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View Full Version : I may have found a reason why Vanguard is crashing


Xabora
02-10-2007, 06:03 PM
::WARNING THIS IS LONG WINDED::
Scroll to a bottom for a summery

I found this after my game buggered up during my last play session.
Sadly when it buggered it it did not allow me to save any screenshots even tho it showed I made them. :mad:

Anyways, Vanguard hung on me when I was going into a building in Tursh (Banker Building), now when this happened it took me 3 or 4 attempts to get inside the building itself.

Once I got it everything was fine except the scales, they lacked textures entirely so they glowed very brightly.

I thought that was odd and seemed like the game was failing to load and render the specular maps... so I kicked on my torch to see what would happen.
Well, turns out I went into another long stall before I received control again.

Now this time instead of just the scales being bright white all the woodwork in the bank itself because bright white, so I turned off torch and the wood returned to normal.

Then I turned the torch back on and the wood when white...

I tried that over and over again from different angles, it kept on happening.

I figured this is normally how the game crashes... it fails to load a certain texture.
Now why didn't mine crash... so I figured this would be a grand time to gather information on this.

I ran upstairs in the bank and it was happening to those textures also.
Then I returned back downstairs and walked up to the window with the torch off.
Turned it on and it became bright white also, turned to the inspector standing there and moused over him and he was also bright white with my mouse over him.

I then backed off and turned off the torch.. he returned to normal and the window remained bright white, which was quite odd.

At this time I thought I had all the info I needed so I ran outside to see if it would crash... it didn't, so I was stuck in this weird state.

I walked around a bit in a small area right outside the bank and the bar with the torch on...
Any wood (or an object using the same material) would go white if it came in contact with my torch's radius.
So it had to deal with that shader or the shader map dds filed there.

I walked down the path for quite some time ran up and down it for sometime with the torch both on and off with /debug up to see what was going on.

When I was doing this the stats for "HOQ" would go nuts when the torch was on.
The values here which are bolded "182/XX/XX/XX would go nuts when ever I had the torch on near an object that would go white.

I tried this near a model that would not go white and the numbers remained stable.


After I gathered all I needed there I ran back into Tursh.
I figured I could try some more the objects there were still acting the same.

So I turned off torch (By hitting 'K') and turned on Torch 2 (But hitting 'Shift + K').
Everything had the same issues... so I turned on Torch without turning off Torch 2.
Lo and behold, some of the objects that were white returned to normal, but any player models NPC or player (SGOPAWN) would go white also horses other objects and the missive board did this also.

This was really awkard.. I tried turning Torch and Torch 2 off and on in different combo... nothing changed.

Torch still caused those objects to go white.
Torch 2 did the same.
Both Torch and Torch 2 on at the same time messed up the player models some NPCs and a few other objects that were not having issues.


Finally I decided to run to the bank and 2 seconds later the client finally crashed.


After this extended issue I backed up the log file.

Here's the shader/texture issue except:
// MaxVersion 0x201 this version 0x200
#define CalculateAmbient AmbientFormulaColor
#define CalculateSpecular SpecularFormulaNone
#define CalculateLighting LightingFormulaLightingCubePointQuadraticPointQuad ratic
#define USES_LIGHTS 0
#define CalculateAlbedo AlbedoFormulaTexture
#define CalculatePixelNormal PixelNormalFormulaTexture
#define CalculateOpacity OpacityFormulaNone
#define CalculateTintedColor TintedColorFormulaTexture
#define Calculate
[02/10/07 17:14:36] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesUVs = 1
[02/10/07 17:14:36] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesDetailLevel = 4
[02/10/07 17:14:39] ERROR: Error: PS_UberShader (pixelShader#2 ): internal error: production failed!
PS_UberShader.fx(6): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(19): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(20): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(23): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(43): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(45): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(47): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(72): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(74): error X1500: syntax error : unexpected token 'e'

