Map Change Crash

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Iumentum

FNG / Fresh Meat
Jul 6, 2011
1
0
0
Ok, so here is what happens. Doesn't matter if it is on or offline, the problem occurs. So, I start playing and everything is fine and dandy at this point. Run around and shoot zombie. For noob's sake, I die or the team wins and get redirected to the next map. A few seconds after I click ready to start playing, the whole game shuts down and I am back at my desktop on my Mac. Any ideas at all?

I'd love to keep playing this game and all but this is dumb if it keeps doing this. I'd be grateful for any help whatsoever.
 

the_errancy

FNG / Fresh Meat
Jul 7, 2011
1
0
0
I second this - happens to me too. Game plays great, but when map changes - the program closes.
 

coreymill

FNG / Fresh Meat
Jul 8, 2011
3
0
0
Yeah, same exact problem for me as well. Seems strange that the game seems to run perfectly fine otherwise.

However, would be nice to know if they are working on fixing this if there isn't anything we can do on our end.
 

quantum

FNG / Fresh Meat
Jul 8, 2011
6
0
0
same here too. iwent into map config, before launching game, to only put one map inthe rotation, so itwouldn't change.


But can Tripwire fix this?
 

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,277
4,049
113
Can you post the contents of your killingfloor.log file after this happens?

I am unable to reproduce this on the mac at the office.
 

coreymill

FNG / Fresh Meat
Jul 8, 2011
3
0
0
I can't actually just copy paste the log here because I get this error, "The message you have entered is too short. Please lengthen your message to at least 4 characters."

So, I guess I'll just attach a copy of it.
 

Attachments

  • KillingFloor.log
    176.5 KB · Views: 0

cabacon

FNG / Fresh Meat
Jul 9, 2011
7
0
0
This is happening to me too. In the Mac console, I see from killingfloor:

Signal: SIGSEGV [segmentation fault]
Aborting.
Crash information will be saved to your logfile.

It is attached. Usually what happens it the loading screen for the new map shows up, then it crashes. This most recent crash, I actually seemed to start spawning in the map (I could see things other than the loading screen) but it crashed before I had any control.
 

Attachments

  • KillingFloor.log
    204.3 KB · Views: 0

Yoshiro

In Soviet Russia, Yoshiro is a cake
Staff member
Oct 10, 2005
13,277
4,049
113
I can't actually just copy paste the log here because I get this error, "The message you have entered is too short. Please lengthen your message to at least 4 characters."

So, I guess I'll just attach a copy of it.

Your log says you crashed because you ran out of Audio memory. Try turning down the audio settings.

Cabacon has the same error.
 

coreymill

FNG / Fresh Meat
Jul 8, 2011
3
0
0
Your log says you crashed because you ran out of Audio memory. Try turning down the audio settings.

Thanks a lot for the reply; however, the game still crashes a few seconds after starting the next map even after turning down the audio settings.

I don't really understand why the audio would be a problem only when loading a second map. As was stated in the first comment on this thread; it works fine if I disconnect and then go back in to play a new map ... however, it's a pain having to do so.
 
Last edited:

cabacon

FNG / Fresh Meat
Jul 9, 2011
7
0
0
Likewise. OpenAL is my only sound choice. I set the "low quality" checkbox, and failed shortly after starting the second level with:


Log: Precaching: KF-Offices.LevelInfo0
Log: Static mesh batches: 10853928 vertex bytes, 1619862 index bytes
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Allocating 152100 byte dynamic vertex buffer.
Log: Finished precaching geometry in 1.370 secondsLog: Finished precaching textures in 30.580 secondsWarning: Failed to load 'Class XGame.xJuggMaleSoundGroup': Failed to find object 'Class XGame.xJuggMaleSoundGroup'
ScriptLog: START MATCH
Log: ALAudio: AL_OUT_OF_MEMORY in RegisterSound (generating streaming buffers)
Log: ALAudio: AL_INVALID_NAME in PlaySound END
Log: Unreal Call Stack: FOpenGLRenderInterface::CommitStreams() <- FOpenGLRenderInterface::DrawPrimitive <- RenderStaticMesh <- FALSoundSource::IsStopped <- FALSoundS
ource::IsFinished <- UAudioSubsystem::Update <- UALAudioSubsystem::Update <- UGameEngine::Draw <- USDLViewport::Repaint <- USDLClient::Tick <- ClientTick <- UGameEngi
ne::Tick <- UpdateWorld <- MainLoop
Exit: Exiting.
Log: FileManager: Reading 1 GByte 647 MByte 636 KByte 580 Bytes from HD took 131.779129 seconds (85.207352 reading, 46.571781 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Tue Jul 12 20:16:47 2011
 

ChaosJester87

FNG / Fresh Meat
Jul 12, 2011
1
0
0
I'm also having the same problem. I copied the last bit of my log, I think it might be saying that I have the same problem as everyone else:

