Page 1 of 1
GPF when opening map

Posted:
Sat Feb 18, 06 2:43 pm
by Rödewijk
ok i was mapping yesterday night i saved my map and the nexst day i opened it and this hapened.
ill post the map to so maby it works at u

Posted:
Sat Feb 18, 06 2:52 pm
by Mastakilla
I get the same GPF when I try the map, this is what my Editor.log says :
- Code: Select all
Warning: The file 'C:DeusExMapsgegegege.unr' contains unrecognizable data
Whole log :
- Code: Select all
Cmd: MAP LOAD FILE="C:DeusExMapsgegegege.unr" REDRAW=OFF
Log: New File, Existing Package (Package MyLevel, Package gegegege)
Log: Loading: Package MyLevel
Warning: The file 'C:DeusExMapsgegegege.unr' contains unrecognizable data
Critical: CheckTag
Critical: ULinkerLoad::ULinkerLoad
Warning: Failed to load 'C:DeusExMapsgegegege.unr': Aborted
Warning: Failed loading package: Aborted
Warning: Failed loading package: Aborted
Log: Matched Viewport Standard1V
Log: Matched Viewport Standard2V
Log: Matched Viewport Standard3V
Log: Matched Viewport Standard4V
Log: Matched Viewport BrowserCam
DevAudio: Galaxy SetViewport: Standard3V
Log: BspValidateBrush linked 0 of 0 polys
Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package Render
Log: Garbage: objects: 41623->41618; refs: 469674
Critical: UObject::StaticFindObject
Critical: UEditorEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
Left some pieces out as they didnt had anything to do with the error.

Posted:
Sat Feb 18, 06 3:01 pm
by Rödewijk
nevermind i opened autoplay.dx and i got it back now tnx to PSEUDONYME

Posted:
Sat Feb 18, 06 3:03 pm
by Dae
You may say "bye" to your map. My apologies, the file of the map doesn't contain anything and those 337 kilobytes of its size are thousands of dots. A program usually fills the file with dots when BSoD (blue screen of death) appears or after program crash (see attachments). This may happen to any program, for example a few weeks ago this happened to my FireFox and i lost all my favourites, configuration, passwords and so on (however i had a backup). Since UED crashes very oftenly and you have a lot of chances to lose your work, I highly recommend you to make backups of your map or maybe set up a special system that does it automatically.
By the way, this is how I lost my FunLine City map when it was over 40%, i had no backups and I had to redo it from the beginning. After this event I set up a backup system that processes backups in .rar every 20 minutes.

Posted:
Sat Feb 18, 06 3:18 pm
by Rödewijk
does this map is good becaus the map screwed in saving it
if u open autoplay.dx the map u tested the last opens in sdk


Posted:
Sat Feb 18, 06 5:51 pm
by Mastakilla
Great filename, lol.

Posted:
Sat Feb 18, 06 9:43 pm
by Rödewijk
jup and now ill take the download of


Posted:
Sun Feb 19, 06 9:54 am
by Dae
smookie wrote:does this map is good becaus the map screwed in saving it
if u open autoplay.dx the map u tested the last opens in sdk

Oh damn must have thought of that.
Actually I have never used that Play command.

Posted:
Sun Feb 19, 06 10:51 am
by Alex
Me neither, since it just fucks up

First opens Deus Ex, it loads the map, Deus Ex minimizes, UnrealEd does not respond...

Posted:
Sun Feb 19, 06 10:53 am
by Gishank
Mines totally fucked up and no one will help me :'(

Posted:
Sun Feb 19, 06 1:36 pm
by Allan
~[A]lex~ wrote:Me neither, since it just fucks up

First opens Deus Ex, it loads the map, Deus Ex minimizes, UnrealEd does not respond...
Right click Deus Ex(not the one with Running, the normal one), then choose close

. Easy peasy fix

. Then lather, rinse, repeat!

Posted:
Sun Feb 19, 06 1:41 pm
by Alex
I hate that, I always go to Processes, and then I see 2 DeusEx's running


Posted:
Sun Feb 19, 06 2:33 pm
by Allan

weird, it seems that one is the log file, and one is the actual thing. (Even though there is no point in the log file, just makes more lag...). Only reason i can see for that log is to check for accessed nones...(i found this by making weapons dependant on the MP scoreboard, and it turned out it didnt even work anyway

)

Posted:
Sun Feb 19, 06 3:09 pm
by MainMan
Wow, i always use play from unrealed and I never have any problems...

Posted:
Sun Feb 19, 06 3:20 pm
by Rödewijk
lucky i got it fixed

ill post the map soon for those ppl who wanna see it


Posted:
Mon Feb 20, 06 7:03 pm
by Cozmo
this is probbly useless and youve already fixed it, but isnt it supposed to be saved as .dx instead of .unr ?

Posted:
Mon Feb 20, 06 7:19 pm
by Bob
It doesn't matter if you open it through UEd