RuneStorm
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Black screen/locks computer shortly after starting a game.
https://www.runestorm.com/forums/viewtopic.php?f=114&t=78557
Page 1 of 1

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

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

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

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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