Log: execGetAchievementCompleted Unlock10ofSideshowAchievementsCompleted=false
Log: OnPerkAvailable called - Notify=0 Type=2 Level=1
ScriptLog: STEAMSTATS: PostNetReceive called
ScriptLog: STEAMSTATS: CheckSideshowAchievementsCompleted 1 False 0
ScriptLog: STEAMSTATS: ServerSteamStatsAndAchievementsInitialized called
Log: Precaching: KF-WestLondon.LevelInfo0
Log: Static mesh batches: 14312520 vertex bytes, 2131668 index bytes
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Allocating 101696 byte dynamic vertex buffer.
Log: Allocating 112364 byte dynamic vertex buffer.
Log: Finished precaching geometry in 1.616 seconds
Log: Allocating 112672 byte dynamic vertex buffer.
Log: Finished precaching textures in 8.926 seconds
ScriptLog: START MATCH
ScriptLog: STEAMSTATS: PostNetReceive called
ScriptLog: STEAMSTATS: PostNetReceive called
Log: ALAudio: AL_OUT_OF_MEMORY in RegisterSound (generating streaming buffers)
Log: ALAudio: AL_INVALID_NAME in PlaySound END
Log: Unreal Call Stack: FALSoundSource::IsStopped <- FALSoundSource::IsFinished <- UAudioSubsystem::Update <- UALAudioSubsystem::Update <- UGameEngine::Draw <- USDLViewport::Repaint <- USDLClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Exit: Exiting.
Log: FileManager: Reading 1 GByte 673 MByte 782 KByte 412 Bytes from HD took 47.826233 seconds (30.127762 reading, 17.698469 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Tue Jul 12 21:49:27 2011
 

nider

FNG / Fresh Meat
Jul 13, 2011
1
0
0
me too!

me too!

I am having the same problem: OpenAL out of memory error upon map change; using the default audio settings.

My system is:
MacBook Pro 2011
2.2Ghz Quad Core i7
8 GB RAM
Mac OS X 10.7

It's unlikely that my entire system is out of RAM.

Code:
--log snip--
Log: execGetAchievementCompleted Kill5SideshowBloatsCompleted=false
Log: execGetAchievementCompleted KillSideshowScrakeWithCrossbowCompleted=false
Log: execGetAchievementCompleted KillSideshowHuskWithLAWCompleted=false
Log: execGetAchievementCompleted Kill3SideshowClotsWithLARCompleted=false
Log: execGetAchievementCompleted KillSideshowFleshpoundWithPistolCompleted=false
Log: execGetAchievementCompleted Drop5Tier2WeaponsOneWaveSideshowCompleted=false
Log: execGetAchievementCompleted SurviveSideshowSirenScreamPlus10SecCompleted=false
Log: execGetAchievementCompleted MeleeKill4SideshowZedsInOneSlomoCompleted=false
Log: execGetAchievementCompleted Kill10SideshowClotsWithFireWeaponCompleted=false
Log: execGetAchievementCompleted Unlock10ofSideshowAchievementsCompleted=false
Log: OnPerkAvailable called - Notify=0 Type=2 Level=1
ScriptLog: STEAMSTATS: PostNetReceive called
ScriptLog: STEAMSTATS: CheckSideshowAchievementsCompleted 0 False 0
ScriptLog: STEAMSTATS: ServerSteamStatsAndAchievementsInitialized called
ScriptLog: STEAMSTATS: PostNetReceive called
ScriptLog: STEAMSTATS: PostNetReceive called
ScriptLog: START MATCH
Log: ALAudio: AL_OUT_OF_MEMORY in RegisterSound (generating streaming buffers)
Log: ALAudio: AL_INVALID_NAME in PlaySound END
Log: Unreal Call Stack: FSkinVertexStream::GetStreamData <- FOpenGLVertexStreamARB_VA::Cache <- FOpenGLRenderInterface::SetVertexStreams <- USkeletalMeshInstance::Render <- FDynamicActor::Render <- FActorSceneNode::Render <- UCanvas::DrawActor <- UCanvas::execDrawActor <- UObject::ProcessEvent <- FPlayerSceneNode::Render <- UGameEngine::Draw <- USDLViewport::Repaint <- USDLClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Exit: Exiting.
Log: FileManager: Reading 1 GByte 541 MByte 582 KByte 428 Bytes from HD took 1.641145 seconds (0.969949 reading, 0.671196 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Wed Jul 13 21:37:10 2011
 

Tau Sudan

FNG / Fresh Meat
Jul 19, 2011
3
0
0
Please consider this a "ditto" for me in this thread. Have you been able to make any progress in reproducing this bug? It's kind of a kill joy...
 

Tau Sudan

FNG / Fresh Meat
Jul 19, 2011
3
0
0
Btw, this is my crashlog.

Code:
1
253207594273c207ba967c4f9ff547ad
11
495
1311331992
giles.local
11
1
1
0
3339 (128.29).1090.1024
0
Jul  2 2011 13:44:57

246.498398

Sort <- FOpenGLRenderInterface::SetDynamicIndexBuffer <- RenderStaticMesh <- FDynamicActor::Render <- RenderStaticMesh <- FDynamicActor::Render <- RenderLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- USDLViewport::Repaint <- USDLClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop


So, although I have a out of memory error on the audio in killingfloor.log, that wasn't reflected in the crash log.

Weird... helpful?
 

cabacon

FNG / Fresh Meat
Jul 9, 2011
7
0
0
For what it's worth, I just had a "fails to reproduce" last night. I played multiplayer on KF-Manor and KF-SantasVillage, no problems on either map. I know I have mainly experienced the problem when playing Solo on KF-AbusementPark, with the crash happening on whatever map I go to after that.

If there are any in-game console commands to dump memory usage, or launch-time options to increase audio memory, I'd be happy to try those and report back.
 

cabacon

FNG / Fresh Meat
Jul 9, 2011
7
0
0
Played again on solo, had the crash again. At least for me, it works if I forfeit after I die and choose a map by hand, rather than being transferred automatically. It would still be nice if it didn't crash, though.
 

cabacon

FNG / Fresh Meat
Jul 9, 2011
7
0
0
After the most recent update, I was able to play on solo and switch maps several times with no crash.