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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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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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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EvilGrins
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Re: Error Messages

Post by EvilGrins » Sat Jun 18, 2022 6:23 am

This is one of those little things that doesn't happen all the time, just like every other time I play. Sometimes only once every few plays.

What does it mean and any ideas on how to make it happen less often?
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: Error Messages

Post by Barbie » Sat Jun 18, 2022 8:43 am

EvilGrins wrote:
Sat Jun 18, 2022 6:23 am
FatSkaarjZombie
What package is it in?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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OjitroC
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Re: Error Messages

Post by OjitroC » Sat Jun 18, 2022 10:23 am

Barbie wrote:
Sat Jun 18, 2022 8:43 am
What package is it in?
MUPawns.u

EvilGrins wrote:
Sat Jun 18, 2022 6:23 am
This is one of those little things that doesn't happen all the time, just like every other time I play. Sometimes only once every few plays.

What does it mean and any ideas on how to make it happen less often?
I think that that error has been fixed in 469 but I'm not sure.

I can't reproduce it (playing for about 20 minutes with the FatSkaarjZombie spawned by MonsterSpawn) - though I'm not playing the map you're using it in of course.

The MUPawns package is buggy - huge skaarj pawn, marine with no mesh, Skrag with no anims, gizmo as a sprite, etc, etc - or unfinished - so there may well be coding and other errrors in it.

If that crash keeps on happening then the only real way to stop it is not to use that particular pawn.

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Re: Error Messages

Post by Barbie » Sat Jun 18, 2022 10:43 am

It looks looks the runaway loop happens when a FatSkaarjZombie sees a ScriptedPawn with AttitudeToEnemy == ATTITUDE_Friendly that is first found in Level.PawnList. The function FatSkaarjZombie.WhatToDoNext() calls ScriptedPawn.Attacking.ChooseAttackMode() what calls WhatToDoNext() then -> endless loop.

Try setting FatSkaarjZombie.bIgnoreFriends to TRUE in property section "AI" to avoid that endless loop.
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EvilGrins
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Re: Error Messages

Post by EvilGrins » Sat Jun 18, 2022 5:46 pm

OjitroC wrote:
Sat Jun 18, 2022 10:23 am
I can't reproduce it (playing for about 20 minutes with the FatSkaarjZombie spawned by MonsterSpawn) - though I'm not playing the map you're using it in of course.
You'll likely get a chance soon... I may move them from the main path to one of the corner towers, so less will be spawned and hopefully that'll limit the chances of it happening again.
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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OjitroC
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Re: Error Messages

Post by OjitroC » Sat Jun 18, 2022 6:55 pm

EvilGrins wrote:
Sat Jun 18, 2022 5:46 pm
OjitroC wrote:
Sat Jun 18, 2022 10:23 am
I can't reproduce it (playing for about 20 minutes with the FatSkaarjZombie spawned by MonsterSpawn) - though I'm not playing the map you're using it in of course.
You'll likely get a chance soon... I may move them from the main path to one of the corner towers, so less will be spawned and hopefully that'll limit the chances of it happening again.
If you are doing an XVehicles version and the FatSkaarjZombies are only spawned if someone goes into one of the towers, then it may not happen at all if players don't need to go into those towers.

I've got FSZs in MonsterSpawn and have not encountered any issues with them after quite a few plays - I did what Barbie suggested and set bIgnoreFriends to True. In fact I have all of the useable MUPawns in MonsterSpawn and they're all fine - the GhostSkaarj is problematic but only because it is invisible basically and only noticeable by the sound it makes when attacking one!