The UFO Crash

The UFO Crash

Postby Skinnytorus » Wednesday, 22.August 2012, 16:15

Hey, guys.
Here is another snippet. This time I tried combining splines with fracturing and smoke trails.
The scene is very unstable due to (imho) the combination of 'sparkling' particle systems and splines.
I did my best to make it as stable as possible. Before playing it, please, read my instructions first.
Thank you.
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Re: The UFO Crash

Postby erbsen » Wednesday, 22.August 2012, 17:47

Well done, to bad it´s so unstable.
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Re: The UFO Crash

Postby Skinnytorus » Wednesday, 22.August 2012, 17:57

thanks, erbsen.
Sigh... I sweated blood to at last finish it... This really hurts to get a crash every other time you change something in the scene :(
I hope some day it will be fixed...
By the way, ikam, could you please take a look what's wrong there?
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Re: The UFO Crash

Postby ikam » Wednesday, 22.August 2012, 21:12

nice, but don't see any crash except for the ufo...
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Re: The UFO Crash

Postby Skinnytorus » Wednesday, 22.August 2012, 22:18

Hmm... Did you follow my instructions before playing it? If you did you shouldn't have had a problem. ;)
Or did you show the camera op straight away and no crash happened?
Anyways, here is what I get when I try to show the camera right after I open the file.

As I can see from the code, the stack does not pass some condition of the static array type...
What do you think?
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Re: The UFO Crash

Postby ikam » Thursday, 23.August 2012, 05:45

I directly click on camera and the scene is ok. I've played this the two sparcles params, but no crash.
I'll try on another computer today
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Re: The UFO Crash

Postby Skinnytorus » Thursday, 23.August 2012, 16:00

Try messing with particle count of emitters followed by Sparcle after showing the entire scene.
This is sure to reveal the issue.

I'm sure that it is wz internal problem with ststic array. According to the stack trace
no external programs or drivers are involved... I'm intrigued though that it's only me who has this problem ;).
I tried your and erbsen's builds - the result is the crash I described above...
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Re: The UFO Crash

Postby reEto » Thursday, 23.August 2012, 19:42

what gfx card do you use?
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Re: The UFO Crash

Postby Skinnytorus » Thursday, 23.August 2012, 19:52

Nvidia GTX590 2gb RAM.
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Re: The UFO Crash

Postby reEto » Thursday, 23.August 2012, 23:05

did you all your driver updated, dx updated.. on my system i can not repro the bug.
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Re: The UFO Crash

Postby Skinnytorus » Friday, 24.August 2012, 08:03

Video driver is 296.10. My native DX is DX11 though. I don't want to build DX11 version of wz because of its 'bugginess'...
MB chipset drivers are old enough but I don't think they matter in this particular case.
I guess I could try to trace the problem by setting a break point and running wz in debug mode in VC2010 Express.
But I don't know it's done properly. Any ideas?
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Re: The UFO Crash

Postby Skinnytorus » Friday, 24.August 2012, 09:44

Ok, guys. I've pinned down the issue. I run Win7 64 bit. Once I enabled XP SP3 compatibility for wz4
(and wz player accordingly) it started to work just fine. :)
Thanks for trying to help, guys.

But the issue with a large white dot at 0,0,0 still persists... Do you see this dot?
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Re: The UFO Crash

Postby quickyman » Friday, 24.August 2012, 09:51

i can reproduce the crash
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Re: The UFO Crash

Postby erbsen » Sunday, 26.August 2012, 08:04

Here is my error message:
ballistic_edit_error_message.jpg

Skinnytorus wrote:Ok, guys. I've pinned down the issue. I run Win7 64 bit. Once I enabled XP SP3 compatibility for wz4
(and wz player accordingly) it started to work just fine.
Same here.



Apart from that i get a strange flicker.
flickering.jpg


Win7 x64 - HD5570/6850
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Re: The UFO Crash

Postby Skinnytorus » Sunday, 26.August 2012, 08:52

Not the case on Nvidia. I assume you didn't play with any params before getting this...
Had the flicker appeared before you enabled the XP compatibility mode?
Hmmm, I can vaguely remember I once had the same flicker issue on wz3 and that issue was caused by lights and shadows.
But there are no shadows in the scene... Anyway, try to disable shadow in the material, maybe play with MODlight params and colors...
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