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crash ...

flatounet

Active member
Sep 23, 2010
27
0
since chrismass patch i got this :

Build UT2004_Build_[2004-11-11_10.48]

OS: Windows NT 6.1 (Build: 7600)
CPU: GenuineIntel PentiumPro-class processor @ 2997 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 460 SE (6658)

CreateTexture failed(8007000E).

History: FD3D9Texture::Cache <- FD3D9RenderInterface::CacheTexture <- FD3D9RenderInterface::HandleCombinedMaterial <- FD3D9RenderInterface::HandleCombinedMaterial <- FD3D9RenderInterface::HandleCombinedMaterial <- FD3D9RenderInterface::SetSimpleMaterial <- FD3D9RenderInterface::SetMaterial <- USkeletalMeshInstance::Render <- FDynamicActor::Render <- FActorSceneNode::Render <- UCanvas::DrawActor <- UCanvas::execDrawActor <- (M32GrenadeLauncher KF-Deck16][-fix.M32GrenadeLauncher @ Function KFmod.KFWeapon.RenderOverlays : 0101) <- UObject::processEvent <- (SRHUDKillingFloor KF-Deck16][-fix.SRHUDKillingFloor, Function Engine.HUD.PostRenderActors) <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Deck16 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Log :

Critical: CreateTexture failed(8007000E).
Critical: Windows GetLastError: Espace insuffisant pour traiter cette commande. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: Waiting for file streaming thread to finish...
Exit: OpenAL Audio subsystem shut down.
Critical: FD3D9Texture::Cache
Critical: FD3D9RenderInterface::CacheTexture
Critical: FD3D9RenderInterface::HandleCombinedMaterial
Critical: FD3D9RenderInterface::HandleCombinedMaterial
Critical: FD3D9RenderInterface::HandleCombinedMaterial
Critical: FD3D9RenderInterface::SetSimpleMaterial
Critical: FD3D9RenderInterface::SetMaterial
Critical: USkeletalMeshInstance::Render
Critical: FDynamicActor::Render
Critical: FActorSceneNode::Render
Critical: UCanvas::DrawActor
Critical: UCanvas::execDrawActor
Critical: (M32GrenadeLauncher KF-Deck16][-fix.M32GrenadeLauncher @ Function KFmod.KFWeapon.RenderOverlays : 0101)
Critical: UObject::processEvent
Critical: (SRHUDKillingFloor KF-Deck16][-fix.SRHUDKillingFloor, Function Engine.HUD.PostRenderActors)
Critical: FPlayerSceneNode::Render
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: Level Deck16
Critical: UpdateWorld
Critical: MainLoop
Critical: FMallocWindows::Free
Critical: FMallocWindows::Realloc
Critical: 4C576C61 0 FArray
Critical: FArray::Realloc
Critical: 0*2
Critical: FMallocWindows::Free
Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
Exit: Exiting.
Log: FileManager: Reading 4 GByte 4639 MByte 4194370 KByte 643 Bytes from HD took 13.288472 seconds (12.980473 reading, 0.308000 seeking).
Log: FileManager: 1.039995 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/02/11 10:06:38
 
I already had all the configurations before hand:

AMD + ATI / Nvidia + AMD / Intel + ATI / Intel + nvidia

and yet the latter is (intel + nvidia) that works better now ....

to the question of memory, I have 6 GB of RAM (DDR2 800)
recognized by Windows, but only 4 declared in this log ....

ok I'm going down the resolution to see if it makes a difference ...
thank you,

but i play at Starcraft 2 too
full reso 1600x1200 detail at max
when alots of unit comming , the game slow down ,
but no crash...... it's the only one game crash...
i never got some crash before christmass patch ..

i think tripwire have to fix this ,
im not alone to cry about this .... i ask ppl in game
and we are alot about out of memory & create texture crash.......
 
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