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FPSC Classic Product Chat / Crash while building Game

Author
Message
xlghostlx
11
Years of Service
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Joined: 6th Dec 2012
Location:
Posted: 20th Sep 2016 01:40
Hi guys, i've problem with FPSCx9 (BI mod 9.1) at the end of the build process (322: Creating Light Rays) FPSC-Game stop work and i got the classic error... what i could do?
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 20th Sep 2016 02:14
Hi xlghostlx
First, make sure the "effectbank\lightray" folder copied over into your build. Second, make sure in your build the "setup.ini"
post-process is set to "3" ( postprocessing=3) It usually defaults to zero for some reason on me
I did a lot of testing awhile back on "lightrays" Here's a link to one thread that might help you...https://forum.thegamecreators.com/thread/210199
Your trying to do "LightRays" correct, not a "baked" sunlight ???
My games never have bugs. They just develop random features..
Lots and lots of random features...
xlghostlx
11
Years of Service
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Joined: 6th Dec 2012
Location:
Posted: 20th Sep 2016 12:27 Edited at: 20th Sep 2016 12:35
first, Thx for the answer, no im working on a inside level, and as i've said the folder is correct, but, only that level, even if i remove all entities and all segment do this problem but if i start to make new level, in build game no problem... Now i try to set postprocessing=3.

Anyway can u explain the difference between the Lightray and Baked sunlight? thx in advice
ok. Tested with postprocessing3 always crash...
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 21st Sep 2016 00:19
xlghostlx
Sorry your having these problems, I cant seem to replicated this. Everything works fine?
I'll try to do an inside build tonight and see.
Quote: "difference between the Lightray and Baked sunlight?"

Here are two pic's that show the difference.
First, "LightRay" with postprocessing set to 3

Now the "baked sunlight" with postprocessing set to 0(zero)
My games never have bugs. They just develop random features..
Lots and lots of random features...
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 22nd Sep 2016 17:51
THX, anyway i havent solved my problemi ha to start a new map... :/
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 27th Sep 2016 13:59
Man i've found the problem. Some shader Of metro theater pack make the game crash at building light ray. Don t know exactly wich one, (the segment shader are OK..) but these was the problem
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 30th Sep 2016 15:51
OK this wasnt the problem.. Guys pls help i really cant build my level...
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 1st Oct 2016 12:56
Upp
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 1st Oct 2016 18:56
xlghostlx
Hang on there, take a deep breath. Now try this.
With fpsc closed, open your buildsetup.ini Near the bottom you'll see "GAMEDEBUG"
Set these to "1" exitpromptreport=1 & debugreport=1
When or if it crashes a report txt file should be made in your main directory.
Read that and see exactly when & what causes the error.
There are a couple other settings in there you could try out. Like debugreportstepthrough=1
This will show you one step at a time what is loading before the crash,
My games never have bugs. They just develop random features..
Lots and lots of random features...
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 1st Oct 2016 21:55
OK, tomorrow I'll try andò thanks for the answer
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 3rd Oct 2016 13:25
Nothing, No report files appear and when i start build game the line

exitpromptreport=1
debugreport=0
showentitygameinfo=0
showdebugtextingame=1
debugreportstepthrough=1

go automatic to :
exitpromptreport=1
debugreport=0
showentitygameinfo=0
showdebugtextingame=0
debugreportstepthrough=0
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 4th Oct 2016 01:19
xlghostlx Ok, i had some time to check this out. This worked for me.
Open the setup.ini (not the buildsetup.ini) and try these settings.
Then after your test/build look in your "FILES" directory. (not the main directory, I was wrong)
That's where mine were located. It will look something like this...

If there's a crash/error the last item to loaded will tell you...

My games never have bugs. They just develop random features..
Lots and lots of random features...
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 4th Oct 2016 14:44 Edited at: 4th Oct 2016 14:46
ok i've found why xD : loadreport=0 had to be setted to 1. here the report...

