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Game Crashing

 
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predator767



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PostPosted: Sat Apr 13, 2013 5:09 pm Post subject: Game Crashing Reply with quote

So, when i go to play my map on DH2005 it will load and start, but when I actually start playing the map the game crashes.  Confused Can anyone tell me how to fix this?
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Jimbo1952



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PostPosted: Sat Apr 13, 2013 5:37 pm Post subject: Re: Game Crashing Reply with quote

go to game in the dh2005 folder and look for game log. open it and it should have a line at the bottom that would tell why it crashed.
was it in a custom map that you made and did you add any outside custom objects (which are usually the culprit)? when you are in the map check to see if you are with in viewing distance of any add custom objects IE houses, cars, trees etc. when it crashes.
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predator767



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PostPosted: Sat Apr 13, 2013 9:02 pm Post subject: Re: Game Crashing Reply with quote

Okay, so I went to the game log file and it said this. [ERROR] Could not Lock DynamicVertexBuffer with params: 48 8361 it said that at the very bottom under my custom map, and yes I do have alot of custom objects in the map.
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DanthemanBoone
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PostPosted: Sun Apr 14, 2013 12:43 am Post subject: Re: Game Crashing Reply with quote

The Dynamic Vertex error is invariably a custom object problem.
the only way to fix it is to take out the objects one at a time until you find the culprit.
Also take note of where you are on the map and which object seems to cause the crash then take out the suspect ones first.
Good luck.

Ps.
Some times it is not just one object, but two objects that dont like each other, or too many instances of 1 object.
Classic case is crocodile.. 3 crocodiles on a map will usually crash it.
Palm trees are another.


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predator767



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PostPosted: Sun Apr 14, 2013 5:50 pm Post subject: Re: Game Crashing Reply with quote

Okay, so I did what you said and it turns out that I just had two much of one object in the game. So I reduced the number of that particular object, and now the game runs just fine.
Thanks guys!  Very Happy
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gas56
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PostPosted: Sun Apr 14, 2013 6:54 pm Post subject: Re: Game Crashing Reply with quote

Dynamic vertex error refers to the amount of dynamic objects  on the vertex of the map.  those are the squares you see and the triangles inside the squares. an object made out of a total of 100 kbts included tex file output will obviously fit more into that area instead of one made with 1000 kbts.  The game draws the objects
for amount and distance.   Those are the most important of all the attributes of the object.  when putting in a dynamic object you usually start with a standard setting of 0.1 for amount and 50 for distance.  if you go up in distance you must come down in amount and if you go up in amount you must come down in distance. I usually run 0.05 or smaller (0.02) for amount and I can go up to 100 in distance.  If you make the dynamic object bigger in size it also has a negative effect on output. Custom 3dm objects have the same effect but you can load more if you have mip maps made of smaller files and set the distance of the mips. but that is only if you make the objects yourself in 3ds. Anyone can check what the distance is by opening the J3d file and see what the mips distance is set at with notepad.  A lot of the custom models are not made with mip maps so they only draw the original model at it's original amount. The reason is like when making a tree object it takes a lot of work making a model and then you have to measure the mips at the original size and rendering then run them through a paint program to make the mips and go back into 3ds and merge the mips and set them up with the original model then taking out the original and you save as mip1 and repeat the process for mip2 making them smaller (using less planes...just a picture) as you go. So when you're done with the model you really see a picture (mip) not a 3d model from a distance. Everybody wants to fill their maps with tons of trees and brush and grass.  Even the top of the line computers will lag if too much dynamic object is put into the maps without thinking of the consequences of over filling the map. If you go by the standard rate of amount and distance you should never go wrong, but not every bush or tree is equal or made under 100 kbts. So sometimes under the standard is the best process.  The most surprise I got is out of the DH2004 Models. a lot of their mips are not correct in size. As if you notice with some of the tree tops disappear when you get so far from them. and these guys were professionals. Wink  have a good 1 Gas56
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DanthemanBoone
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PostPosted: Sun Apr 14, 2013 9:35 pm Post subject: Re: Game Crashing Reply with quote

You did a great job on your palm tree models. Currently they are the only palm trees we have that we can really throw into a map in great numbers, without causing a crash.


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