: ########### Finished loading level: 1.766453 seconds
[0005.58] Init: Game engine initialized
[0005.58] Log: Initializing Engine Completed
[0006.21] Log: >>>>>>>>>>>>>> Initial startup: 6.21s <<<<<<<<<<<<<<<
[0006.70] Log: Current scalability system settings:
[0006.70] Log:     StaticDecals = TRUE (Whether to allow static decals.)
[0006.70] Log:     DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0006.70] Log:     UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0006.70] Log:     DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0006.70] Log:     DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0006.70] Log:     LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0006.70] Log:     MotionBlur = FALSE (Whether to allow motion blur.)
[0006.70] Log:     DepthOfField = TRUE (Whether to allow depth of field.)
[0006.70] Log:     AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0006.70] Log:     Bloom = FALSE (Whether to allow bloom.)
[0006.70] Log:     bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0006.70] Log:     Distortion = TRUE (Whether to allow distortion.)
[0006.70] Log:     DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0006.70] Log:     LensFlares = FALSE (Whether to allow rendering of LensFlares.)
[0006.70] Log:     AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0006.70] Log:     bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0006.70] Log:     bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0006.70] Log:     bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0006.70] Log:     MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0006.70] Log:     SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0006.70] Log:     DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0006.70] Log:     MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0006.70] Log:     MaxAnisotropy = 16 (Maximum level of anisotropy used.)
[0006.70] Log:     bAllowD3D9MSAA = TRUE (UKNOWN)
[0006.70] Log:     MinShadowResolution = 8 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0006.70] Log:     MinPreShadowResolution = 2 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0006.70] Log:     MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0006.70] Log:     MaxWholeSceneDominantShadowResolution = 2048 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0006.70] Log:     ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0006.70] Log:     bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0006.70] Log:     bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0006.70] Log:     bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0006.70] Log:     bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0006.70] Log:     FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0006.70] Log:     bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0006.70] Log: 1
[0006.70] Log: DumpAvailableResolutions
[0006.70] Log: 640x480
[0006.70] Log: 640x480
[0006.70] Log: 640x480
[0006.70] Log: 640x480
[0006.70] Log: 640x480
[0006.70] Log: 720x480
[0006.70] Log: 720x480
[0006.70] Log: 720x480
[0006.70] Log: 720x480
[0006.70] Log: 720x576
[0006.70] Log: 800x600
[0006.70] Log: 800x600
[0006.70] Log: 800x600
[0006.70] Log: 800x600
[0006.70] Log: 1024x768
[0006.70] Log: 1024x768
[0006.70] Log: 1024x768
[0006.70] Log: 1152x648
[0006.70] Log: 1152x648
[0006.70] Log: 1152x648
[0006.70] Log: 1152x864
[0006.70] Log: 1280x720
[0006.70] Log: 1280x720
[0006.70] Log: 1280x720
[0006.70] Log: 1280x768
[0006.70] Log: 1280x800
[0006.70] Log: 1280x960
[0006.70] Log: 1280x1024
[0006.70] Log: 1280x1024
[0006.70] Log: 1360x768
[0006.70] Log: 1360x1024
[0006.70] Log: 1366x768
[0006.70] Log: 1440x900
[0006.70] Log: 1600x1200
[0006.70] Log: 1680x1050
[0006.70] Log: 1776x1000
[0006.70] Log: 1776x1000
[0006.70] Log: 1776x1000
[0006.70] Log: 1776x1000
[0006.70] Log: 1776x1000
[0006.70] Log: 1776x1000
[0006.70] Log: 1776x1000
[0006.70] Log: 1792x1344
[0006.70] Log: 1800x1440
[0006.70] Log: 1856x1392
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1080
[0006.70] Log: 1920x1200
[0006.70] Log: 3440x1440
[0006.70] ScriptLog: Reloading Trophy Data...
[0011.23] ScriptLog: RUST: [Initializing Workshop Client]
[0011.23] ScriptLog: RUST: DLLVersionInt(): 268435457
[0011.23] ScriptLog: RUST: DLLBuildString(): RUSTClient - 1.0.0.1 - Release - win32
[0011.24] ScriptLog: RUST: StartClient(): True
[0011.25] ScriptLog: RUST: SetConfigPath(): True
[0011.26] ScriptLog: RUST: UpdateUGCInstall(): OK
[0014.23] ScriptLog: RUST: [Checking Initial Status]
[0014.23] ScriptLog: RUST: ReadMessage(): mod_sub 745707648 Bomb-omb battle field
[0014.23] ScriptLog: RUST: ReadMessage(): mod_sub 392256435 Pool Of Death
[0014.23] ScriptLog: RUST: ReadMessage(): mod_sub 379572043 Underground Research Facility
[0014.23] ScriptLog: RUST: ReadMessage(): mod_ready 745707648 Bomb-omb battle field
[0014.23] ScriptLog: RUST: ReadMessage(): mod_ready 392256435 Pool Of Death
[0014.23] ScriptLog: RUST: ReadMessage(): mod_ready 379572043 Underground Research Facility
[0014.23] ScriptLog: RUST: ReadMessage(): mods_alldone
[0014.23] ScriptLog: RUST: [All Done]
[0014.23] ScriptLog: RUST: [Shutting Down]
[0016.98] Log: LoadMap: VC_Uprinsing?Name=Bob?Team=255?Game=VisceraGame.VCGame?bDisableSniffer=False?SaveGameState=AutoSave.sav?LocalCoop=False
[0016.99] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate()
   OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0
   Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE
[0019.06] Log: Game class is 'VCGame'
[0019.08] Log: Primary PhysX scene will be in software.
[0019.08] Log: Creating Primary PhysX Scene.
[0019.12] Log: Bringing World VC_Uprinsing.TheWorld up for play (0) at 2019.07.16-04.43.01
[0019.19] ScriptLog: Accessing data from save file: AutoSave.sav
[0019.58] Log: Bringing up level for play took: 0.517945
[0019.58] ScriptWarning: Accessed None 'AccessControl'
   VCGame VC_Uprinsing.TheWorld:PersistentLevel.VCGame_0
   Function VisceraGame.VCGameBase:Login:0045
[0019.63] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user
[0019.63] Log: ########### Finished loading level: 2.651097 seconds
[0019.69] ScriptLog: Commencing game state load...
[0019.69] ScriptLog: Commiting loaded save data to actors...AutoSave.sav
[0019.99] Warning: Warning, Failed to load 'Actor None.': Failed to find object 'Actor None.'
[0019.99] Warning: Warning, Failed to load 'Actor None.': Failed to find object 'Actor None.'
[0021.77] Log: WARNING: Cooking Convex For Actor: VC_Uprinsing.TheWorld:PersistentLevel.VCDebrisPlaced_0 Component: VCGibStaticMeshComponent_335 StaticMesh: Env_Admin_01.Meshes.S_Env_Admin_BeerBottle_Broken01 (Scale: 0.350000 0.350000 0.350000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0021.77] Log: WARNING: Cooking Convex For Actor: VC_Uprinsing.TheWorld:PersistentLevel.VCDebrisPlaced_1 Component: VCGibStaticMeshComponent_336 StaticMesh: Env_Admin_01.Meshes.S_Env_Admin_BeerBottle_Broken02 (Scale: 0.350000 0.350000 0.350000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0022.62] Log: WARNING: Cooking Convex For Actor: VC_Uprinsing.TheWorld:PersistentLevel.VCSpecialDrop_Item15_0 Component: VCGibStaticMeshComponent_337 StaticMesh: GP_MiscStuff01.Meshes.S_GP_East_Egg (Scale: 0.750000 0.750000 0.750000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0022.63] ScriptLog: Restoring level-saved Trophy Item present in save session: VCSpecialDrop_Item15_0
[0023.21] Log: Script call stack:
   Function VisceraGame.VCSplat_PlayerFootstep:Touch

