Error Messages

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EvilGrins
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Re: Bat1.PlayDeathHit

Post by EvilGrins » Wed Sep 01, 2021 6:08 pm

Barbie wrote:
Wed Sep 01, 2021 1:07 pm
I used class'Bird1' from UnrealShare.u instead and set the MultiSkin manually.
That's what I usually do... though I'm still clearing up the background on that bottom one.
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Barbie
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Re: Error Messages (solved)

Post by Barbie » Wed Sep 01, 2021 8:00 pm

Whow, it is the first time I got this error:
---------------------------
Critical Error
---------------------------
General protection fault!


History: UGameEngine::LoadMap <- AttemptLoadPending <- TickPending <- UGameEngine::Tick <- UpdateWorld <- MainLoop
GPF.jpg
It happens when I try to connect to my test server running a new map. It happens with v436 as well as v469c. Ther are no concerning messages in the server log, the maps runs fine on server. If I start other maps on server, I can connect without problems.
Client's UnrealTournament.log ends with this
Show
...
DevNet: PendingLevel received: WELCOME LEVEL=MH-Malus_Keep+SBMod(beta) LONE=1
DevNet: Welcomed by server: LEVEL=MH-Malus_Keep+SBMod(beta) LONE=1
Log: LoadMap: myUT99Server.office.local/MH-Malus_Keep+SBMod(beta)?Name=Barbie?Class=BotPack.TFemale1?team=0?skin=FCommandoSkins_Negaverse_Titus.ttus?Face=FCommandoSkins_Negaverse_Titus.titus?Voice=BotPack.VoiceFemaleTwo?OverrideClass=
DevAudio: Cluster SetViewport: WindowsViewport0
Init: Shut down moving brush tracker for Level CityIntro.MyLevel
Critical: UGameEngine::LoadMap
Critical: AttemptLoadPending
Critical: TickPending
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: Cluster shut down after error.
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
Log: Log file closed, 09/01/21 20:54:49
<EDIT>
Forgot to mention: the map runs local without problems.
</EDIT>
<EDIT 2>
Found the mistake: LevelInfo.bLonePlayer was set tor TRUE
Stock code says:

Code: Select all

var() bool           bLonePlayer;     // No multiplayer coordination, i.e. for entranceways.
</EDIT 2>
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