000000 : 441636 : Load assets for all AI scripts...
000056 : 000056 : Initialising decals list...
000124 : 000068 : Initialising guns list...
001528 : 001404 : Initialising gun system...
001572 : 000044 : Deleting player resources...
001602 : 000030 : Flushing Video Memory...
001632 : 000030 : Delete existing elements...
001670 : 000038 : Loading waypoint data...
001694 : 000024 : Loading segment bank...
002147 : 000453 : Built \Abandoned\Mansion\Restroom\Restroom Low.fps in 416ms
002342 : 000195 : Built \Abandoned\Mansion\Restroom\Restroom Top.fps in 155ms
002544 : 000202 : Built \Abandoned\Mansion\Mansion-1-Grunge1-Down.fps in 175ms
002707 : 000163 : Built \Abandoned\Mansion\Mansion-1-Grunge1-Middle.fps in 139ms
003018 : 000311 : Built \BSP-WW2\(26) Door 01 (use).fps in 294ms
003063 : 000045 : Built \Abandoned\Mansion\Holez\high_2.fps in 21ms
003157 : 000094 : Built \holez\low_1.fps in 74ms
003266 : 000109 : Built \Abandoned\Doors\Simple Door2.fps in 90ms
003285 : 000019 : Loading entity bank...
003323 : 000038 : Loading entity bank...1a\37 (foyerlamp.x)
003424 : 000101 : Built \Metro Theater\Foyer Lamp.fpe in 104ms
003447 : 000023 : Loading entity bank...2a\37 (lightbulb.X)
003503 : 000056 : Built _markers\white light.fpe in 58ms
003522 : 000019 : Loading entity bank...3a\37 (sink.x)
003575 : 000053 : Built \Metro Theater\Restroom Sink.fpe in 56ms
003602 : 000027 : Loading entity bank...4a\37 (toiletclosed.X)
003638 : 000036 : Built \Metro Theater\Toilet 1.fpe in 39ms
003665 : 000027 : Loading entity bank...5a\37 (meshbank\BSP-WW2 Models\Aftermath\military_table.x)
003698 : 000033 : Built \BSP-WW2 Models\Static and Dynamic Entities\(60) Military Table.fpe in 36ms
003725 : 000027 : Loading entity bank...6a\37 (meshbank\BSP-WW2 Models\Aftermath\chair4.x)
003760 : 000035 : Built \BSP-WW2 Models\Static and Dynamic Entities\(54) Chair 04.fpe in 38ms
003787 : 000027 : Loading entity bank...7a\37 (arrow.X)
003849 : 000062 : Built _markers\player start.fpe in 64ms
003883 : 000034 : Loading entity bank...8a\37 (meshbank\ww2\scenery\doors\door_e\door_e.x)
003931 : 000048 : Built ww2\scenery\doors\door_e_k.fpe in 51ms
003959 : 000028 : Loading entity bank...9a\37 (meshbank\Cutter- NEXT LEVEL\Obstacle_Pipe1.x)
003989 : 000030 : Built \Cutter- NEXT LEVEL\Obstacles\Obstacle 26.fpe in 33ms
004030 : 000041 : Loading entity bank...10a\37 (rebar3.x)
004055 : 000025 : Built \Post-Apocalyptic Model Pack 2\Rubble\Rebars (Rusted).fpe in 28ms
004085 : 000030 : Loading entity bank...11a\37 (trashbin_small_no_text_destroyed.x)
004123 : 000038 : Built \Post-Apocalyptic Model Pack 2\Various\Trash Bin 1 (Small) (No Text) (Destroyed).fpe in 42ms
004150 : 000027 : Loading entity bank...12a\37 (trashbin_small_no_text_destroyed2.x)
004182 : 000032 : Built \Post-Apocalyptic Model Pack 2\Various\Trash Bin 1 (Small) (No Text) (Destroyed 2).fpe in 36ms
004209 : 000027 : Loading entity bank...13a\37 (mattress01_large.x)
004252 : 000043 : Built \Post-Apocalyptic Model Pack 2\Various\Mattress 1 Large.fpe in 46ms
004275 : 000023 : Loading entity bank...14a\37 (shelving_metal_rusted02_bentup.x)
004306 : 000031 : Built \Post-Apocalyptic Model Pack 2\Various\Shelving Metal Rusted (Bent Up).fpe in 35ms
004335 : 000029 : Loading entity bank...15a\37 (wood_sawhorse_table.x)
004368 : 000033 : Built \Post-Apocalyptic Model Pack 2\Various\Wood Sawhorse Table.fpe in 37ms
004396 : 000028 : Loading entity bank...16a\37 (laptop01.x)
004439 : 000043 : Built \Post-Apocalyptic Model Pack 2\Various\Laptop 1.fpe in 46ms
004464 : 000025 : Loading entity bank...17a\37 (Fass_simple.x)
004585 : 000121 : Built \Regallager Pack\Faesser\fass3.fpe in 123ms
004615 : 000030 : Loading entity bank...18a\37 (fass_simple.x)
