ASSERT: [d8States.cpp@2318] SetRenderStateForGlobal failed: error -2005530516 - by Lady Rowena
Lady Rowena on 5/7/2013 at 20:34
I was walking around my mission, when the screen froze for a few seconds, then it turned black. After a few seconds I had an error message which I don't remember. I selected "cancel"and I was able to return in game.
The monolog reported this error:
ASSERT: [d8States.cpp@2318] SetRenderStateForGlobal failed: error -2005530516
then a looong row of this:
error
ASSERT: [d8Prim_s.cpp@1639] DrawPrimitive(trilist) failed: error -2005530516
What can it be? Have I to worry?
BTW, it was a "me only" area, not the whole map.
R Soul on 5/7/2013 at 20:50
Quote Posted by Lady Rowena
BTW, it was a "me only" area, not the whole map.
As long as you've never had the issue with the full map I think it will be okay to ignore it. If you optimize with an active/me-only area brush, the cells/polys around the edges will be different. For example, a cone poking out of a wall is different to a cone surrounded by air.
When you create your area brushes, do you round off their coordinates and dimensions?
Lady Rowena on 5/7/2013 at 21:36
I don't understand what exactly 'round off' means. Anyway, I can say that I'm not accurate at all. I just drag an area and that's all. Or I move an existing one where I need it, and I continuously stretch and shrink it without paying attention to the coordinates or anything.
I got this error for the first time, but it's not the first time that the screen freezes and then turns black. But it returns normal after a few seconds. I suspect that my old gpu doesn't support New Dark and the large textures. :(
R Soul on 5/7/2013 at 22:49
Quote Posted by Lady Rowena
I don't understand what exactly 'round off' means.
Its the thing that grid snapping does. E.g. round off to the nearest whole number, or the nearest multiple of 4 etc. I'm sure you know about the process, just not that term.
Terrain brushes snap to the grid, but area brushes don't. So you could have a solid wall at x=123.3421464, with all sorts of brushes (e.g buildings) sticking out. You should change each value to the nearest whole number. Any more problems and you could move/resize the area, again, to the nearest whole number.