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| Black screen/locks computer shortly after starting a game. https://www.runestorm.com/forums/viewtopic.php?f=114&t=78557 |
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| Author: | ShidaPenns [ Wed Dec 09, 2015 10:17 am ] |
| Post subject: | Black screen/locks computer shortly after starting a game. |
Kind of like this: viewtopic.php?f=114&t=78398 It was working earlier, I was able to get the Clean Freak achievement. But now I can't run the game, in the office or otherwise. After clicking okay after starting a level, less than a minute later it will lock up my computer (momentarily get a "no signal" from my monitor, but then just goes to blank screen), and there's nothing I can do but restart my computer. I've tried all the fixes I've found here. My graphics card driver is the latest. Please help, I want to enjoy this game. :p Here's one log: Log: Log file open, 12/09/15 15:53:45 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\ [0000.32] Init: Computer: **** [0000.32] Init: User: **** [0000.32] Init: CPU Page size=4096, Processors=16 [0000.32] Init: High frequency timer resolution =2.934779 MHz [0000.32] Init: Memory total: Physical=31.9GB (31GB approx) Pagefile=43.9GB Virtual=4.0GB [0000.43] Log: Steam Client API initialized 1 [0000.61] Log: Steam Game Server API initialized 1 [0000.63] Init: WinSock: I am **** (192.168.56.1:0) [0000.63] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. [0000.63] Init: Object subsystem initialized [0000.70] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 980 [0000.70] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0000.73] Log: Found D3D11 adapter 1: NVIDIA GeForce GTX 980 [0000.73] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0000.75] Log: Found D3D11 adapter 2: NVIDIA GeForce GTX 980 [0000.75] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0000.76] Log: Found D3D11 adapter 3: Microsoft Basic Render Driver [0000.76] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4095MB of shared system memory [0000.77] Log: Shader platform (RHI): PC-D3D-SM3 [0000.89] Log: PhysX GPU Support: DISABLED [0000.93] Init: Initializing FaceFX... [0000.93] Init: FaceFX 1.7.4 initialized. [0000.94] Init: XAudio2 using 'Speakers (Sound Blaster Z)' : 6 channels at 48 kHz using 32 bits per sample (channel mask 0x3f) [0002.49] Warning: Warning, Failed to load 'UI_Fonts': Can't find file 'UI_Fonts' [0002.50] Warning: Warning, Failed to load 'FX_HitEffects': Can't find file 'FX_HitEffects' [0002.51] Init: Finished loading startup packages in 1.07 seconds [0002.51] Log: 48298 objects as part of root set at end of initial load. [0002.51] Log: 0 out of 0 bytes used by permanent object pool. [0002.51] Log: Initializing Engine... [0003.42] Init: UEngine initialized [0003.46] Init: XAudio2Device initialized. [0003.72] Init: Client initialized [0004.70] Log: Initializing Steamworks [0004.71] Log: Logged in as '****' [0004.74] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.74] Warning: Warning, Failed to find object 'Class None.' [0004.74] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.74] Warning: Warning, Failed to find object 'Class None.' [0004.74] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.74] Warning: Warning, Failed to find object 'Class None.' [0004.74] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0004.74] Warning: Warning, Failed to find object 'Class None.' [0005.09] Log: LoadMap: VC_FrontEnd?Name=Bob?Team=255 [0005.56] Log: Game class is 'VCEntryGame' [0005.58] Log: Primary PhysX scene will be in software. [0005.58] Log: Creating Primary PhysX Scene. [0005.59] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_01) (Owner: StaticMeshActor_6) - Cooking Now. [0005.59] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_02) (Owner: StaticMeshActor_4) - Cooking