Possible Fix for high crash frequency in Ultima IX

Home Forums Ultima Forums Ultima 8 & 9 Possible Fix for high crash frequency in Ultima IX

This topic contains 2 replies, has 2 voices, and was last updated by  Iceblade 3 years, 1 month ago.

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  • #2025 Reply

    Iceblade
    Participant

    Sergorn and myself might have found a fix that would greatly reduce the number of crashes people are experiencing in Ultima IX without having to drop view distance to a few yards.

     

    In options.ini, paste the text below the line over the performance section (only the performance section).  Try it out and let us know if how it goes.  We want to hear from you if you observe a reduction in crashes, an increase in crashes, or notice no significant alteration in crash frequency if you usually encounter a fair number of crashes.  If the frequency of crashes is already pretty low, then this fix probably won’t help that much.

    _______

     
    [Performance]
    ; Clipping planes
    FarClippingPlaneDistance=8000
    MiddleClippingPlaneDistance=4000
    ; Enables 16-bit texture maps
    Use16BitTextures=1
    ; Camera focal length
    CameraZoom=600
    ; Camera distance from Avatar
    CameraDistance=400
    ; The range through which windows can be seen through
    MaximumPortalRange=700
    ; Screen radius of objects culled, and distance culling starts
    MaxObjCullSize=10
    CullStartDist=1000
    ; Are particle-system flames allowed?
    PoofFlames=1
    ; Poof optimization level:
    ; 0 = no optimization
    ; 1 = non-critical particles calculated but not transformed
    ; 2 = non-critical particles are neither calculated nor transformed
    ; 3 = all particles, critical or not, cease incepting children
    PoofOptimize=3
    ; Default clipping plane setting for underground maps
    DungeonClippingPlaneDistance=2000
    ; Set to 1 to use the compressed texture set for D3D
    UseCompressedTextures=0
    ; Set to 1 to enable the hi-res sky (runs slower)
    HiResSky=1
    ; Number of frames that unused D3D texture surfaces stay around
    DeadPoolLifeTime=6000
    ; Size in ?? of unused D3D surface pool
    DeadPoolSize=3200
    ; Set to 1 to display frame rate on-screen
    DisplayMetrics=0
    ; Max # meshes read from disk each frame.  Increasing this number will cause
    ; the game to run slower, but will “pop” items into view sooner.
    MaxMeshesPerFrame=1000
    ; Number of frames that an un-used mesh stays in memory.
    MeshCacheDeadTime=1500
    ; Size (in bytes) of the RAM cache for meshes
    MeshCacheMemorySize=256000000
    ; Max # of mesh instances created per frame.
    MaxInstancesPerFrame=2000
    UseTerrainDetailLevels=0

  • #2058 Reply

    Sergorn
    Participant

    I’ve tried this with two different PCs, and that seemed to fix all crashes (which to me was concentraded at Moonglow really: it was hell).

    More feedback would be nice, but btween this and that new Yew, I think UIX is gonna be as bug free as it has ever been.

    -Sergorn

  • #2062 Reply

    Iceblade
    Participant

    Forgot about the Book stuttering issue.  To fix it go under Sound and change StreamDuration to 3000 or 5000 if necessary.  Also, I would suggest a 16 bit GameScreenDepth for optimal performance of book openings.

     

    And so far, tests are progressing quite well.  Although Dermont doesn’t want to do what he’s told.  What a coincidence, he didn’t want to do his job either before the shrine of compassion was cleansed.  Oh well, at least if you’re around him during dawn or dusk, he’ll move where he is supposed to.  I’ll have more a more effective fix implemented later on. In fact, I’ll probably apply it for almost all shop npcs as well to keep them grounded…. literally.

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