RuneStorm
http://www.runestorm.com/forums/

Built with UDK stopped working, and it's freaking me out
http://www.runestorm.com/forums/viewtopic.php?f=114&t=78668
Page 1 of 1

Author:  Teeq [ Sun May 01, 2016 11:14 am ]
Post subject:  Built with UDK stopped working, and it's freaking me out

Hey Guys. Sorry to bother you with this, but I don't know where to place this else.
Wanted to play this game with my girlfriend today since she hyped it in some way, but guess what, it doesn't work properly. I get a crash whenever we try to play together. The error warning is "BUILT WITH UDK STOPPED WORKING", the game totally crashes away without any error warning. Well, the strange thing is, as soon as I end the game, Steam also closes and crashes.
The interesting thing is, that we only got a situation like this when we are entering the multiplayer mode. We got something like this in Saints Row 4 also, it's crashing in multiplayer mode only.
You know, I'd really like to play this game with my GF, but like this, it's somehow impossible.
When I play alone it works, but as soon as I try to join her it crashes and when she joins me, as soon as I get the notification that someone joined my game, I got like 10 seconds and then it's over. Here I got the logfile, maybe someone is able to help me with that..

Log: Log file open, 05/01/16 18:38:55
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 (64-bit): Jul 1 2013 15:03:50
Init: Changelist: 1715227
Init: Command line:
Init: Base directory: C:\Program Files (x86)\Steam\steamapps\common\Viscera\Binaries\win64\
[0000.35] Init: Computer: AGANDO-PC
[0000.35] Init: User: Agando
[0000.35] Init: CPU Page size=4096, Processors=8
[0000.35] Init: High frequency timer resolution =3.320380 MHz
[0000.35] Init: Memory total: Physical=7.9GB (8GB approx) Pagefile=15.9GB Virtual=8192.0GB
[0000.43] Log: Steam Client API initialized 1
[0000.61] Log: Steam Game Server API initialized 1
[0000.65] Init: WinSock: I am Agando-PC (192.168.178.25:0)
[0000.65] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.65] Init: Object subsystem initialized
[0000.69] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 770
[0000.69] Log: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory
[0000.72] Log: Shader platform (RHI): PC-D3D-SM3
[0000.75] Log: PhysX GPU Support: DISABLED
[0000.75] Init: Initializing FaceFX...
[0000.75] Init: FaceFX 1.7.4 initialized.
[0000.76] Init: XAudio2 using 'Kopfhörer (HyperX 7.1 Audio)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[0001.61] Warning: Warning, Failed to load 'UI_Fonts': Can't find file 'UI_Fonts'
[0001.61] Warning: Warning, Failed to load 'FX_HitEffects': Can't find file 'FX_HitEffects'
[0001.61] Init: Finished loading startup packages in 0.78 seconds
[0001.61] Log: 48298 objects as part of root set at end of initial load.
[0001.61] Log: 0 out of 0 bytes used by permanent object pool.
[0001.62] Log: Initializing Engine...
[0002.15] Init: UEngine initialized
[0002.19] Init: XAudio2Device initialized.
[0002.38] Init: Client initialized
[0003.06] Log: Initializing Steamworks
[0003.07] Log: Logged in as 'ÐønSmøl | AIM = #6.3'
[0003.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.10] Warning: Warning, Failed to find object 'Class None.'
[0003.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.10] Warning: Warning, Failed to find object 'Class None.'
[0003.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.10] Warning: Warning, Failed to find object 'Class None.'
[0003.10] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.10] Warning: Warning, Failed to find object 'Class None.'
[0003.13] Log: LoadMap: VC_FrontEnd?Name=Bob?Team=255
[0003.53] Log: Game class is 'VCEntryGame'
[0003.55] Log: Primary PhysX scene will be in software.
[0003.55] Log: Creating Primary PhysX Scene.
[0003.56] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_01) (Owner: StaticMeshActor_6) - Cooking Now.
[0003.56] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_02) (Owner: StaticMeshActor_4) - Cooking Now.
[0003.56] Log: Bringing World vc_frontend.TheWorld up for play (0) at 2016.05.01-18.38.58
[0004.16] Log: WARNING: Cooking Convex For Actor: vc_frontend.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_4 Component: VCGibStaticMeshComponent_4 StaticMesh: Env_Station01.Meshes.Deco.S_Env_Deco_Crate_01 (Scale: 0.800000 0.800000 0.800000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0004.17] Log: Bringing up level for play took: 0.622387
[0004.18] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0004.18] Log: ########### Finished loading level: 1.057358 seconds
[0004.18] Init: Game engine initialized
[0004.18] Log: Initializing Engine Completed
[0004.68] Log: >>>>>>>>>>>>>> Initial startup: 4.68s <<<<<<<<<<<<<<<
[0004.79] Log: Current scalability system settings:
[0004.79] Log: StaticDecals = TRUE (Whether to allow static decals.)
[0004.79] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0004.79] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0004.79] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0004.79] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0004.79] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0004.79] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0004.79] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0004.79] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0004.79] Log: Bloom = TRUE (Whether to allow bloom.)
[0004.79] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0004.79] Log: Distortion = TRUE (Whether to allow distortion.)
[0004.79] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0004.79] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0004.79] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0004.79] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0004.79] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0004.79] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0004.79] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0004.79] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0004.79] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0004.79] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0004.79] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.)
[0004.79] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0004.79] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0004.79] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0004.79] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0004.79] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0004.79] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0004.79] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0004.79] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0004.79] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0004.79] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0004.79] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0004.79] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0004.79] Log: DumpAvailableResolutions
[0004.79] Log: 640x480
[0004.79] Log: 640x480
[0004.79] Log: 640x480
[0004.79] Log: 720x480
[0004.79] Log: 720x480
[0004.79] Log: 720x480
[0004.79] Log: 720x480
[0004.79] Log: 720x576
[0004.79] Log: 720x576
[0004.79] Log: 720x576
[0004.79] Log: 720x576
[0004.79] Log: 800x600
[0004.79] Log: 800x600
[0004.79] Log: 800x600
[0004.79] Log: 800x600
[0004.79] Log: 1024x768
[0004.79] Log: 1024x768
[0004.79] L