Now. [0005.60] Log: Bringing World vc_frontend.TheWorld up for play (0) at 2015.12.09-15.53.50 [0006.55] 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. [0006.57] Log: Bringing up level for play took: 1.005086 [0006.58] Error: StartLocalVoiceProcessing(): Device is currently owned by another user [0006.58] Log: ########### Finished loading level: 1.484198 seconds [0006.58] Init: Game engine initialized [0006.58] Log: Initializing Engine Completed [0008.32] Log: >>>>>>>>>>>>>> Initial startup: 8.32s <<<<<<<<<<<<<<< [0008.40] Log: FMaterialUniformExpressionTexture had invalid TextureIndex! (2/2) [0008.42] Log: Current scalability system settings: [0008.42] Log: StaticDecals = TRUE (Whether to allow static decals.) [0008.42] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0008.42] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0008.42] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0008.42] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0008.42] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0008.42] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0008.42] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0008.42] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0008.42] Log: Bloom = TRUE (Whether to allow bloom.) [0008.42] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0008.42] Log: Distortion = TRUE (Whether to allow distortion.) [0008.42] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0008.42] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0008.42] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0008.42] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0008.42] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0008.42] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0008.42] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0008.42] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0008.42] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0008.42] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0008.42] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0008.42] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0008.42] Log: MinShadowResolution = 8 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0008.42] Log: MinPreShadowResolution = 2 (min dimensions (in texels) allowed for rendering preshadow depths.) [0008.42] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0008.42] Log: MaxWholeSceneDominantShadowResolution = 2048 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0008.42] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0008.42] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0008.42] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0008.42] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0008.42] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0008.42] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0008.42] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0008.43] Log: DumpAvailableResolutions [0008.44] Log: 640x480 [0008.44] Log: 640x480 [0008.44] Log: 640x480 [0008.44] Log: 640x480 [0008.44] Log: 640x480 [0008.44] Log: 720x480 [0008.44] Log: 720x480 [0008.44] Log: 720x480 [0008.44] Log: 720x480 [0008.44] Log: 720x480 [0008.44] Log: 720x576 [0008.44] Log: 720x576 [0008.44] Log: 720x576 [0008.44] Log: 720x576 [0008.44] Log: 720x576 [0008.44] Log: 800x600 [0008.44] Log: 800x600 [0008.44] Log: 800x600 [0008.44] Log: 800x600 [0008.44] Log: 800x600 [0008.44] Log: 1024x768 [0008.44] Log: 1024x768 [0008.44] Log: 1024x768 [0008.44] Log: 1024x768 [0008.44] Log: 1024x768 [0008.44] Log: 1152x864 [0008.44] Log: 1152x864 [0008.44] Log: 1152x864 [0008.44] Log: 1152x864 [0008.44] Log: 1152x864 [0008.44] Log: 1280x720 [0008.44] Log: 1280x720 [0008.44] Log: 1280x720 [0008.44] Log: 1280x720 [0008.44] Log: 1280x720 [0008.44] Log: 1280x768 [0008.44] Log: 1280x768 [0008.44] Log: 