[02/10/07 17:14:39] ERROR: Error: // Passes Last Frame: 0 Constants Set Last Frame: 0
// MaxVersion 0x201 this version 0x200
#define CalculateAmbient AmbientFormulaColor
#define CalculateSpecular SpecularFormulaLightingCubePointQuadraticPointQuad ratic
#define CalculateLighting LightingFormulaLightingCubePointQuadraticPointQuad ratic
#define USES_LIGHTS 0
#define CalculateAlbedo AlbedoFormulaTexture
#define CalculatePixelNormal PixelNormalFormulaNone
#define CalculateOpacity OpacityFormulaNone
#define CalculateTintedColor TintedColor
[02/10/07 17:14:39] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesUVs = 1
[02/10/07 17:14:39] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesDetailLevel = 4
[02/10/07 17:14:41] ERROR: Error: PS_UberShader (pixelShader#2 ): internal error: production failed!
PS_UberShader.fx(6): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(19): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(20): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(23): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(43): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(45): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(47): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(72): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(74): error X1500: syntax error : unexpected token 'e'

[02/10/07 17:14:41] ERROR: Error: // Passes Last Frame: 0 Constants Set Last Frame: 0

And here is the except from the crash:
// MaxVersion 0x201 this version 0x200
#define CalculateAmbient AmbientFormulaNone
#define CalculateSpecular SpecularFormulaNone
#define CalculateLighting LightingFormulaLightingCubePointQuadraticPointQuad ratic
#define USES_LIGHTS 0
#define CalculateAlbedo AlbedoFormulaTimes
#define CalculatePixelNormal PixelNormalFormulaTexture
#define CalculateOpacity OpacityFormulaNone
#define CalculateTintedColor TintedColorFormulaNone
#define CalculateSpecul
[02/10/07 17:16:00] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesUVs = 1
[02/10/07 17:16:00] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesDetailLevel = 4
[02/10/07 17:17:43] ERROR: Error: VirtualAlloc FAILED for 2097152 bytes
[02/10/07 17:17:43] FATAL: Critical: Ran out of virtual memory. This condition may be caused by a lack of available space on your hard-drive.
[02/10/07 17:17:43] FATAL: Critical: Windows GetLastError: The system cannot find the path specified. (3)
[02/10/07 17:17:43] FATAL: Exit: Executing UObject::StaticShutdownAfterError
[02/10/07 17:17:43] FATAL: Exit: Executing UWindowsClient::ShutdownAfterError
[02/10/07 17:17:44] FATAL: Exit: OpenAL Audio subsystem shut down.
It failed to load exactly 2MB of data, so the engine stopped it's process unloaded itself.