004745 : 000130 : Built \Regallager Pack\Faesser\fass4.fpe in 132ms
004777 : 000032 : Loading entity bank...19a\37 (zombie gibs_legsdown.x)
004806 : 000029 : Built \Zombie Apocalypse\zombie gibs_legsdown.fpe in 33ms
004834 : 000028 : Loading entity bank...20a\37 (Body_Dead_1.X)
010704 : 005870 : Built \Dead Pack\Body_Dead_1.fpe in 5873ms
010731 : 000027 : Loading entity bank...21a\37 (old_stall01.x)
010944 : 000213 : Built \Desert Storm Pack\Old Stall 01.fpe in 217ms
010965 : 000021 : Loading entity bank...22a\37 (kabelrolle_leer1.x)
011656 : 000691 : Built \Kabel Zeugs Pack\kabelrolle_leer1.fpe in 693ms
011686 : 000030 : Loading entity bank...23a\37 (Meshbank\London\Furniture\DirtyCurtain_1.x)
011725 : 000039 : Built \London\Furniture\Dirty Curtain 1B.fpe in 42ms
011759 : 000034 : Loading entity bank...24a\37 (meshbank\BSP-WW2 Models\Aftermath\fireplace.x)
011791 : 000032 : Built \BSP-WW2 Models\Static and Dynamic Entities\(71) Fireplace.fpe in 35ms
011827 : 000036 : Loading entity bank...25a\37 (meshbank\BSP-WW2 Models\Aftermath\piano.x)
011854 : 000027 : Built \BSP-WW2 Models\Static and Dynamic Entities\(76) Piano.fpe in 30ms
011886 : 000032 : Loading entity bank...26a\37 (meshbank\BSP-WW2 Models\Aftermath\armchair.x)
011917 : 000031 : Built \BSP-WW2 Models\Static and Dynamic Entities\(50) Armchair.fpe in 34ms
011947 : 000030 : Loading entity bank...27a\37 (meshbank\BSP-WW2 Models\Aftermath\couch.x)
011978 : 000031 : Built \BSP-WW2 Models\Static and Dynamic Entities\(77) Couch.fpe in 34ms
012011 : 000033 : Loading entity bank...28a\37 (fire_blower.x)
012047 : 000036 : Built \castlepack\props\fire_blower.fpe in 39ms
012071 : 000024 : Loading entity bank...29a\37 (log_holder.x)
012106 : 000035 : Built \castlepack\props\log_holder.fpe in 38ms
012132 : 000026 : Loading entity bank...30a\37 (axe.x)
012170 : 000038 : Built \castlepack\props\axe.fpe in 40ms
012198 : 000028 : Loading entity bank...31a\37 (Stroh2.x)
012382 : 000184 : Built \Different Equipment Pack\Stroh2.fpe in 187ms
012398 : 000016 : Loading entity bank...32a\37 (Globus.x)
012718 : 000320 : Built \Different Equipment Pack\Globus.fpe in 322ms
012743 : 000025 : Loading entity bank...33a\37 (flames.x)
012782 : 000039 : Built \generic\Sprite Pack 2\Flames\FlamesOrange.fpe in 42ms
012804 : 000022 : Loading entity bank...34a\37 (post_keepoutwhite.x)
012954 : 000150 : Built \Graveyard\items\post_keepoutwhite.fpe in 153ms
012979 : 000025 : Loading entity bank...35a\37 (tree_trunk3.x)
013054 : 000075 : Built \Green Nature\tree trunk 3.fpe in 78ms
013084 : 000030 : Loading entity bank...36a\37 (lightbulb.X)
013145 : 000061 : Built _markers\red light.fpe in 63ms
013178 : 000033 : Loading entity bank...37a\37 (meshbank\BSP-WW2 Models\Aftermath\add-ons\door01.x)
013226 : 000048 : Built BSP-WW2 Models\Static and Dynamic Entities\only_for_segments\Door 01.fpe in 51ms
013256 : 000030 : Loading elements data...
013317 : 000061 : Loading elements data...
013347 : 000030 : Initialise AI...
013388 : 000041 : Loading map data...
013567 : 000179 : Creating objects from cloned segments...
013588 : 000021 : Cloning objects at layer 5 slice 4...
013612 : 000024 : Cloning objects at layer 5 slice 5...
013650 : 000038 : Cloning objects at layer 5 slice 6...
013676 : 000026 : Cloning objects at layer 5 slice 7...
013712 : 000036 : Cloning objects at layer 5 slice 8...
013739 : 000027 : Cloning objects at layer 5 slice 9...
013768 : 000029 : Cloning objects at layer 5 slice 10...
013805 : 000037 : Cloning objects at layer 6 slice 4...
013833 : 000028 : Cloning objects at layer 6 slice 5...
013862 : 000029 : Cloning objects at layer 6 slice 6...
013898 : 000036 : Cloning objects at layer 6 slice 7...