1280x768 [0008.44] Log: 1280x768 [0008.44] Log: 1280x768 [0008.44] Log: 1280x800 [0008.44] Log: 1280x800 [0008.44] Log: 1280x800 [0008.44] Log: 1280x800 [0008.44] Log: 1280x800 [0008.44] Log: 1280x960 [0008.44] Log: 1280x960 [0008.44] Log: 1280x960 [0008.44] Log: 1280x960 [0008.44] Log: 1280x960 [0008.44] Log: 1280x1024 [0008.44] Log: 1280x1024 [0008.44] Log: 1280x1024 [0008.44] Log: 1280x1024 [0008.44] Log: 1280x1024 [0008.44] Log: 1360x768 [0008.44] Log: 1360x768 [0008.44] Log: 1360x768 [0008.44] Log: 1360x768 [0008.44] Log: 1360x768 [0008.44] Log: 1366x768 [0008.44] Log: 1366x768 [0008.44] Log: 1366x768 [0008.44] Log: 1366x768 [0008.44] Log: 1366x768 [0008.44] Log: 1600x900 [0008.44] Log: 1600x900 [0008.44] Log: 1600x900 [0008.44] Log: 1600x900 [0008.44] Log: 1600x900 [0008.44] Log: 1600x1024 [0008.44] Log: 1600x1024 [0008.44] Log: 1600x1024 [0008.44] Log: 1600x1024 [0008.44] Log: 1600x1024 [0008.44] Log: 1680x1050 [0008.44] Log: 1680x1050 [0008.44] Log: 1680x1050 [0008.44] Log: 1680x1050 [0008.44] Log: 1680x1050 [0008.44] Log: 1920x1080 [0008.44] Log: 1920x1080 [0008.44] Log: 1920x1080 [0008.44] Log: 1920x1080 [0008.44] Log: 1920x1080 [0011.22] Log: LoadMap: VC_JanitorOffice?Name=Bob?Team=255?Game=VisceraGame.VCGame?VisitingOffice?SaveGameState=OfficeData.sav [0011.23] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0012.23] Log: Game class is 'VCGame' [0012.25] Log: Primary PhysX scene will be in software. [0012.25] Log: Creating Primary PhysX Scene. [0012.28] Log: Bringing World VC_JanitorOffice.TheWorld up for play (0) at 2015.12.09-15.53.57 [0012.28] ScriptLog: Accessing data from save file: OfficeData.sav [0012.29] ScriptLog: Accessing data from save file: TrophyData.sav [0012.89] Log: Bringing up level for play took: 0.659026 [0012.89] ScriptWarning: Accessed None 'AccessControl' VCGame VC_JanitorOffice.TheWorld:PersistentLevel.VCGame_0 Function VisceraGame.VCGameBase:Login:0045 [0012.92] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0012.92] Log: ########### Finished loading level: 1.700737 seconds [0012.96] ScriptLog: Commencing game state load... [0012.96] ScriptLog: Commiting loaded save data to actors...OfficeData.sav [0012.97] Warning: Warning, Failed to load 'Actor None.': Failed to find object 'Actor None.' [0012.97] Warning: Warning, Failed to load 'Actor None.': Failed to find object 'Actor None.' [0012.97] ScriptLog: Commiting loaded save data to actors...TrophyData.sav [0012.97] Error: Can't start an online game that hasn't been created [0012.97] Error: Failed to read file '..\..\Saves\IncidentReportsData.sav' error () [0034.63] Log: Timed out while waitin |
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| Author: | ShidaPenns [ Wed Dec 09, 2015 10:24 am ] |
| Post subject: | Re: Black screen/locks computer shortly after starting a gam |
And another, in case it helps: Log: Log file open, 12/09/15 15:42:51 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\ [0000.53] Init: Computer: **** [0000.53] Init: User: **** [0000.53] Init: CPU Page size=4096, Processors=16 [0000.53] Init: High frequency timer resolution =2.934780 MHz [0000.53] Init: Memory total: Physical=31.9GB (31GB approx) Pagefile=43.9GB Virtual=4.0GB [0000.98] Log: Steam Client API initialized 1 [0001.13] Log: Steam Game Server API initialized 1 [0001.16] Init: WinSock: I am **** (192.168.56.1:0) [0001.16] Init: Presizing for 0 objects not considered by GC, pre-allocating 0 bytes. [0001.16] Init: Object subsystem initialized [0001.24] Log: Found D3D11 adapter 0: NVIDIA GeForce GTX 980 [0001.24] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0001.26] Log: Found D3D11 adapter 1: NVIDIA GeForce GTX 980 [0001.26] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0001.28] Log: Found D3D11 adapter 2: NVIDIA GeForce GTX 980 [0001.28] Log: Adapter has 3072MB of dedicated video memory, 