[0023.21] Critical: appError called: Runaway loop detected (over 1000000 iterations)
   VCSplat_PlayerFootstep VC_Uprinsing.TheWorld:PersistentLevel.VCSplat_PlayerFootstep_700
   Function VisceraGame.VCSplat_PlayerFootstep:Touch:0001
   Script call stack:
   Function VisceraGame.VCSplat_PlayerFootstep:Touch

[0023.21] Critical: Windows GetLastError: The operation completed successfully. (0)
[0026.81] Log: === Critical error: ===
Runaway loop detected (over 1000000 iterations)
   VCSplat_PlayerFootstep VC_Uprinsing.TheWorld:PersistentLevel.VCSplat_PlayerFootstep_700
   Function VisceraGame.VCSplat_PlayerFootstep:Touch:0001
   Script call stack:
   Function VisceraGame.VCSplat_PlayerFootstep:Touch


Address = 0x75a73ce8 (filename not found) [in C:\Windows\SYSTEM32\KERNELBASE.dll]
Address = 0xd08cd1   (filename not found) [in C:\steam\steamapps\common\Viscera\Binaries\win32\UDK.exe]
Address = 0xd43983   (filename not found) [in C:\steam\steamapps\common\Viscera\Binaries\win32\UDK.exe]


Author:  Black Eagle [ Thu Jul 18, 2019 6:11 am ]
Post subject:  Re: Save files not loading

Hmm, looks like there is a bug with the footstep blood decals.
Will have to look into it further for a patch.

I'm afraid there isn't much you can do, that save file will probably not work anymore.
The game seems to be having issue with the footstep decals when first loading your save, causing it to get stuck in an infinite loop.


Did you have a lot of bloody footstep decals around the level? :think:

Author:  Ferrets [ Thu Jul 18, 2019 12:10 pm ]
Post subject:  Re: Save files not loading

Yeah, I'm not worried about losing the save, I'm worried that it keeps happening. And yes, I tend to have a TON of bloody footsteps. That would also explain why it happens on larger levels, and only after a couple of hours of gameplay.
Is there anything I can do to prevent this going forward? Or do I just have to mop more frequently?
Thanks for the response!

Author:  Black Eagle [ Sat Jul 20, 2019 1:42 am ]
Post subject:  Re: Save files not loading

Yeah, the game can only handle so many of them. The numbers can easily reach into the many hundreds.

Best advice I can give is to mop the blood around body parts and mess first, then pickup the stuff later. Bring buckets to the site, instead of moving bits out of the blood.
If there is a patch of blood you can't avoid, then jump over it.
Just make sure to keep on top of your footprints, the more of them you make, the faster they will occur, because you'll be walking over them again and again.

Otherwise, there is also the Footprint Limit setting under the Game Rules window, which you'll find in the same place you select which level to play, under the Start Work menu.

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