Need help, couldn't find resolution for this problem.
While playing story mode, in hospital at the same place every time screen starts flashing and then game crashes with this error.
OS: Windows NT 6.2 (Build: 9200)
CPU: AuthenticAMD Unknown processor @ 3293 MHz with 2047MB RAM
Video: AMD Radeon R7 200 Series (4)
Error setting display mode: CreateDevice failed (D3DERR_NOTAVAILABLE). Please delete your UT2003.ini file if this error prevents you from starting the game.
History: UViewport::Lock <- UWindowsViewport::Lock <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
[HOW-TO] Fix LOTD Critical Errors
- Dragosvr92
- Administrator
- Posts: 1133
- Joined: 11 Sep 2009, 06:04
- Name: Dragoș-Valentin Rădulescu
- Location: Romania
- Age: 32
- Contact:
Re: [HOW-TO] Fix LOTD Critical Errors
Post #82 » 7 years 2 months ago (06 Aug 2017, 13:50)
Hm. Awkward error. The UT2003.ini filename is hardcoded in the error message. It refers to LOTD.ini. See if deleting that may solve it. The game will create a fresh file. Sorry for the late reply.
Formerly known as TheKiller
- Anthrax5060
- Lurker
- Posts: 4
- Joined: 02 Aug 2024, 11:28
Re: [HOW-TO] Fix LOTD Critical Errors
Post #83 » 3 months 21 hours ago (03 Aug 2024, 00:14)
On error #10, I'd like to add an issue I was having that got this error.
If you use the graphic option "DecompressTextures" turned on, a lot of custom maps will crash with this message. This option makes in-game textures look better, but I'm guessing some of the last custom maps made like the Rising-Dead pack 7 were just too big and complex to handle the bigger load.
You can still use UseCompressedLightmaps=False, which makes the lighting look better, it doesn't seem to crash that I've seen yet.
If you use the graphic option "DecompressTextures" turned on, a lot of custom maps will crash with this message. This option makes in-game textures look better, but I'm guessing some of the last custom maps made like the Rising-Dead pack 7 were just too big and complex to handle the bigger load.
You can still use UseCompressedLightmaps=False, which makes the lighting look better, it doesn't seem to crash that I've seen yet.