0MB of dedicated system memory, and 1023MB of shared system memory [0001.29] Log: Found D3D11 adapter 3: Microsoft Basic Render Driver [0001.29] Log: Adapter has 0MB of dedicated video memory, 0MB of dedicated system memory, and 4095MB of shared system memory [0001.30] Log: Shader platform (RHI): PC-D3D-SM3 [0001.42] Log: PhysX GPU Support: DISABLED [0001.42] Init: Initializing FaceFX... [0001.42] Init: FaceFX 1.7.4 initialized. [0001.43] Init: XAudio2 using 'Speakers (Sound Blaster Z)' : 6 channels at 48 kHz using 32 bits per sample (channel mask 0x3f) [0001.94] Init: Waited 0.000 sec for async package '..\..\UDKGame\Script\Engine.u' to complete caching. [0002.96] Warning: Warning, Failed to load 'UI_Fonts': Can't find file 'UI_Fonts' [0002.97] Warning: Warning, Failed to load 'FX_HitEffects': Can't find file 'FX_HitEffects' [0002.97] Init: Finished loading startup packages in 1.05 seconds [0002.98] Log: 48298 objects as part of root set at end of initial load. [0002.98] Log: 0 out of 0 bytes used by permanent object pool. [0002.98] Log: Initializing Engine... [0003.86] Init: UEngine initialized [0003.90] Init: XAudio2Device initialized. [0004.15] Init: Client initialized [0005.21] Log: Initializing Steamworks [0005.22] Log: Logged in as '****' [0005.25] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0005.25] Warning: Warning, Failed to find object 'Class None.' [0005.25] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0005.25] Warning: Warning, Failed to find object 'Class None.' [0005.25] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0005.25] Warning: Warning, Failed to find object 'Class None.' [0005.25] Warning: Warning, Failed to load 'Class None.': Failed to find object 'Class None.' [0005.25] Warning: Warning, Failed to find object 'Class None.' [0005.59] Log: LoadMap: VC_FrontEnd?Name=Bob?Team=255 [0006.04] Log: Game class is 'VCEntryGame' [0006.06] Log: Primary PhysX scene will be in software. [0006.06] Log: Creating Primary PhysX Scene. [0006.07] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_01) (Owner: StaticMeshActor_6) - Cooking Now. [0006.07] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_FloorPanel_b_02) (Owner: StaticMeshActor_4) - Cooking Now. [0006.08] Log: Bringing World vc_frontend.TheWorld up for play (0) at 2015.12.09-15.42.57 [0007.03] 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. [0007.04] Log: Bringing up level for play took: 0.991161 [0007.05] Error: StartLocalVoiceProcessing(): Device is currently owned by another user [0007.05] Log: ########### Finished loading level: 1.451721 seconds [0007.05] Init: Game engine initialized [0007.05] Log: Initializing Engine Completed [0007.37] Log: >>>>>>>>>>>>>> Initial startup: 7.37s <<<<<<<<<<<<<<< [0007.44] Log: FMaterialUniformExpressionTexture had invalid TextureIndex! (2/2) [0007.47] Log: Current scalability system settings: [0007.47] Log: StaticDecals = TRUE (Whether to allow static decals.) [0007.47] Log: DynamicDecals = TRUE (Whether to allow dynamic decals.) [0007.47] Log: UnbatchedDecals = TRUE (Whether to allow decals that have not been placed in static draw lists and have dynamic view relevance.) [0007.47] Log: DecalCullDistanceScale = 1 (Scale factor for distance culling decals.) [0007.47] Log: DynamicShadows = TRUE (Whether to allow dynamic shadows.) [0007.47] Log: LightEnvironmentShadows = TRUE (Whether to allow dynamic light environments to cast shadows.) [0007.47] Log: MotionBlur = TRUE (Whether to allow motion blur.) [0007.47] Log: DepthOfField = TRUE (Whether to allow depth of field.) [0007.47] Log: AmbientOcclusion = TRUE (Whether to allow ambient occlusion.) [0007.47] Log: Bloom = TRUE (Whether to allow bloom.) [0007.47] Log: bAllowLightShafts = TRUE (Whether to allow light shafts.) [0007.47] Log: Distortion = TRUE (Whether to allow distortion.) [0007.47] Log: DropParticleDistortion = FALSE (Whether to allow dropping distortion on particles based on WorldInfo::bDropDetail.) [0007.47] Log: LensFlares = TRUE (Whether to allow rendering of LensFlares.) [0007.47] Log: AllowRadialBlur = TRUE (Whether to allow radial blur effects to render.) [0007.47] Log: bAllowSeparateTranslucency = FALSE (Whether to keep separate translucency (for better Depth of Field), experimental.) [0007.47] Log: bAllowPostprocessMLAA = FALSE (Whether to allow post process MLAA to render. requires extra memory.) [0007.47] Log: bAllowHighQualityMaterials = TRUE (Whether to use high quality materials when low quality exist.) [0007.47] Log: MaxFilterBlurSampleCount = 16 (Max filter sample count.) [0007.47] Log: SkeletalMeshLODBias = 0 (LOD bias for skeletal meshes.) [0007.47] Log: DetailMode = 2 (Current detail mode; determines whether components of actors should be updated/ ticked.) [0007.47] Log: MaxDrawDistanceScale = 1 (Scale applied to primitive's MaxDrawDistance.) [0007.47] Log: MaxAnisotropy = 16 (Maximum level of anisotropy used.) [0007.47] Log: bAllowD3D9MSAA = TRUE (UKNOWN) [0007.47] Log: MinShadowResolution = 8 (min dimensions (in texels) allowed for rendering shadow subject depths.) [0007.47] Log: MinPreShadowResolution = 2 (min dimensions (in texels) allowed for rendering preshadow depths.) [0007.47] Log: MaxShadowResolution = 1024 (max square dimensions (in texels) allowed for rendering shadow subject depths.) [0007.47] Log: MaxWholeSceneDominantShadowResolution = 2048 (max square dimensions (in texels) allowed for rendering whole scene shadow depths.) [0007.47] Log: ShadowTexelsPerPixel = 1.3 (The ratio of subject pixels to shadow texels.) [0007.47] Log: bEnableBranchingPCFShadows = FALSE (Toggle Branching PCF implementation for projected shadows.) [0007.47] Log: bAllowWholeSceneDominantShadows = TRUE (Whether to allow whole scene dominant shadows.) [0007.47] Log: bUseConservativeShadowBounds = FALSE (Whether to use safe and conservative shadow frustum creation that wastes some shadowmap space.) [0007.47] Log: bAllowFracturedDamage = TRUE (Whether to allow fractured meshes to take damage.) [0007.47] Log: FractureCullDistanceScale = 1 (Distance scale for whether a fractured static mesh should actually fracture when damaged.) [0007.47] Log: bApexClothingAsyncFetchResults = FALSE (If TRUE, allow APEX skinning to occur without blocking fetch results. bEnableParallelApexClothingFetch must be enabled for this to work.) [0007.47] Log: DumpAvailableResolutions [0007.47] Log: 640x480 [0007.47] Log: 640x480 [0007.47] Log: 640x480 [0007.47] Log: 640x480 [0007.47] Log: 640x480 [0007.47] Log: 720x480 [0007.47] Log: 720x480 [0007.47] Log: 720x480 [0007.47] Log: 720x480 [0007.47] Log: 720x480 [0007.47] Log: 720x576 [0007.47] Log: 720x576 [0007.47] Log: 720x576 [0007.47] Log: 720x576 [0007.47] Log: 720x576 [0007.47] Log: 800x600 [0007.47] Log: 800x600 [0007.47] Log: 800x600 [0007.47] Log: 800x600 [0007.47] Log: 800x600 [0007.47] Log: 1024x768 [0007.47] Log: 1024x768 [0007.47] Log: 1024x768 [0007.47] Log: 1024x768 [0007.47] Log: 1024x768 [0007.47] Log: 1152x864 [0007.47] Log: 1152x864 [0007.47] Log: 1152x864 [0007.47] Log: 1152x864 [0007.47] Log: 1152x864 [0007.47] Log: 1280x720 [0007.47] Log: 1280x720 [0007.47] Log: 1280x720 [0007.47] Log: 1280x720 [0007.47] Log: 1280x720 [0007.47] Log: 1280x768 [0007.47] Log: 1280x768 [0007.47] Log: 1280x768 [0007.47] Log: 1280x768 [0007.47] Log: 1280x768 [0007.47] Log: 1280x800 [0007.47] Log: 1280x800 [0007.47] Log: 1280x800 [0007.47] Log: 1280x800 [0007.47] Log: 1280x800 [0007.47] Log: 1280x960 [0007.47] Log: 1280x960 [0007.47] Log: 1280x960 [0007.47] Log: 1280x960 [0007.47] Log: 1280x960 [0007.47] Log: 1280x1024 [0007.47] Log: 1280x1024 [0007.47] Log: 1280x1024 [0007.47] Log: 1280x1024 [0007.47] Log: 1280x1024 [0007.47] Log: 1360x768 [0007.47] Log: 