Xtractor Posted October 29, 2016 Share Posted October 29, 2016 My maps was made with the old Rx_SDK_July_03_2015. Did move the SDK when the new patch came out to my C: I guest SDK didnt like it I was trying to rework on my map but had many issues ( SWarm errors ,Map could'nt be save Before " Build All " So I'd decide to uninstall everything (RenX ,UDK..) Presently reDownloading the RenX game . After i'm wondering if I should reinstall the Old SDK (July_03_2015) or the New one (Rx_SDK_4JAN2016) ? And Btw there Should be a Sticky here about SDK installation ,and the little stuff to modified to make it work ect ..Infos at the moments are all here and there in different posts Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 29, 2016 Totem Arts Staff Share Posted October 29, 2016 I prefer the latest one because it has all the script for new stuff like comm center, veterancy system, but also mapping options (base defence range, Vehicle skin option), kismet stuff. I forgot a lot but I prefer the latest (check download section) Quote Link to comment Share on other sites More sharing options...
Xtractor Posted October 31, 2016 Author Share Posted October 31, 2016 (edited) For some reasons I can't make my old maps (WIP) works properly in the New Version Maybe I have a file to transfer from old to new That I dont do. Wich ones I have to copy and paste into the new version ? Edited October 31, 2016 by Xtractor Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 31, 2016 Totem Arts Staff Share Posted October 31, 2016 @Xtractorwhat doesn't work well? Quote Link to comment Share on other sites More sharing options...
Xtractor Posted October 31, 2016 Author Share Posted October 31, 2016 (edited) Cant saved it ,cant play from here ,missing texture,rechecking data at every start,seem not keep track of the recent map opened (probably a registry remaining ties to old version still in the registry .. Edited October 31, 2016 by Xtractor Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted October 31, 2016 Totem Arts Staff Share Posted October 31, 2016 (edited) Does it crash when you save it and play from here? About the textures. Textures probably moved to a different location but still in the SDK. Just open the material and re-add the texture you want. Don't know about the rechecking data, I think that's always because I think I had it sometime too. Those are quite rare because I never had it, maybe you should contact one of the devs for any further help Edited October 31, 2016 by ThommyK0104 Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted October 31, 2016 Share Posted October 31, 2016 Only copy-paste the .udk and .upk files you have used. Nothing else. Quote Link to comment Share on other sites More sharing options...
Xtractor Posted October 31, 2016 Author Share Posted October 31, 2016 When Trying to Built ALL When Trying to save or play from here Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff TK0104 Posted November 1, 2016 Totem Arts Staff Share Posted November 1, 2016 Two things you can do to fix it. 1. File, Save as. Save it as a new file 2. Select All (NOT CTRL+A, IS NOT SELECT ALL IN UDK), copy everything and paste it in a blank map. NOTE: this will take some time. He's still working if he doesn't show "BUILT WITH UDK HAS STOPPED" even it says "not responding" Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 2, 2016 Author Share Posted November 2, 2016 Starting to see light at the end of tunnel Even tho i'm log as Admin on my PC ,look like I have to Run as administrator on the shortcutt to UDK( SDK) That fix most of the things ^^ Built ALL: Take lots of time to complete compare to before (Swarm Agent when on the Processing Mapping (blue)) Thanks t Ruud033 & Thommy <---Next Dev please Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 5, 2016 Share Posted November 5, 2016 If it takes very long to build lights, you should check your static mesh resolution in the maps. Also be sure to check the world settings and your Dominant Directional Light's settings to not do funky stuff. Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 7, 2016 Author Share Posted November 7, 2016 (edited) Edit: including this SS could tell you something usefull ON OLD SDK 2015 ^^ Audio memory used is .03% compare to new ver at 100% (below) Now I have no sound when I Play from here in the New SDK version I can hear for a second some sound (music)then a declic and sound is off and may redo the same randomly. If I copy and paste the same WIP map into my old 2015 SDK. Sound is Back no problem and The Swarm Agent Goes 10X or more Faster to complete the check after Built All Edited November 8, 2016 by Xtractor Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 11, 2016 Share Posted November 11, 2016 Upload your map somewhere and I'll take a look. I have a feeling. . 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Handepsilon Posted November 12, 2016 Totem Arts Staff Share Posted November 12, 2016 F...F....F...Four gigabytes? For audio alone? D: THAT'S MY WHOLE RAM Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 12, 2016 Author Share Posted November 12, 2016 haha I know Ruud033 thanks ,check you pm link inside Quote Link to comment Share on other sites More sharing options...
Radeon3 Posted November 15, 2016 Share Posted November 15, 2016 (edited) If you can't hear anything that means all the 32 audio channels are overloaded, although this should result in sound dropping or a nice crash. Probably some sound(s) is on a positive feedback loop (in layman terms overlapping sounds). When overlapping hits the 32 mark, the engine starts dropping the new packages just like a ddos attack. "Audio Sources" tells the number of audio sources playing back at the moment and will never be able to exceed the above mentioned channel limit which is 32 by default. You can set it up to a maximum of 64, but that's another story. "Wave Instances" is the number of wave instances the engine wants to play back. The number of channels of the sound files (mono or stereo) doesn't matter. "Wave Instances Dropped" is the number of wave instances the engine fails to play back when it exceeds the channel limit, this must be pretty high considering the memory consumption. If this hasn't solved yet I'd advise to check your sound cues. Remember that the repetition time must be higher or equally long than the source lenght. Nope, apparently the channels are not overloaded. Edited November 15, 2016 by Radeon3 Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 15, 2016 Author Share Posted November 15, 2016 If anyone (s) wants to improve ,complete ,the Map its ok with me ,Coz I really have good hope its should be a fun and nice map ,if done right. But I'm so slow at it Still for now I will go on with it ..alone :...( by myselft lol Quote Link to comment Share on other sites More sharing options...