013928 : 000030 : Cloning objects at layer 6 slice 8...
013955 : 000027 : Cloning objects at layer 6 slice 9...
013987 : 000032 : Cloning objects at layer 6 slice 10...
014018 : 000031 : Cloning objects at layer 7 slice 4...
014054 : 000036 : Cloning objects at layer 7 slice 5...
014080 : 000026 : Cloning objects at layer 7 slice 6...
014113 : 000033 : Cloning objects at layer 7 slice 7...
014143 : 000030 : Cloning objects at layer 7 slice 8...
014175 : 000032 : Cloning objects at layer 7 slice 9...
014206 : 000031 : Cloning objects at layer 7 slice 10...
014238 : 000032 : Applying CSG, lighting and scene entities...
014269 : 000031 : Applying CSG at 5,10,4
014320 : 000051 : Applying CSG at 5,10,4
014366 : 000046 : Applying CSG at 5,10,6
014391 : 000025 : Applying CSG at 5,10,6
014428 : 000037 : Applying CSG at 5,11,6
014473 : 000045 : Applying CSG at 5,11,6
014516 : 000043 : Applying CSG at 5,11,7
014548 : 000032 : Applying CSG at 5,11,7
014579 : 000031 : Applying CSG at 5,11,7
014619 : 000040 : Applying CSG at 5,11,7
014661 : 000042 : Applying CSG at 5,10,8
014688 : 000027 : Applying CSG at 5,11,8
014721 : 000033 : Applying CSG at 5,10,9
014749 : 000028 : Applying CSG at 5,10,9
014790 : 000041 : Adding all objects to universe...
014822 : 000032 : Adding static entities...
014881 : 000059 : Adding static entities...2/81 (meshbank\BSP-WW2 Models\Aftermath\chair4.x)
014918 : 000037 : Adding static entities...8/81 (lightbulb.X)
014943 : 000025 : Adding static entities...10/81 (lightbulb.X)
014988 : 000045 : Adding static entities...12/81 (sink.x)
015048 : 000060 : Adding static entities...14/81 (toiletclosed.X)
015086 : 000038 : Adding static entities...19/81 ()
015138 : 000052 : Adding static entities...24/81 ()
015164 : 000026 : Adding static entities...32/81 (trashbin_small_no_text_destroyed2.x)
015201 : 000037 : Adding static entities...34/81 (mattress01_large.x)
015231 : 000030 : Adding static entities...36/81 (wood_sawhorse_table.x)
015261 : 000030 : Adding static entities...38/81 (Fass_simple.x)
015296 : 000035 : Adding static entities...40/81 (fass_simple.x)
015342 : 000046 : Adding static entities...43/81 ()
015373 : 000031 : Adding static entities...48/81 (fass_simple.x)
015405 : 000032 : Adding static entities...53/81 ()
015435 : 000030 : Adding static entities...55/81 ()
015459 : 000024 : Adding static entities...57/81 ()
015493 : 000034 : Adding static entities...59/81 (kabelrolle_leer1.x)
015527 : 000034 : Adding static entities...61/81 (meshbank\BSP-WW2 Models\Aftermath\fireplace.x)
015563 : 000036 : Adding static entities...63/81 (meshbank\BSP-WW2 Models\Aftermath\armchair.x)
015592 : 000029 : Adding static entities...66/81 (fire_blower.x)
015622 : 000030 : Adding static entities...68/81 (log_holder.x)
015652 : 000030 : Adding static entities...70/81 (Stroh2.x)
015693 : 000041 : Adding static entities...73/81 (post_keepoutwhite.x)
015731 : 000038 : Adding static entities...80/81 (tree_trunk3.x)
015761 : 000030 : Building portals...
017597 : 001836 : Deleting old lightmaps...
017717 : 000120 : Adding universe to lightmapper...
017748 : 000031 : Saving effect files...
017779 : 000031 : Saving and optimising universe...
018421 : 000642 : Saving ELE and LGT files..
018551 : 000130 : Pregenerate physics universe...
019504 : 000953 : Begin universe lighting...
022129 : 002625 : 0%
022162 : 000033 : Mapping Object [27/96] 13%
022194 : 000032 : Mapping Object [29/96] 14%
022229 : 000035 : Mapping Object [37/96] 18%
022256 : 000027 : Mapping Object [40/96] 20%
022287 : 000031 : Mapping Object [42/96] 21%
022319 : 000032 : Mapping Object [43/96] 21%
022350 : 000031 : Mapping Object [43/96] 21%
022381 : 000031 : Mapping Object [44/96] 22%