Sorry if thats not enough.. If i can give any more informations, I'd be pleased with doing so. Im at my limit, jeez :doh:

Thanks :)
Best Regards,
Teeq

Author:  Black Eagle [ Mon May 02, 2016 3:25 am ]
Post subject:  Re: Built with UDK stopped working, and it's freaking me out

Hmm, is that the full contents of the Launch.Log file after the crash?

There are a few things we can try. :think:

Try switching the game to window mode in the options then play Multiplayer.

If that doesn't work, try installing/fixing Microsoft .NET Framework 4.5 and then try again.

Do you have a 64Bit Windows system? If so, try playing the game using the 64bit launch option.

Have you tried "verifying the integrity of the game cache" in the Steam Client?

Another thing might be you or your GF's Steam User Name containing strange characters. You can try changing your Steam Name, removing some characters like "=|.#" and seeing if that helps.

Author:  Teeq [ Mon May 02, 2016 10:56 am ]
Post subject:  Re: Built with UDK stopped working, and it's freaking me out

All of those solutions didn't work for now. I got a new log tho, but I doubt it gives you any new informations ;/

Log: Log file open, 05/01/16 19:48:02
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:\Program Files (x86)\Steam\steamapps\common\Viscera\Binaries\win32\
[0000.20] Init: Computer: AGANDO-PC
[0000.21] Init: User: Agando
[0000.21] Init: CPU Page size=4096, Processors=8
[0000.21] Init: High frequency timer resolution =3.320380 MHz
[0000.21] Init: Memory total: Physical=7.9GB (8GB approx) Pagefile=15.9GB Virtual=4.0GB
[0000.34] Log: Steam Client API initialized 1
[0000.54] Log: Steam Game Server API initialized 1
[0000.58] Init: WinSock: I am Agando-PC (192.168.178.25:0)
[0000.58] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes.
[0000.58] Init: Object subsystem initialized
[0000.67] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 770
[0000.67] Log: Adapter has 1989MB of dedicated video memory, 0MB of dedicated system memory, and 2048MB of shared system memory
[0000.71] Log: Shader platform (RHI): PC-D3D-SM3
[0000.73] Log: PhysX GPU Support: DISABLED
[0000.74] Init: Initializing FaceFX...
[0000.74] Init: FaceFX 1.7.4 initialized.
[0000.75] Init: XAudio2 using 'Kopfhörer (HyperX 7.1 Audio)' : 2 channels at 44.1 kHz using 16 bits per sample (channel mask 0x3)
[0001.64] Warning: Warning, Failed to load 'UI_Fonts': Can't find file 'UI_Fonts'
[0001.64] Warning: Warning, Failed to load 'FX_HitEffects': Can't find file 'FX_HitEffects'
[0001.64] Init: Finished loading startup packages in 0.80 seconds
[0001.65] Log: 48298 objects as part of root set at end of initial load.
[0001.65] Log: 0 out of 0 bytes used by permanent object pool.
[0001.65] Log: Initializing Engine...
[0002.15] Init: UEngine initialized
[0002.23] Init: XAudio2Device initialized.
[0002.39] Init: Client initialized
[0003.32] Log: Initializing Steamworks
[0003.33] Log: Logged in as 'Jabba DaFuq'
[0003.40] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.40] Warning: Warning, Failed to find object 'Class None.'
[0003.40] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.40] Warning: Warning, Failed to find object 'Class None.'
[0003.40] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.40] Warning: Warning, Failed to find object 'Class None.'
[0003.40] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.'
[0003.40] Warning: Warning, Failed to find object 'Class None.'
[0003.42] Log: LoadMap: VC_FrontEnd?Name=Bob?Team=255
[0003.70] Log: Game class is 'VCEntryGame'
[0003.71] Log: Primary PhysX scene will be in software.
[0003.71] Log: Creating Primary PhysX Scene.
[0003.71] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_01) (Owner: StaticMeshActor_6) - Cooking Now.