Lastly here is the Unreal Engine Startup Log:
[02/10/07 16:01:57] INFO: ================================================== ==
[02/10/07 16:01:57] INFO: Log opened.
[02/10/07 16:01:57] INFO: Init: Name subsystem initialized
[02/10/07 16:01:57] INFO: Init: Detected: Microsoft Windows XP 5.1 (Build: 2600)
[02/10/07 16:01:57] INFO: Init: Compiled: Feb 7 2007 14:18:05
[02/10/07 16:01:57] INFO: Init: Threadsafe Core: No
[02/10/07 16:01:57] INFO: Init: Base directory: C:\Program Files\Sony\Vanguard\bin\
[02/10/07 16:01:57] INFO: Init: Character set: Unicode
[02/10/07 16:01:57] INFO: DevLoad: Bound to IpDrv.dll
[02/10/07 16:01:57] INFO: DevLoad: Bound to Engine.dll
[02/10/07 16:01:57] INFO: DevLoad: Bound to Core.dll
[02/10/07 16:01:57] INFO: DevLoad: Bound to SGOUnrealAbstractionLayer.dll
[02/10/07 16:01:57] INFO: DevLoad: Bound to Window.dll
[02/10/07 16:01:57] INFO: Init: Object subsystem initialized
[02/10/07 16:01:57] INFO: Init: Computer: MY12CF2021E6E3
[02/10/07 16:01:57] INFO: Init: User: James
[02/10/07 16:01:57] INFO: Init: CPU Page size=4096, Processors=2
[02/10/07 16:01:57] INFO: Init: CPU Detected: GenuineIntel
[02/10/07 16:01:57] INFO: Init: CPU Features: MMX SSE SSE2 SSE3
[02/10/07 16:01:58] INFO: Init: CPU Speed=2402.315505 MHz
[02/10/07 16:01:58] INFO: Init: Memory total: Phys=2095596K Pagef=4033712K Virt=2097024K
[02/10/07 16:01:58] INFO: Init: Working set: 32000 / 159000
[02/10/07 16:01:58] INFO: Init: Process Info: Peak Memory Used: 18352 Working Set: 18352 PageFile: 20672
[02/10/07 16:01:58] INFO: Init: Added all subdirectories and cached all files in 0.009000 seconds
[02/10/07 16:01:58] INFO: Init: Loaded archive ..\Assets\Archives\binaryprefabs.sgo containing 17666 files
[02/10/07 16:01:58] INFO: Init: Loaded archive ..\Assets\Archives\binshaders.sgo containing 64 files
[02/10/07 16:01:58] INFO: Init: Loaded archive ..\Assets\Archives\textdata.sgo containing 5 files
[02/10/07 16:02:00] INFO: Init: Unreal engine initialized
[02/10/07 16:02:00] INFO: Init: Client initialized
[02/10/07 16:02:00] INFO: Init: Direct3D adapters detected:
[02/10/07 16:02:00] INFO: Init: NVIDIA GeForce 8800 GTS (nv4_disp.dll)
[02/10/07 16:02:00] INFO: Init: D3D Device: Video memory on board: 628
[02/10/07 16:02:00] INFO: Init: D3D Driver: AGP support detected
[02/10/07 16:02:00] INFO: Init: D3D Driver: PixelShaderVersion=3.0
[02/10/07 16:02:00] INFO: Init: D3D Driver: VertexShaderVersion=3.0
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxTextureBlendStages=8
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxSimultaneousTextures=8
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxActiveLights=8
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxPrimitiveCount=1048575
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxVertexIndex=1048575
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxStreams=16
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxStreamStride=255
[02/10/07 16:02:00] INFO: Init: D3D Driver: MaxVertexShaderConst=256
[02/10/07 16:02:00] INFO: Init: D3D Driver: Lighting buffer format: D3DFMT_A16B16G16R16F
[02/10/07 16:02:00] INFO: Init: D3D Driver: Lighting buffer supports Framebuffer Blending
[02/10/07 16:02:00] INFO: Init: D3D Driver: Device supports HW Shadow Maps
