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Game freezing


Saizou
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Hello, I wanted to try out the game but it keeps freezing. Downloading and installing went without any problems, but when I wanted to open the in-game menu for the first time, the videos would load and pass, and after 5-10 seconds being in the actual menu the game would freeze. I tried messing with the UDKSystemSettings.ini config to lower whatever settings I could recognize, then lowered the resolution a bit more and it didn't crash after that. In the menu I put whatever remaining graphical options to lowest, and upon trying to load a skirmish map (Field), the game would load but again crash after 5-10 seconds. I'm playing on somewhat outdated PC (Win XP SP3, Intel Pentium E6700, HD4680, 2 GB RAM). In those few seconds of game time, game did seem fairly playable. By freezing, I mean that the PC would come to a stop (still image, sound in loop, task manager wouldn't respond, nothing but restart works). Overheating comes to mind, but I play other games that stress PC seemingly way more than Renegade, so I'm not even exactly sure about that. It's a shame because I really like how the game looks so far.

Anyway, the settings I'm using:

[systemSettings]
MaxMultiSamples=0
MaxAnisotropy=0
UseVsync=False
MotionBlur=False
DynamicLights=False
DynamicShadows=False
DetailMode=0
SkeletalMeshLODBias=3
ParticleLODBias=3
ShadowFilterQualityBias=3
LightEnvironmentShadows=False
CompositeDynamicLights=False
DirectionalLightmaps=False
Bloom=False
DepthOfField=False
AmbientOcclusion=False
LensFlares=False
Distortion=False
DropParticleDistortion=False
SpeedTreeLeaves=True
SpeedTreeFronds=True
StaticDecals=False
DynamicDecals=False
OneFrameThreadLag=True
bEnableForegroundShadowsOnWorld=False
UnbatchedDecals=False
DecalCullDistanceScale=1.000000
bAllowLightShafts=False
AllowRadialBlur=False
bAllowSeparateTranslucency=False
bAllowHighQualityMaterials=False
MaxDrawDistanceScale=1.000000
MaxShadowResolution=1024
MaxWholeSceneDominantShadowResolution=1280
ResX=1400
ResY=1050
ScreenPercentage=100.000000
ShadowTexelsPerPixel=1.300000
bAllowWholeSceneDominantShadows=True
bUseConservativeShadowBounds=False
bAllowFracturedDamage=True
FractureCullDistanceScale=1.000000
SHSecondaryLighting=True
MotionBlurPause=True
MotionBlurSkinning=1
FilteredDistortion=True
bAllowDownsampledTranslucency=False
OnlyStreamInTextures=False
FogVolumes=True
FloatingPointRenderTargets=True
UpscaleScreenPercentage=True
Fullscreen=True
AllowOpenGL=False
AllowSubsurfaceScattering=True
AllowImageReflections=True
AllowImageReflectionShadowing=True
MaxFilterBlurSampleCount=16
bAllowD3D9MSAA=False
bAllowTemporalAA=False
TemporalAA_MinDepth=500.000000
TemporalAA_StartDepthVelocityScale=100.000000
MinShadowResolution=64
MinPreShadowResolution=8
MobileShadowTextureResolution=1120
ShadowFadeResolution=128
PreShadowFadeResolution=16
ShadowFadeExponent=0.250000
SceneCaptureStreamingMultiplier=1.000000
PreShadowResolutionFactor=0.500000
bEnableBranchingPCFShadows=False
bAllowHardwareShadowFiltering=False
TessellationAdaptivePixelsPerTriangle=48.000000
bEnableForegroundSelfShadowing=False
ShadowFilterRadius=2.000000
ShadowDepthBias=0.012000
PerObjectShadowTransition=60.000000
PerSceneShadowTransition=600.000000
CSMSplitPenumbraScale=0.500000
CSMSplitSoftTransitionDistanceScale=4.000000
CSMSplitDepthBiasScale=0.500000
CSMMinimumFOV=40.000000
CSMFOVRoundFactor=4.000000
UnbuiltWholeSceneDynamicShadowRadius=20000.000000
UnbuiltNumWholeSceneDynamicShadowCascades=3
WholeSceneShadowUnbuiltInteractionThreshold=50
NumFracturedPartsScale=1.000000
FractureDirectSpawnChanceScale=1.000000
FractureRadialSpawnChanceScale=1.000000
bForceCPUAccessToGPUSkinVerts=false
bDisableSkeletalInstanceWeights=false
HighPrecisionGBuffers=False
AllowSecondaryDisplays=False
SecondaryDisplayMaximumWidth=1280
SecondaryDisplayMaximumHeight=720
AllowPerFrameSleep=True
AllowPerFrameYield=True
ApexLODResourceBudget=1000000020040877300000.000000
ApexDestructionMaxChunkIslandCount=2500
ApexDestructionMaxShapeCount=0
ApexDestructionMaxChunkSeparationLOD=1.000000
ApexDestructionMaxActorCreatesPerFrame=-1
ApexDestructionMaxFracturesProcessedPerFrame=-1
ApexDestructionSortByBenefit=True
ApexGRBEnable=false
ApexGRBGPUMemSceneSize=128
ApexGRBGPUMemTempDataSize=128