1360x768 [0007.47] Log: 1360x768 [0007.47] Log: 1360x768 [0007.47] Log: 1360x768 [0007.47] Log: 1366x768 [0007.47] Log: 1366x768 [0007.47] Log: 1366x768 [0007.47] Log: 1366x768 [0007.47] Log: 1366x768 [0007.47] Log: 1600x900 [0007.47] Log: 1600x900 [0007.47] Log: 1600x900 [0007.47] Log: 1600x900 [0007.47] Log: 1600x900 [0007.47] Log: 1600x1024 [0007.47] Log: 1600x1024 [0007.47] Log: 1600x1024 [0007.47] Log: 1600x1024 [0007.47] Log: 1600x1024 [0007.47] Log: 1680x1050 [0007.47] Log: 1680x1050 [0007.47] Log: 1680x1050 [0007.47] Log: 1680x1050 [0007.47] Log: 1680x1050 [0007.47] Log: 1920x1080 [0007.47] Log: 1920x1080 [0007.47] Log: 1920x1080 [0007.47] Log: 1920x1080 [0007.47] Log: 1920x1080 [0016.90] Log: Bool Fullscreen set to 0 [0018.04] Log: Bool Fullscreen set to 0 [0084.63] Error: Failed to read file '..\..\Saves\SavedGameList.sav' error () [0084.63] Error: Failed to read file '..\..\Saves\Save0.sav' error () [0084.64] Error: Failed to read file '..\..\Saves\GlobalStatsData.sav' error () [0086.07] Log: LoadMap: VC_Sewer?Name=Bob?Team=255?Game=VisceraGame.VCGame?bDisableSniffer=False?LocalCoop=False [0086.08] ScriptWarning: Invalid user index (255) specified for ClearReadProfileSettingsCompleteDelegate() OnlineSubsystemSteamworks Transient.OnlineSubsystemSteamworks_0 Function OnlineSubsystemSteamworks.OnlineSubsystemSteamworks:ClearReadProfileSettingsCompleteDelegate:00FE [0087.20] Log: Game class is 'VCGame' [0087.26] Log: Primary PhysX scene will be in software. [0087.26] Log: Creating Primary PhysX Scene. [0087.27] Log: No Cached Per-Tri StaticMesh Physics Data Found Or Out Of Date (S_Env_Sew_Wall_Segement_01) (Owner: StaticMeshActor_125) - Cooking Now. [0087.28] Log: Bringing World VC_Sewer.TheWorld up for play (0) at 2015.12.09-15.44.18 [0087.89] Log: Bringing up level for play took: 0.687826 [0087.89] ScriptWarning: Accessed None 'AccessControl' VCGame VC_Sewer.TheWorld:PersistentLevel.VCGame_0 Function VisceraGame.VCGameBase:Login:0045 [0087.92] Error: StopLocalVoiceProcessing: Ignoring stop request for non-owning user [0087.92] Log: ########### Finished loading level: 1.844342 seconds [0088.17] Log: WARNING: Cooking Convex For Actor: VC_Sewer.TheWorld:PersistentLevel.VCDebris_Flare_0 Component: VCGibStaticMeshComponent_253 StaticMesh: GP_DigSite.Explosives.S_GP_Fl |
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| Author: | ShidaPenns [ Wed Dec 09, 2015 10:41 am ] |
| Post subject: | Re: Black screen/locks computer shortly after starting a gam |
Okay, I'm an idiot. I tried these: Quote: Try setting the following values in your "UDKGame/Config/UDKSystemSettings.ini" file: Bloom=false DynamicLights=False DynamicShadows=False MotionBlur=False bAllowLightShafts=false LensFlares=False FogVolumes=False MaxAnisotropy=0 bAllowD3D9MSAA=False Does using Windows 7 compatibility mode not help, or turning off your Anti-Virus? (Except for the anti-virus tip, as I don't have one) and now it works. Does that help explain what the problem is though? So I can find out specifically what settings are doing this? Edit: I remember now, I increased all the settings after initially playing without it crashing. I can play lots of other games without problem, there definitely isn't an overheating problem (I've checked, I have fans run on full when playing games anyway just to be sure). I'm not sure I have the patience to test individual settings to see what crashes it, so I guess I'm just going to play it on low settings. :p |
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| Author: | Black Eagle [ Thu Dec 10, 2015 2:42 am ] |
| Post subject: | Re: Black screen/locks computer shortly after starting a gam |
Hmm, the most likely one is "bAllowD3D9MSAA" (Anitaliasing) The others are pretty standard. I would also look at AmbientOcclusion. |
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