[02/10/07 16:02:00] INFO: Init: D3D Driver: Device supports FP Filtering
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports Shader Detail Level: 5
[02/10/07 16:02:00] INFO: Init: D3D Driver: Device supports Shader Model 3
[02/10/07 16:02:00] INFO: Init: D3D Driver: Using w- pixel fog
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports trilinear
[02/10/07 16:02:00] INFO: Init: D3D Driver: using cubemaps [with mipmaps]
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports BLENDDIFFUSEALPHA
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports LOD biasing
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports Z biasing
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports D3DTOP_ADDSIGNED2X
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports D3DTOP_BUMPENVMAP
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports D3DTOP_BUMPENVMAPLUMINANCE
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports D3DTOP_DOTPRODUCT3
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports D3DTOP_MODULATEALPHA_ADDCOLOR
[02/10/07 16:02:00] INFO: Init: D3D Driver: Supports D3DTOP_MODULATECOLOR_ADDALPHA
[02/10/07 16:02:00] INFO: Init: D3D Device: szDriver=nv4_disp.dll
[02/10/07 16:02:00] INFO: Init: D3D Device: szDescription=NVIDIA GeForce 8800 GTS
[02/10/07 16:02:00] INFO: Init: D3D Device: wProduct=6
[02/10/07 16:02:00] INFO: Init: D3D Device: wVersion=14
[02/10/07 16:02:00] INFO: Init: D3D Device: wSubVersion=10
[02/10/07 16:02:00] INFO: Init: D3D Device: wBuild=9728
[02/10/07 16:02:00] INFO: Init: D3D Device: dwVendorId=4318
[02/10/07 16:02:00] INFO: Init: D3D Device: dwDeviceId=403
[02/10/07 16:02:00] INFO: Init: D3D Device: dwSubSysId=-937347006
[02/10/07 16:02:00] INFO: Init: D3D Device: dwRevision=162
[02/10/07 16:02:00] INFO: Init: D3D Detected: NVIDIA video card.
[02/10/07 16:02:00] INFO: Init: GPUs detected: 1.
[02/10/07 16:02:00] INFO: Init: (Karma): Initializing Karma for game.
[02/10/07 16:02:00] INFO: Init: WinSock: version 2.2 (2.2), MaxSocks=0, MaxUdp=0
[02/10/07 16:02:00] INFO: Log: Trying to connect to LoginServer at vanguardlogin1.soe.sony.com port 9000 ...
[02/10/07 16:02:00] INFO: Init: WinSock: I am my-12cf2021e6e3 (192.168.1.3)
[02/10/07 16:02:00] NETWORK: DevNet: Resolved vanguardlogin1.soe.sony.com (64.37.177.249)
[02/10/07 16:02:02] INFO: Log: Level is Level Entry.myLevel
[02/10/07 16:02:02] INFO: Log: Bringing Level Entry.myLevel up for play...
[02/10/07 16:02:02] INFO: Log: Browse: loading_screen.vgr?Seamless=1?SingleChunk=0?Class= SGOUnrealAbstractionLayer.SGOPCPawn?CinematicEntry =1
[02/10/07 16:02:02] INFO: Log: Level is Level loading_screen.myLevel
[02/10/07 16:02:02] INFO: Log: Bringing Level loading_screen.myLevel up for play...
[02/10/07 16:02:02] INFO: Log: * * INITIAL LEVEL LOAD COMPLETE
[02/10/07 16:02:03] INFO: Init: ALAudio: subsystem initialized.
[02/10/07 16:02:17] INFO: Init: Input system initialized for WindowsViewport
[02/10/07 16:02:17] INFO: Log: Opened viewport
[02/10/07 16:02:17] WARN: Warning: Couldn't SetForegroundWindow.
[02/10/07 16:02:18] INFO: Log: Attempting to set resolution: 1440x900 (Fullscreen)
[02/10/07 16:02:18] INFO: Init: Best-match display mode: 1440x900x32@75