ApexGRBMeshCellSize=7.500000
ApexGRBNonPenSolverPosIterCount=9
ApexGRBFrictionSolverPosIterCount=3
ApexGRBFrictionSolverVelIterCount=3
ApexGRBSkinWidth=0.025000
ApexGRBMaxLinearAcceleration=1000000.000000
bEnableParallelAPEXClothingFetch=True
bApexClothingAsyncFetchResults=False
ApexClothingAvgSimFrequencyWindow=60
ApexClothingAllowAsyncCooking=True
ApexClothingAllowApexWorkBetweenSubsteps=FALSE
TEXTUREGROUP_World=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WorldSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Character=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_CharacterSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Weapon=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_WeaponSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Vehicle=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleNormalMap=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_VehicleSpecular=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Cinematic=(MinLODSize=256,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Effects=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_EffectsNotFiltered=(MinLODSize=256,MaxLODSize=4096,LODBias=2,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Skybox=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_UI=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Lightmap=(MinLODSize=256,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Shadowmap=(MinLODSize=256,MaxLODSize=4096,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,NumStreamedMips=3,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_RenderTarget=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_MobileFlattened=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_Face=(MinLODSize=256,MaxLODSize=1024,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ProcBuilding_LightMap=(MinLODSize=1,MaxLODSize=256,LODBias=1,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Heightmap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Terrain_Weightmap=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_ImageBasedReflection=(MinLODSize=256,MaxLODSize=4096,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
TEXTUREGROUP_Bokeh=(MinLODSize=1,MaxLODSize=256,LODBias=0,MinMagFilter=Linear,MipFilter=Linear,MipGenSettings=TMGS_SimpleAverage)
bAllowPostprocessMLAA=False
MobileFeatureLevel=0
MobileFog=False
MobileHeightFog=False
MobileSpecular=False
MobileBumpOffset=False
MobileNormalMapping=False
MobileEnvMapping=False
MobileRimLighting=False
MobileColorBlending=False
MobileVertexMovement=False
MobileOcclusionQueries=False
MobileGlobalGammaCorrection=False
MobileAllowGammaCorrectionWorldOverride=False
MobileAllowDepthPrePass=False
MobileGfxGammaCorrection=False
MobileSceneDepthResolveForShadows=False
MobileUsePreprocessedShaders=False
MobileFlashRedForUncachedShaders=False
MobileWarmUpPreprocessedShaders=False
MobileCachePreprocessedShaders=False
MobileProfilePreprocessedShaders=False
MobileUseCPreprocessorOnShaders=False
MobileLoadCPreprocessedShaders=False
MobileSharePixelShaders=False
MobileShareVertexShaders=False
MobileShareShaderPrograms=False
MobileEnableMSAA=False
MobileModShadows=False
MobileTiltShift=False
MobileMaxMemory=0
bMobileUsingHighResolutionTiming=False
MobileClearDepthBetweenDPG=False
MobileColorGrading=False
MobileBoneCount=0
MobileBoneWeightCount=0
MobileVertexScratchBufferSize=0
MobileIndexScratchBufferSize=0
MobileLODBias=0.000000
MobileContentScaleFactor=0.000000
MobileTiltShiftPosition=0.000000
MobileTiltShiftFocusWidth=0.000000
MobileTiltShiftTransitionWidth=0.000000
MobileLightShaftScale=0.000000
MobileLightShaftFirstPass=0.000000
MobileLightShaftSecondPass=0.000000
MobileMaxShadowRange=0.000000
MobileLandscapeLodBias=0
MobileUseShaderGroupForStartupObjects=False
MobileMinimizeFogShaders=False
MobileFXAAQuality=0
TEXTUREGROUP_ColorLookupTable=(MinLODSize=1,MaxLODSize=4096,LODBias=0,MinMagFilter=Aniso,MipFilter=Point,MipGenSettings=TMGS_SimpleAverage)

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Yes, I'm on 32 bit version of Win XP. I've tried the fix and now while loading the map it actually does throw the "Ran out of video memory error: exiting...." message (PC can recover from that), rather than freeze up completely.

for xp look here renegade-x.com/forums/viewtopic.php?f=34&t=72023

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