022419 : 000038 : Mapping Object [46/96] 23%
022445 : 000026 : Mapping Object [51/96] 25%
022474 : 000029 : Mapping Object [53/96] 26%
022506 : 000032 : Mapping Object [74/96] 37%
022538 : 000032 : Mapping Object [79/96] 39%
022568 : 000030 : Mapping Object [82/96] 41%
022599 : 000031 : Mapping Object [86/96] 43%
022630 : 000031 : Calculating Object Light [1/96] 48%
022662 : 000032 : Calculating Object Light [1/96] 48%
022694 : 000032 : Calculating Object Light [1/96] 48%
022726 : 000032 : Calculating Object Light [3/96] 49%
022755 : 000029 : Calculating Object Light [4/96] 50%
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022818 : 000027 : Calculating Object Light [7/96] 51%
022852 : 000034 : Calculating Object Light [8/96] 52%
022884 : 000032 : Calculating Object Light [10/96] 53%
022916 : 000032 : Calculating Object Light [13/96] 54%
022945 : 000029 : Calculating Object Light [14/96] 55%
022974 : 000029 : Calculating Object Light [14/96] 55%
023006 : 000032 : Calculating Object Light [15/96] 55%
023036 : 000030 : Calculating Object Light [16/96] 56%
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023290 : 000027 : Calculating Object Light [16/96] 56%
023322 : 000032 : Calculating Object Light [16/96] 56%
023348 : 000026 : Calculating Object Light [17/96] 56%
023379 : 000031 : Calculating Object Light [17/96] 56%
023415 : 000036 : Calculating Object Light [17/96] 56%
023445 : 000030 : Calculating Object Light [17/96] 56%
023482 : 000037 : Calculating Object Light [17/96] 56%
023508 : 000026 : Calculating Object Light [17/96] 56%
023535 : 000027 : Calculating Object Light [17/96] 56%
023566 : 000031 : Calculating Object Light [18/96] 57%
023598 : 000032 : Calculating Object Light [18/96] 57%
023633 : 000035 : Calculating Object Light [19/96] 57%
023665 : 000032 : Calculating Object Light [19/96] 57%
023692 : 000027 : Calculating Object Light [20/96] 58%
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023785 : 000023 : Calculating Object Light [22/96] 59%
023817 : 000032 : Calculating Object Light [22/96] 59%
023852 : 000035 : Calculating Object Light [22/96] 59%
023879 : 000027 : Calculating Object Light [23/96] 59%
023911 : 000032 : Calculating Object Light [23/96] 59%
023945 : 000034 : Calculating Object Light [23/96] 59%
023972 : 000027 : Calculating Object Light [23/96] 59%
024009 : 000037 : Calculating Object Light [24/96] 60%
024036 : 000027 : Calculating Object Light [25/96] 60%
024067 : 000031 : Calculating Object Light [25/96] 60%
024097 : 000030 : Calculating Object Light [25/96] 60%
024135 : 000038 : Calculating Object Light [26/96] 61%
024162 : 000027 : Calculating Object Light [26/96] 61%
024190 : 000028 : Calculating Object Light [26/96] 61%
024222 : 000032 : Calculating Object Light [27/96] 61%
024258 : 000036 : Calculating Object Light [27/96] 61%
024286 : 000028 : Calculating Object Light [27/96] 61%
024318 : 000032 : Calculating Object Light [27/96] 61%
024346 : 000028 : Calculating Object Light [27/96] 61%
024378 : 000032 : Calculating Object Light [27/96] 61%
024409 : 000031 : Calculating Object Light [27/96] 61%
024448 : 000039 : Calculating Object Light [27/96] 61%
024475 : 000027 : Calculating Object Light [27/96] 61%
024507 : 000032 : Calculating Object Light [27/96] 61%
024537 : 000030 : Calculating Object Light [27/96] 61%
024565 : 000028 : Calculating Object Light [27/96] 61%
024601 : 000036 : Calculating Object Light [27/96] 61%
024627 : 000026 : Calculating Object Light [27/96] 61%
024659 : 000032 : Calculating Object Light [27/96] 61%
024695 : 000036 : Calculating Object Light [27/96] 61%
024725 : 000030 : Calculating Object Light [27/96] 61%
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024789 : 000034 : Calculating Object Light [27/96] 61%