[02/10/07 16:02:18] INFO: Log: Using 32-bit back-buffer format (22)
[02/10/07 16:02:18] INFO: Log: Using 32-bit depth-buffer format (75)
[02/10/07 16:02:18] INFO: Log: FSAA support: 10x. Floating-point FSAA: 10x.
[02/10/07 16:02:18] INFO: Log: Creating device
[02/10/07 16:02:18] INFO: Init: D3D Driver: CreateDevice: successfully created after 1 attempt(s).
[02/10/07 16:02:18] INFO: Init: D3D Driver: CreateDevice: will use hardware transform and lighting.
[02/10/07 16:02:18] INFO: Init: D3D Driver: CreateDevice: will use hardware vertex processing
[02/10/07 16:02:20] INFO: Log: Creating IME context.
[02/10/07 16:02:21] INFO: Init: Game engine initialized
[02/10/07 16:02:21] INFO: Log: Startup time: 22.739000 seconds
[02/10/07 16:02:21] INFO: Init: Start SGOUI Init Start
[02/10/07 16:02:23] INFO: Log: VGUIXmlWinManager construction time = 0.739999 sec
[02/10/07 16:02:23] INFO: Init: Start SGOUI Init End
[02/10/07 16:02:23] INFO: Log: Trying to connect to LoginServer at vanguardlogin5.soe.sony.com port 10101 ...
[02/10/07 16:02:23] NETWORK: DevNet: Resolved vanguardlogin5.soe.sony.com (64.37.177.7)
[02/10/07 16:02:23] INFO: Log: Precaching: loading_screen.LevelInfo0
[02/10/07 16:02:23] NETWORK: DevNet: Client received from 64.37.177.7:10101: CHALLENGE VER=3186 CHALLENGE=1228028620 STATS=1
[02/10/07 16:02:23] INFO: Log: Allocating 32bit 65536 byte dynamic index buffer.
[02/10/07 16:02:23] INFO: Log: Allocating 16bit 65536 byte dynamic index buffer.
[02/10/07 16:02:26] INFO: Log: Trying to connect to WorldServer at sdkvgo-10-01.vanguardsoh.net port 10100 ...
[02/10/07 16:02:26] NETWORK: DevNet: Resolved sdkvgo-10-01.vanguardsoh.net (64.37.176.144)
[02/10/07 16:02:26] NETWORK: DevNet: Client received from 64.37.176.144:10100: CHALLENGE VER=3186 CHALLENGE=-1497572350 STATS=1
[02/10/07 16:02:26] INFO: Log: Trying to connect to ChatServer at SDKVGO-10-01.vanguardsoh.net port 10102 ...
[02/10/07 16:02:26] NETWORK: DevNet: Resolved SDKVGO-10-01.vanguardsoh.net (64.37.176.144)
[02/10/07 16:02:26] INFO: Log: Trying to connect to SocialServer at SDKVGO-10-01.vanguardsoh.net port 10104 ...
[02/10/07 16:02:26] NETWORK: DevNet: Resolved SDKVGO-10-01.vanguardsoh.net (64.37.176.144)
[02/10/07 16:02:27] INFO: Log: Sent login to ChatServer.
[02/10/07 16:02:27] NETWORK: DevNet: Client received from 64.37.176.144:10104: CHALLENGE VER=3186 CHALLENGE=-702797650 STATS=1
[02/10/07 16:02:27] INFO: Log: Sent login to SocialServer.
[02/10/07 16:02:49] INFO: Log: Connecting to SDKVGO-10-08.vanguardsoh.net:10117 (Chunk_n27_26)
[02/10/07 16:02:49] INFO: Log: Browse: SDKVGO-10-08.vanguardsoh.net:10117/Entry.vgr
[02/10/07 16:02:49] NETWORK: DevNet: Game client on port 0, rate 10000
[02/10/07 16:02:49] NETWORK: DevNet: Resolved SDKVGO-10-08.vanguardsoh.net (64.37.176.151)
[02/10/07 16:02:49] NETWORK: DevNet: Client received from 64.37.176.151:10117: CHALLENGE VER=3186 CHALLENGE=1211861537 STATS=0
[02/10/07 16:02:49] NETWORK: DevNet: Welcomed by server: LEVEL=Chunk_n27_26 LONE=0 IP=0.0.0.0 PORT=10117
[02/10/07 16:02:50] WARN: Warning: Missing StaticMesh StaticMesh Ra21_P1_C2_Ships_Mesh.Ra21_P1_C2_Ships_basicbox001 imported from file ..\Assets\Meshes\Ra21_P1_C2_Ships_Mesh.usx referenced by ..\Assets\SkeletalMeshes\SteveKar.ukx

