Could you add my map to your server?
Here's the link
https://www.mediafire.com/file/9h5iejqe ... t.rar/file
The pictures, i hope you like guys










Code: Select all
Critical: FLightManager::FinishSurf
Critical: URender::DrawFrame
Log: URender::DrawWorld anomalyFor now I'll have to wait till you can fix the map.The FLightManager::FinishSurf and URender::DrawWorld anomaly crash is a classic, critical engine breakdown caused by a corrupted lightmap or sub-surface polygon overflow baked directly into that specific Deathmatch map.Because UT99 is an older engine, it allocates a very strict, hardcoded memory pool for surface light calculations. If a mapper placed too many overlapping lights, set a light radius too high over complex geometry, or if the map's lighting tables corrupted during its final build compile, the engine’s light manager overflows its buffer when you look in a specific direction.
Proposed fix.
If this is a custom map you are making or editing, the crash means your geometry has Bsp Holes that are leaking light calculations out into infinity. Open the map inside UnrealEd.Click Tools > Rebuild Geometry (use an optimal balance setting).Click Tools > Rebuild Lighting Only (ensure Define Light Paths is checked). Save the map under a new name and test it. This forces the editor to wipe the old corrupted FLightManager allocation tables and write a fresh, clean index.
I don't know what's wrong, I tried selecting "rebuild all". I hope it works now. By the way i reupload the file.SC]-[WARTZ_{HoF} wrote: ↑Fri Jun 12, 2026 8:44 pm I did some local testing of your map and works fine under UTv469 but older versions of UT clients won't be able to play your map. I do alot of backwards compatibility with my servers so even older clients can join in. Here is the error log and I used AI to sum up the issue for you.
LogAI response.Code: Select all
Critical: FLightManager::FinishSurf Critical: URender::DrawFrame Log: URender::DrawWorld anomalyFor now I'll have to wait till you can fix the map.The FLightManager::FinishSurf and URender::DrawWorld anomaly crash is a classic, critical engine breakdown caused by a corrupted lightmap or sub-surface polygon overflow baked directly into that specific Deathmatch map.Because UT99 is an older engine, it allocates a very strict, hardcoded memory pool for surface light calculations. If a mapper placed too many overlapping lights, set a light radius too high over complex geometry, or if the map's lighting tables corrupted during its final build compile, the engine’s light manager overflows its buffer when you look in a specific direction.
Proposed fix.
If this is a custom map you are making or editing, the crash means your geometry has Bsp Holes that are leaking light calculations out into infinity. Open the map inside UnrealEd.Click Tools > Rebuild Geometry (use an optimal balance setting).Click Tools > Rebuild Lighting Only (ensure Define Light Paths is checked). Save the map under a new name and test it. This forces the editor to wipe the old corrupted FLightManager allocation tables and write a fresh, clean index.
Yes, I'll try to find more advice later; I'm still a beginner. If the map still doesn't work, I'll try renaming it.SC]-[WARTZ_{HoF} wrote: ↑Sat Jun 13, 2026 1:46 am You can also seek mapping advice at https://ut99.org/ they have a great knowledgeable group there.