Ruud033 Posted November 15, 2016 Share Posted November 15, 2016 2 hours ago, Xtractor said: If anyone (s) wants to improve ,complete ,the Map its ok with me ,Coz I really have good hope its should be a fun and nice map ,if done right. But I'm so slow at it Still for now I will go on with it ..alone :...( by myselft I also took 1 year to complete my first map to 100%, learning the UDK is 1 thing, building a working map is another. I must say that I really took it all the way and pushed the possibilities of that time but still. It takes time. To fix the sound: rename your map to something like CNC-Xtractor or something, the code looks for the "CNC-" prefix. To fix the long building times: Make sure things that cast a shadow that are not needed to cast a shadow DO NOT cast a shadow, such as the background landscape. Limit the skybox's lightmapresolution to 16 or maybe 8, just see what looks right, if you're not satisfied, up the number. Every single rock in your level has a lightmapresolution of 64, is this really necessary ? This increased building times by a huge amount Maybe it's also worth while setting it to 32? The silo which you have placed has a lightmapresolution of 128, this is VERY detailed, is this what you really need?? Also, the Silo which you have placed is only the actor class, I'd suggest you place the prefab instead (can be found in content browser)\ The tunnels which you have used at the Hand of Nod have a lightmapresolution of 128, this is also VERY detailed once again and will increase build times by many times. That's about it. You do not have much actors in the level yet so it's easy to spot these things. I'd suggest you google a bit more about UDK lighting and the way it works, it could really help you out. I can't help you out every single time so please do not rely on me. I also have my personal life Learning the UDK and it's lighting takes effort and time, if you understand the workflow and it's process you can actually make things pretty easy. Applying products without thinking is something anyone can do. 2 Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 15, 2016 Author Share Posted November 15, 2016 (edited) yeah ok Ruud ,Thanks for your time, I will look at it Edited November 15, 2016 by Xtractor Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 17, 2016 Author Share Posted November 17, 2016 (edited) -Sound I did rename to CNC- but it didn't fix my sound issue (Mb one on 20 reopening did work) Here Few Things I found From this link And that had works for me to fix my Sound Quote Had this problem on and off (mostly on) close udk if it's open, go to your config folder and delete udkeditorusersettings.ini DO NOT DELETE DefAulteditorusersettings. Restart UDK (this should recreate the file). The sound should work. After a while I start having the problem again and I have to delete the file again. Hope it works for yA. Swarm Agent Slow Scan From This link Quote There are two options located Swarm Agent's Menu for in the Cache drop down for Clean and one for Validate Clean: This will clear out the cache at users request. Validate: This will validate all cache entries and hashes to make sure they are up to date. Note: Cleaning and Validating the Cache can sometimes resolve any issues that Swarm Agent may be running into while building lights. Quote Where is my Swarm Data Cache stored, and Can I change its location? You can view and change the location of where your Swarm Cache is saved by opening Swarm Agent and going to the Settings tab. Under the Cache Settings drop down you will see the CacheFolder. My Swarm cache folder location had a wrong Path . Changed it to the good one and Clean and Validate Cache ..Gave me a super Fast Scan If this can help other ..Cool Edited November 17, 2016 by Xtractor Quote Link to comment Share on other sites More sharing options...
Xtractor Posted November 17, 2016 Author Share Posted November 17, 2016 On 2016-11-15 at 2:11 PM, Ruud033 said: I also took 1 year to complete my first map to 100%, learning the UDK is 1 thing, building a working map is another. I must say that I really took it all the way and pushed the possibilities of that time but still. It takes time. To fix the sound: rename your map to something like CNC-Xtractor or something, the code looks for the "CNC-" prefix. To fix the long building times: Make sure things that cast a shadow that are not needed to cast a shadow DO NOT cast a shadow, such as the background landscape. Limit the skybox's lightmapresolution to 16 or maybe 8, just see what looks right, if you're not satisfied, up the number. Every single rock in your level has a lightmapresolution of 64, is this really necessary ? This increased building times by a huge amount Maybe it's also worth while setting it to 32? The silo which you have placed has a lightmapresolution of 128, this is VERY detailed, is this what you really need?? Also, the Silo which you have placed is only the actor class, I'd suggest you place the prefab instead (can be found in content browser)\ The tunnels which you have used at the Hand of Nod have a lightmapresolution of 128, this is also VERY detailed once again and will increase build times by many times. That's about it. You do not have much actors in the level yet so it's easy to spot these things. I'd suggest you google a bit more about UDK lighting and the way it works, it could really help you out. I can't help you out every single time so please do not rely on me. I also have my personal life Learning the UDK and it's lighting takes effort and time, if you understand the workflow and it's process you can actually make things pretty easy. Applying products without thinking is something anyone can do. Usefull infos will try to Fix and learn more about it . I will Persit and Finish This map Thanks Ruud033 Quote Link to comment Share on other sites More sharing options...
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