[02/10/07 16:01:58] INFO: Init: Memory total: Phys=2095596K Pagef=4033712K Virt=2097024K
Dunno but looks like the engine isn't seeing the page file and is toying with the Virtual Memory till it fills it up.


Basically what happened was this.
The engine failed to load the data for the shader or the texture.. but it should have crashed... although mine didn't.
I kept going and seeing what I could find from it. Some stuff went white where it failed to load... when I went back into town and tried diffent torches and showed more errors.
Client crashed and I placed excepts from the log above.





I hope this report lends itself to getting some problems fixed. ^_^

-Xabora


My System:
Intel Core 2 Duo - E6600 (2.4ghz no OC) CoolerMaster Water Cooling
ASUS P5N-E SLI
2 Gigs of System Ram
EVGA Geforce 8800GTS 640MB
WD 250GB
Audigy SE (Sound is in Software Mode till it stops cutting out the music Hardware mode)
Windows Media Center 2005

Xabora
02-10-2007, 08:08 PM
Well game crashed normally

Here's an except from this crash:
[02/10/07 19:44:29] ERROR: Error: PS_UberShader (pixelShader#2 ): internal error: production failed!
PS_UberShader.fx(6): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(19): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(20): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(23): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(43): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(45): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(47): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(72): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(74): error X1500: syntax error : unexpected token 'e'

[02/10/07 19:44:29] ERROR: Error: // Passes Last Frame: 0 Constants Set Last Frame: 0
// MaxVersion 0x201 this version 0x200
#define CalculateAmbient AmbientFormulaNone
#define CalculateSpecular SpecularFormulaNone
#define CalculateLighting LightingFormulaLightingCube
#define USES_LIGHTS 0
#define CalculateAlbedo AlbedoFormulaTexture
#define CalculatePixelNormal PixelNormalFormulaTexture
#define CalculateOpacity OpacityFormulaNone
#define CalculateTintedColor TintedColorFormulaNone
#define CalculateSpecularMaterial SpecularMateria
[02/10/07 19:44:29] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesUVs = 1
[02/10/07 19:44:29] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesDetailLevel = 4
[02/10/07 19:48:01] WARN: Warning: Failed to load 'AmbienceCanyon': Can't find file for package 'AmbienceCanyon'
[02/10/07 19:48:01] WARN: Warning: Failed to load 'Sound AmbienceCanyon.CanyonAmbience': Can't find file for package 'AmbienceCanyon'
[02/10/07 19:48:54] INFO: Init: ALAudio: Using entity cb37ed8 (Package.Sound)
[02/10/07 19:48:54] INFO: Init: ALAudio: ActivateEntity cb37ed8 (1) time 3400.989000
[02/10/07 19:52:35] INFO: Init: ALAudio: Using entity cb37ed8 (Package.Sound)
[02/10/07 19:52:35] INFO: Init: ALAudio: ActivateEntity cb37ed8 (1) time 3622.324000
[02/10/07 19:53:37] INFO: Init: ALAudio: Using entity cb37ed8 (Package.Sound)
[02/10/07 19:53:37] INFO: Init: ALAudio: ActivateEntity cb37ed8 (1) time 3684.817000
[02/10/07 20:05:21] ERROR: Error: VirtualAlloc FAILED for 65536 bytes
[02/10/07 20:05:21] FATAL: Critical: Ran out of virtual memory. This condition may be caused by a lack of available space on your hard-drive.
[02/10/07 20:05:21] FATAL: Critical: Windows GetLastError: (3)
[02/10/07 20:05:21] FATAL: Exit: Executing UObject::StaticShutdownAfterError
[02/10/07 20:05:21] FATAL: Exit: Executing UWindowsClient::ShutdownAfterError
[02/10/07 20:05:22] FATAL: Exit: OpenAL Audio subsystem shut down.
[02/10/07 20:05:22] FATAL: Critical: FMallocWindows::Malloc
[02/10/07 20:05:22] FATAL: Critical: FMallocWindows::Realloc
[02/10/07 20:05:22] FATAL: Critical: 00000000 31488 FArray
[02/10/07 20:05:22] FATAL: Critical: FArray::Realloc
[02/10/07 20:05:22] FATAL: Critical: 1312*24
[02/10/07 20:05:22] FATAL: Critical: UEMFXMeshInstance::SetupDynamicBuffer
[02/10/07 20:05:22] FATAL: Critical: UEMFXMeshInstance::LinkBuffers
[02/10/07 20:05:22] FATAL: Critical: UEMFXMeshInstance::InstantiateInstance
[02/10/07 20:05:22] FATAL: Critical: AActor::Tick
[02/10/07 20:05:23] FATAL: Critical: TickAllActors
[02/10/07 20:05:23] FATAL: Critical: ULevel::Tick
[02/10/07 20:05:23] FATAL: Critical: (NetMode=3)
[02/10/07 20:05:23] FATAL: Critical: TickLevel
[02/10/07 20:05:23] FATAL: Critical: UGameEngine::Tick
[02/10/07 20:05:23] FATAL: Critical: UpdateWorld