[0003.71] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_02) (Owner: StaticMeshActor_4) - Cooking Now.
[0003.71] Log: Bringing World vc_frontend.TheWorld up for play (0) at 2016.05.01-19.48.05
[0004.29] Log: WARNING: Cooking Convex For Actor: vc_frontend.TheWorld:PersistentLevel.VCDebrisPlaced_Deco_4 Component: VCGibStaticMeshComponent_4 StaticMesh: Env_Station01.Meshes.Deco.S_Env_Deco_Crate_01 (Scale: 0.800000 0.800000 0.800000) Please go and set PreCachedPhysScale on the mesh to have this scale for RunTime spawned objects.
[0004.30] Log: Bringing up level for play took: 0.592947
[0004.33] Error: StartLocalVoiceProcessing(): Device is currently owned by another user
[0004.33] Log: ########### Finished loading level: 0.909802 seconds
[0004.33] Init: Game engine initialized
[0004.33] Log: Initializing Engine Completed
[0005.61] Log: >>>>>>>>>>>>>> Initial startup: 5.61s <<<<<<<<<<<<<<<
[0005.73] Log: Current scalability system settings:
[0005.73] Log: StaticDecals = TRUE (Whether to allow static decals.)
[0005.73] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.)
[0005.73] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.)
[0005.73] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.)
[0005.73] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.)
[0005.73] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.)
[0005.73] Log: MotionBlur = TRUE (Whether to allow motion blur.)
[0005.73] Log: DepthOfField = TRUE (Whether to allow depth of field.)
[0005.73] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.)
[0005.73] Log: Bloom = TRUE (Whether to allow bloom.)
[0005.73] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.)
[0005.73] Log: Distortion = TRUE (Whether to allow distortion.)
[0005.73] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.)
[0005.73] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.)
[0005.73] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.)
[0005.73] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.)
[0005.73] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.)
[0005.73] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.)
[0005.73] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.)
[0005.73] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.)
[0005.73] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.)
[0005.73] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.)
[0005.73] Log: MaxAnisotropy = 4 (Maximum level of anisotropy used.)
[0005.73] Log: bAllowD3D9MSAA = FALSE (UKNOWN)
[0005.73] Log: MinShadowResolution = 64 (min dimensions (in texels) allowed for rendering shadow subject depths.)
[0005.73] Log: MinPreShadowResolution = 8 (min dimensions (in texels) allowed for rendering preshadow depths.)
[0005.73] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.)
[0005.73] Log: MaxWholeSceneDominantShadowResolution = 1280 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.)
[0005.73] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.)
[0005.73] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.)
[0005.73] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.)
[0005.73] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.)
[0005.73] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.)
[0005.73] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.)
[0005.73] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.)
[0005.73] Log: DumpAvailableResolutions
[0005.73] Log: 640x480
[0005.73] Log: 640x480
[0005.73] Log: 640x480
[0005.73] Log: 720x480
[0005.73] Log: 720x480
[0005.73] Log: 720x480
[0005.73] Log: 720x480
[0005.73] Log: 720x576
[0005.73] Log: 720x576
[0005.73] Log: 720x576
[0005.73] Log: 720x576
[0005.73] Log: 800x600
[0005.73] Log: 800x600
[0005.73] Log: 800x600
[0005.73] Log: 800x600
[0005.73] Log: 1024x768
[0005.73] Log: 1024x768
[0005.73] Log: 1024x768