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024848 : 000025 : Calculating Object Light [28/96] 62%
024880 : 000032 : Calculating Object Light [28/96] 62%
024910 : 000030 : Calculating Object Light [28/96] 62%
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025003 : 000033 : Calculating Object Light [28/96] 62%
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025131 : 000036 : Calculating Object Light [29/96] 62%
025161 : 000030 : Calculating Object Light [29/96] 62%
025189 : 000028 : Calculating Object Light [29/96] 62%
025225 : 000036 : Calculating Object Light [29/96] 62%
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025315 : 000024 : Calculating Object Light [29/96] 62%
025345 : 000030 : Calculating Object Light [29/96] 62%
025376 : 000031 : Calculating Object Light [29/96] 62%
025412 : 000036 : Calculating Object Light [29/96] 62%
025444 : 000032 : Calculating Object Light [29/96] 62%
025470 : 000026 : Calculating Object Light [29/96] 62%
025510 : 000040 : Calculating Object Light [29/96] 62%
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025661 : 000035 : Calculating Object Light [30/96] 63%
025693 : 000032 : Calculating Object Light [30/96] 63%
025725 : 000032 : Calculating Object Light [30/96] 63%
025755 : 000030 : Calculating Object Light [31/96] 63%
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025814 : 000030 : Calculating Object Light [31/96] 63%
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025878 : 000034 : Calculating Object Light [31/96] 63%
025908 : 000030 : Calculating Object Light [31/96] 63%
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026000 : 000024 : Calculating Object Light [33/96] 64%
026035 : 000035 : Calculating Object Light [34/96] 65%
026062 : 000027 : Calculating Object Light [34/96] 65%
026102 : 000040 : Calculating Object Light [34/96] 65%
026129 : 000027 : Calculating Object Light [35/96] 65%
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026191 : 000026 : Calculating Object Light [37/96] 66%
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026249 : 000028 : Calculating Object Light [39/96] 67%
026285 : 000036 : Calculating Object Light [41/96] 68%
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031106 : 000036 : Calculating Object Light [94/96] 95%
031134 : 000028 : Calculating Object Light [94/96] 95%
031172 : 000038 : Calculating Object Light [95/96] 95%
031194 : 000022 : Saving Textures [0] 99%
031231 : 000037 : Saving Textures [1] 99%
031331 : 000100 : Done Lightmapping Level Object
032126 : 000795 : Saving ELE and LGT files..
033514 : 001388 : Loading bullet holes...
033550 : 000036 : Create scorch buffers for universe...
033575 : 000025 : Removing static entities...
033603 : 000028 : Loading Fragments..
034021 : 000418 : Creating entity elements...
034619 : 000598 : Creating entity instances...
034685 : 000066 : Creating entity instances...11/30 (meshbank\ww2\scenery\doors\door_e\door_e.x)
034705 : 000020 : Creating entity instances...22/30 ()
034739 : 000034 : Creating entity attachments...
034767 : 000028 : 11\30 Blood Splatter 1 Floor
034798 : 000031 : 22\30 Door 01
034830 : 000032 : Generating AI Safezones...
034860 : 000030 : Attaching entities to game...
034891 : 000031 : Associate elements with AI...
034931 : 000040 : Activate start gun...
034959 : 000028 : Activate start gun...
034985 : 000026 : Loading active guns...
042984 : 007999 : Initialising flak...
043009 : 000025 : Loading active decals...
044094 : 001085 : Loading Flak Scripts...
044111 : 000017 : Initialising player...
044354 : 000243 : Initialising entities...
044376 : 000022 : Creating Water...
044613 : 000237 : Creating Light Rays...



