Debugging gametype switch crash

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Chamberly
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Debugging gametype switch crash

Post by Chamberly » Tue Sep 30, 2014 5:58 pm

Not sure where to post this other than General Discussion. I somehow get a crash when I switch gametype in Practice mode.

Anytime I pick any gametype that use CTF, it crashed. So I thought hmm, I'll take out the CTF-BT* and see how it goes. Alright no more crash (unusual, it works before, maybe a bad character or something) but I still get a crash in this RocketArena All map gametype.

(Screen shot of the crash - Using XC Game Engine which provide more detail and faster work, which has been great.)
http://oi58.tinypic.com/23ius7n.jpg
Tip: Ignore the 'failed to load whatever' as it shown in the log. Won't be any good to take a look at that.

So with the 'Rocket Arena: All Maps' I get that crash and not sure why. So I thought I'd take a look what it use.
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From the .int (This came out of the bonus pack btw!)

Code: Select all

Object=(Name=RocketArena.AnyMapRocketArenaGame,Class=Class,MetaClass=Botpack.TournamentGameInfo)
Alright, let's take a look of the .u mod.

Code: Select all

class AnyMapRocketArenaGame extends RocketArenaGame;

defaultproperties
{
    MapListType=Class'Botpack.TDMSmallMapList'
    MapPrefix=""
    GameName="Rocket Arena: All Maps"
}
It use TDMSmallMapList???? What the heck! Let's look at that...lol

Code: Select all

class TDMSmallMapList extends MapList;

defaultproperties
{
    Maps(0)="DM-Oblivion.unr"
    Maps(1)="DM-Stalwart.unr"
    Maps(2)="DM-Fractal.unr"
    Maps(3)="DM-Morpheus.unr"
    Maps(4)="DM-Morbias][.unr"
    Maps(5)="DM-Pyramid.unr"
}
Really????? LOL
Ok so this is how far I went. Until I come back with result. The thing is, I never had the crash before. It still does it with regular engine, but that is pain in the ass because it's super slow to load practice game and switching gametypes. x)
So now I'm slowly adding some bt maps back into the Maps folder... Hmm.
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Re: Debugging gametype switch crash

Post by papercoffee » Tue Sep 30, 2014 6:06 pm

Maybe a newly installed package is causing this errors... The best solution is a re-install of UT.
A crash between gametype changes isn't uncommon. I get this sometimes when ever I change servers, from a NW3-MH server to a TDM server or CTF to a 'Deemer only ... it happens.

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Re: Debugging gametype switch crash

Post by Chamberly » Tue Sep 30, 2014 6:17 pm

There hasn't been any newly installed gametypes. Downloading many other maps seem to be 1 case but still looking, especially with different prefixes (iDM for example). Reinstalling UT, hell no. lol.

This isn't server related as well. Only client side.

Edit:
Heh I get the idea that it possibly just have a limit of how many maps you can have for 1 gametype looking up the CTF prefix. The error also show the same when DemoManager won't work due to too many demos. Nearly 2000 of demos files (.dem) make it crash, so it would've seen to do the same for CTF map listing for loading a gametype with that prefix. Also, size limit do include as well, I just don't remember. ## GB. Probably 50 GB.
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Re: Debugging gametype switch crash

Post by Higor » Tue Sep 30, 2014 9:24 pm

UWindowList sorting method causes iteration count to behave like a summation.
It is very slow and will reach the 10 million iterate count quickly.

It's not exactly how the loop in that function works but gives an approximation...
n + (n-1) + (n-2) + ... + 1 = 10.000.000

Which would be:
n^2 / 2 = 10.000.000

Solution is 4472.
Cham how many maps are there in your folder :)
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Re: Debugging gametype switch crash

Post by Chamberly » Tue Sep 30, 2014 9:47 pm

4028 Maps altogether in my Maps folder, possibly less if I included any redirect file and other things I left in there (.t3d, etc.) cause I skimmed through and dragged a lot out of it. lol.
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Re: Debugging gametype switch crash

Post by {S.o.W}DeathMask » Tue Sep 30, 2014 10:07 pm

This reminds me of the first time I ever installed UT GOTY on my old Pentium4 machine.
Ever time I selected AS-Guardia, Game crashed. As soon as it saw the map.
Solved: Re-install. Maybe you have the same issue. Keep your User.ini and your UnrealTournament.ini files outside the System Folder, uninstall ans re-install the game, then C/P the .ini files back into System Folder. It's a simple thing, but many times it works.
{S.o.W}DeathMask, 9 times CWC UT2003, 1 time EMKTC.

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Re: Debugging gametype switch crash

Post by JackGriffin » Wed Oct 01, 2014 12:55 am

You can reinstall without losing anything:
1) Create a second instance of UT on the same computer. Use another folder, whatever. You want to install to the same computer so it polls the processor speed correctly.
2) Patch it up to 436 if it isn't already.
3) Go into the system folder of the new install and delete:
a) unrealtournament.ini
b) user.ini
c) the openGL dll if you use an updated version
4) Now just copy the new install's folders to your existing installation allowing it to overwrite everything.

I've used this a bunch of times and it works just fine.
So long, and thanks for all the fish

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Re: Debugging gametype switch crash

Post by Chamberly » Wed Oct 01, 2014 1:48 am

... I just wanna say OMG. I know how to install without loosing something and to copy and paste stuff over. -.- I hate reinstalling and there is no point for me to do so. So stop telling me about reinstall... please. I'm not interested in that, I was wanting to know how the crash was happening so I can do something to get around it. Get the idea? :(

My UT still work, and I get around from the crash so it didn't happen. :idea:
Beside, you all know me better than that! I don't like to reinstall! LOL.
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Re: Debugging gametype switch crash

Post by JackGriffin » Wed Oct 01, 2014 2:26 am

Wow.

OK then. Not a problem.

To anyone *not* Chamberly:
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In case you are reading this with a similar issue, the reason we are suggesting an in-place reinstall is because core UT files can and do become corrupted. I've seen it happen to myself and many other people where these strange crashes and weird behavior starts and you just can't nail down the offender. It's just much easier to overwrite your core files as a first-pass test since you won't lose anything no matter what you have installed. In fact if you are a mapper or regular player it wouldn't hurt to reinstall every once in a while even if nothing appears to be wrong. It will keep your UT fresh and running the best it can.
So long, and thanks for all the fish

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Re: Debugging gametype switch crash

Post by Higor » Wed Oct 01, 2014 3:57 am

Maybe I could add a XC_GameEngine hack into that as well... just implemented map cache sorting in native code and takes less than a millisecond to do so.
Maybe have the map list box not sort after it adds the list boxes.
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Re: Debugging gametype switch crash

Post by Sp0ngeb0b » Fri Oct 03, 2014 8:57 pm

This won't fix your issue as it is build in UT like this, but I managed to handle such runaway loops caused by list sorting by enabling the "bTreeSort" variable. This is only related for modders though, but it might be a good thing to start with.
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Re: Debugging gametype switch crash

Post by EvilGrins » Sat Oct 04, 2014 12:25 am

Silly notion: What mutators are you running when you play CTF?

Suggestion: Turn all mutators off, remove all the selected mutators from the list and then try it again.
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