Updating .NET Framework went fine, but didn't bring up a change. Same as changing names, Playing in Windowed mode and using the x64 version of the game. I'm afraid to come to you the second time ;/

Best regards

Author:  Black Eagle [ Tue May 03, 2016 2:44 am ]
Post subject:  Re: Built with UDK stopped working, and it's freaking me out

Yeesh, that's really unusual...

Have you tried the same for your GF? Especially the name thing?

Are you playing the game on Windows 10, Windows 8, or Windows 7?

Here are a couple other things I managed to dig up concerning Steam game MP crashes.
Although Steam may have fixed most of the issues two years ago.

https://steamcommunity.com/discussions/ ... 04912/#p10
1. If you're not running Windows 7:

Try finding the Steam.exe (C:\Program Files (x86)\Steam). Right-click and go Properties -> Compatibility. Tick the "Run this program in compatibility mode for:" box and then choose "Windows 7"

2. If you have nVidia GeForce Experience installed, try uninstalling it.

3. Do you have a separate Network Card? And do you have "Killer Network Manager" installed?
If so, it might help to replace the software with something better.
http://steamcommunity.com/discussions/f ... 728935044/

4. Are you participating in Steam Client Beta builds? If so go to the following the Steam Client: "Setting > Account > Beta Participation > Change to ' NONE - opt out of all beta programs'.

Author:  Teeq [ Tue May 03, 2016 12:26 pm ]
Post subject:  Re: Built with UDK stopped working, and it's freaking me out

Holy Shit... You are right o.O
I had both, Experience and the Killer Network Manager.. I needed it for some kind of fixing Origin back then. Didn't know it can cause troubles like that if I dont use it, ffs.

Many thanks to you, Eagle. I don't know how I can repay that. Thanks for having enough time to help us =)

Best regards,
Teeq

Author:  Black Eagle [ Wed May 04, 2016 1:47 am ]
Post subject:  Re: Built with UDK stopped working, and it's freaking me out

Hah, great it actually worked!

Best of luck, and enjoy! :)

Page 1 of 1 All times are UTC - 6 hours
Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
http://www.phpbb.com/