Always the same problem.. This is my Setup.ini



[GAMERUN]
realgameview=0
dynamiclighting=1
dynamicshadows=1
useeffects=1
useeffectsonguns=1
useeffectsonscene=1
useeffectsonentities=1
dividetexturesize=0
controllerhint=0
vrmode=0
vrmodemag=100
mousesensitivity=100
producelogfiles=0
hsrmode=0
optimizemode=1
aspectratio=0
newblossershaders=1
postprocessing=1
showaioutlines=0
airadius=20
disablepeeking=0
disableparticles=0

[GAMEMULTIPLAYER]
multiplayergame=0
gameobjectivetype=0
gameobjectivevalue=0
oneshotkills=0
maxplayers=16
spawnrandom=0
uniquegamecode=

[GAMEMAKE]
lightmapping=1
lightmapold=0
lightmapshadows=1
lightmapambientr=0
lightmapambientg=0
lightmapambientb=0
lightmapsunx=0
lightmapsuny=-1
lightmapsunz=0
lightmapsunr=0
lightmapsung=0
lightmapsunb=0
lightmapzerorange=95
lightmapatten=14
lightmapmaxsize=-1
lightmapboost=4
lightmaptexsize=512
lightmapquality=5
lightmapblurmode=1
lightmapthreadmax=-1
bloodonfloor=1
imageblockmode=0
shroudsize=10
showalluniquetextures=0
systemmemorycapoff=1
entitytogglingoff=0
extracollisionbuilddisabled=1
alwaysconfirmsave=0
simplifiedcharacterediting=0

[GAMEDEBUG]
exitpromptreport=1
debugreport=1
showentitygameinfo=0
showdebugtextingame=0
debugreportstepthrough=1
usesky=1
usefloor=0
useenvsounds=1
useweapons=1
includeonlyvideo=0
includeonlyname=gamecore
width=1280
height=720
depth=32
aspectratio=1
useuniquelynamedentities=0
exportassets=0
loadreport=1

[GAMEPROFILE]
key1 = 17
key2 = 31
key3 = 30
key4 = 32
key5 = 57
key6 = 46
key7 = 28
key8 = 19
key9 = 16
key10 = 18
key11 = 42
global = languagebank\english\gamebank\mygame\setuplevel.fpi
levelfpm1 =
levelfpi1 = languagebank\english\gamebank\mygame\loadingpage.fpi


As u can see, i don't have postprocessing setted on Light Ray. Now i think, could be that Black Ice mod is incompatible with some Models, Shader?
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 4th Oct 2016 22:36 Edited at: 4th Oct 2016 22:38
xlghostlx
Quote: "i don't have postprocessing setted on Light Ray"

I see that. You have tried it set to "3" right?
That's weird, why is it trying to build "light rays" with postprocessing set to "1" ???

Your not exceeding your memory cap are you?
My games never have bugs. They just develop random features..
Lots and lots of random features...
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 8th Oct 2016 11:04
Nope, sometimes i dont.. But still crash..
ncmako
12
Years of Service
User Offline
Joined: 19th Feb 2012
Location: Hendersonville,NC
Posted: 10th Oct 2016 02:29
xlghostlx I'm at a loss here. My light rays build fine.
Check one more thing, when you make changes to the "setup.ini" your FPSC is closed, correct?
Also when you make a build, the settings in the "setup.ini" transfer to the "buildsetup.ini"
Make sure it's not set to "read only" (the buildsetup.ini) check it's property settings.
My games never have bugs. They just develop random features..
Lots and lots of random features...
xlghostlx
11
Years of Service
User Offline
Joined: 6th Dec 2012
Location:
Posted: 12th Oct 2016 20:35
Yes, Fpsc is closed... and nothin is set to read only i know it crash...

I think there is some entities or maybe shader that make this crash but i really don't understand what is...

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