Notice how it shows that error just once then kills the game.

Unlike last time where the error occured more than once.



After further thought, it looks like Vanguard's Lighting Engine is having some issues with certain Material Shaders.

visceral monkey
02-11-2007, 02:57 PM
Yup, I've noticed the torch bug as well. I had white textures on somethings and when I happened to turn my torch off...everything was normal (but darked, heh). Turn it back on, white textures.

evilsofa
02-11-2007, 03:11 PM
When I experience the missing textures (resulting in glowing white objects) I find I can make them turn back to normal by turning Max Static Lighting down to 2; at values of 3 or above, they come back. There was one other setting that would turn off the glowing white textures but I can't remember what it is now.

mickslick
02-11-2007, 03:49 PM
You have nailed my primary problem to a tee, and I am also getting the same crash for the same reasons and the same white hot lights with static lights above 1 etc...

I am running a 8800gtx under Vista, so am not sure if it is the Vangaurd engine or new Nvidia Vista driver issues. This is a big bug though.

visceral monkey
02-11-2007, 09:43 PM
8800gts here. Maybe it's a bug in the new 8800 driver series? They suck, so it would make sense..

Jaguarjp
02-11-2007, 10:50 PM
8800GTS on Vista Basic 32 bit, same issue with white unloaded textures, and same crashing, too.

Xabora
02-11-2007, 11:43 PM
Thanks. ^_^

I've also noticed clearing your Shader Caches after each crash seems to lower your chance of getting corrupted shaders.

(HardDrive\Program Files\Sony\Vanguard\bin\ - Delete both files in the directory)




Lastly, here are some screenshots of the White Texture Issue:
http://img259.imageshack.us/img259/4065/screenshot00120cw1.th.jpg (http://img259.imageshack.us/my.php?image=screenshot00120cw1.jpg)
http://img201.imageshack.us/img201/4632/screenshot00118yr3.th.jpg (http://img201.imageshack.us/my.php?image=screenshot00118yr3.jpg)

Kurgan
02-12-2007, 05:18 PM
Well game crashed normally

Here's an except from this crash:
[02/10/07 19:44:29] ERROR: Error: PS_UberShader (pixelShader#2 ): internal error: production failed!
PS_UberShader.fx(6): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(19): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(20): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(23): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(43): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(45): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(47): error X1500: syntax error : unexpected token 'e'
PS_UberShader.fx(72): error X1500: syntax error : unexpected token 'i'
PS_UberShader.fx(74): error X1500: syntax error : unexpected token 'e'

[02/10/07 19:44:29] ERROR: Error: // Passes Last Frame: 0 Constants Set Last Frame: 0
// MaxVersion 0x201 this version 0x200
#define CalculateAmbient AmbientFormulaNone
#define CalculateSpecular SpecularFormulaNone
#define CalculateLighting LightingFormulaLightingCube
#define USES_LIGHTS 0
#define CalculateAlbedo AlbedoFormulaTexture
#define CalculatePixelNormal PixelNormalFormulaTexture
#define CalculateOpacity OpacityFormulaNone
#define CalculateTintedColor TintedColorFormulaNone
#define CalculateSpecularMaterial SpecularMateria
[02/10/07 19:44:29] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesUVs = 1
[02/10/07 19:44:29] ERROR: Error: -- PS_UberShader -- Setting: Def_UsesDetailLevel = 4
[02/10/07 19:48:01] WARN: Warning: Failed to load 'AmbienceCanyon': Can't find file for package 'AmbienceCanyon'
[02/10/07 19:48:01] WARN: Warning: Failed to load 'Sound AmbienceCanyon.CanyonAmbience': Can't find file for package 'AmbienceCanyon'
[02/10/07 19:48:54] INFO: Init: ALAudio: Using entity cb37ed8 (Package.Sound)
[02/10/07 19:48:54] INFO: Init: ALAudio: ActivateEntity cb37ed8 (1) time 3400.989000
[02/10/07 19:52:35] INFO: Init: ALAudio: Using entity cb37ed8 (Package.Sound)
[02/10/07 19:52:35] INFO: Init: ALAudio: ActivateEntity cb37ed8 (1) time 3622.324000
[02/10/07 19:53:37] INFO: Init: ALAudio: Using entity cb37ed8 (Package.Sound)
[02/10/07 19:53:37] INFO: Init: ALAudio: ActivateEntity cb37ed8 (1) time 3684.817000
[02/10/07 20:05:21] ERROR: Error: VirtualAlloc FAILED for 65536 bytes
[02/10/07 20:05:21] FATAL: Critical: Ran out of virtual memory. This condition may be caused by a lack of available space on your hard-drive.
[02/10/07 20:05:21] FATAL: Critical: Windows GetLastError: (3)
[02/10/07 20:05:21] FATAL: Exit: Executing UObject::StaticShutdownAfterError
[02/10/07 20:05:21] FATAL: Exit: Executing UWindowsClient::ShutdownAfterError
[02/10/07 20:05:22] FATAL: Exit: OpenAL Audio subsystem shut down.
[02/10/07 20:05:22] FATAL: Critical: FMallocWindows::Malloc
[02/10/07 20:05:22] FATAL: Critical: FMallocWindows::Realloc
[02/10/07 20:05:22] FATAL: Critical: 00000000 31488 FArray
[02/10/07 20:05:22] FATAL: Critical: FArray::Realloc
[02/10/07 20:05:22] FATAL: Critical: 1312*24
[02/10/07 20:05:22] FATAL: Critical: UEMFXMeshInstance::SetupDynamicBuffer
[02/10/07 20:05:22] FATAL: Critical: UEMFXMeshInstance::LinkBuffers
[02/10/07 20:05:22] FATAL: Critical: UEMFXMeshInstance::InstantiateInstance
[02/10/07 20:05:22] FATAL: Critical: AActor::Tick
[02/10/07 20:05:23] FATAL: Critical: TickAllActors
[02/10/07 20:05:23] FATAL: Critical: ULevel::Tick
[02/10/07 20:05:23] FATAL: Critical: (NetMode=3)
[02/10/07 20:05:23] FATAL: Critical: TickLevel
[02/10/07 20:05:23] FATAL: Critical: UGameEngine::Tick
[02/10/07 20:05:23] FATAL: Critical: UpdateWorld


Notice how it shows that error just once then kills the game.

Unlike last time where the error occured more than once.



After further thought, it looks like Vanguard's Lighting Engine is having some issues with certain Material Shaders.

I literally have the SAME setup as the thread author down to the size and make of the hard drive and video card and have expirienced the EXACT same crashes and for the same reasoning.I've been able to reproduce it as well and bug reported it.

It started doing this on a regular basis after the 2nd to lasst patch.Hopefully they are aware and working on a fix because this has gotten really annoying.

xirxx
02-12-2007, 05:23 PM
8800GTS on Vista Basic 32 bit, same issue with white unloaded textures, and same crashing, too.

8800GTS on XP 32bit.. same issues as above and same crashing

ThreadKiller
02-12-2007, 06:24 PM
http://www.silkyvenom.com/forums/showthread.php?t=10396

Xabora
02-12-2007, 07:44 PM
http://www.silkyvenom.com/forums/showthread.php?t=10396

Noted... trying some things now.