Re: MH-AMC-Mesospheric
Posted: Wed Dec 12, 2018 11:03 pm
here they both are - fyi
They are - I removed BBoyShars.u from my system directory and tried the map - it loaded and ran OK, presumably using the resources in BBoyShare.u. It crashed pretty soon as reported hereAldebaran wrote:I have BBoyShars.u and BBoyShare.u here, both with same file size 177.417 Bytes and the same md5 checksum.
So they seem to be identical.
That's difficult as I've played it with and without bots and with and without mutators and it crashes each time - there doesn't seem to be any particular one thing/action that triggers the crash - also it happens after different lengths of time in the map. I tend to think it is a render problem though that's just a guess. Thing is the version posted initially runs fine so it must be stuff added later, like the altered skybox or the cloudzone, that has led to the problem (which is why I don't think it is directly related to the BBoyShar stuff as there's more of that in the first version)?FraGnBraG wrote:okay so how exactly can you set up to crash. Maybe I just didn't do the same things thus inadvertently avoided what triggers the crash ... I'm willing to take a few more kicks at it if it helps
just list a few steps ... to make it happen, if possible..
It's exactly what I explained before. If map has a package referencing virtually speaking a sort of "BoomActor" but you are playing with a package which doesn't have any BoomActor, say good bye to Index. This is a default C++ crash translated in UScript as an Accessed None. And then two copied are floating around with different name but it's the same file, this is a package soup requiring a cleaning task.OjitroC wrote: The thing that interests me is the Warning referring to 'Invalid object index' - what does that mean precisely?
Referencing unexistent sound ? What else do we need for making a mess with that index ? What Announcer is this ? Screwed up stock ? There is no such sound in stock but map has a reference to this NULL object.OjitroC wrote: Just a few things
1 From the log 'ScriptWarning: Failed to load 'Sound Announcer.Winner': Failed to find object 'Sound Announcer.Winner'.
I see, I understand that now - but the map crashes whichever of the three versions of BBoyShar is used (bigger BBoyShare, smaller BBoyShare and BBoyShars). There aren't any Accessed Nones referring to BBoyShar in the log.sektor2111 wrote: It's exactly what I explained before. If map has a package referencing virtually speaking a sort of "BoomActor" but you are playing with a package which doesn't have any BoomActor, say good bye to Index. This is a default C++ crash translated in UScript as an Accessed None. And then two copied are floating around with different name but it's the same file, this is a package soup requiring a cleaning task.
I thought that removing any BBoyShar assets from the map and seeing what happens would indicate whether or not BBoyShar is the source of the problem. I did that and the map still crashes.sektor2111 wrote: Aside, looking at those sprites changed for no purpose, I can expect more stuff happening. If actor in map is HIDDEN and player won't see it in normal conditions why should I change it ?.
That's from the first version of the map which runs fine without crashes.sektor2111 wrote: Referencing unexistent sound ? What else do we need for making a mess with that index ? What Announcer is this ? Screwed up stock ? There is no such sound in stock but map has a reference to this NULL object.
Yes, that would be very useful.sektor2111 wrote: I have a builder done for listing all actors from Level and classes/packages, perhaps would be entertaining to destroy these in a future version as a fix-option... I'm thinking...
Okay, to not be that much off-topic maybe future builder will have some... helper. I want to implement a check feature for inventory placement (possible with a corrector ?) in order to prevent those "Scout didn't fit" messages and mapping items in a proper position rather than leaving them lost in BSP or into void, and maybe destruction if cannot be adjusted...OjitroC wrote:Yes, that would be very useful.
NastyBuilder wrote: Specs: +++++
oooooooooooooooo: oooooooooooooooo
Specs: PathNode174 - UpstreamPaths[0]=1565 Start=Teleporter1 End=PathNode174 RFlags=1 Dist=287
Connected: Teleporter1 to PathNode174.
oooooooooooooooo: oooooooooooooooo
Specs: PathNode174 - Paths[0]=1600 Start=PathNode174 End=PathNode173 RFlags=1 Dist=249
Connected: PathNode174 to PathNode173.
oooooooooooooooo: oooooooooooooooo
Specs: PathNode174 - Paths[1]=1602 Start=PathNode174 End=InventorySpot299 RFlags=1 Dist=248
Connected: PathNode174 to InventorySpot299.
Specs: +++++
Specs: ReachSpecs Flags summary:
Flg: R_WALK = 1
Flg: R_FLY = 2
Flg: R_SWIM = 4
Flg: R_JUMP = 8
Flg: R_DOOR = 16
Flg: R_SPECIAL = 32
Flg: R_PLAYERONLY = 64
But the map crashes UT... Here after playing a few minutes locally the screen flashes once and then the keyboard is dead, but mouse can still be used. The game continues running. After some seconds the screen flashes again, sometime even multiple times.sektor2111 wrote:I think map can be solved correctly.
Code: Select all
ScriptWarning: MonsterHunt MH-AWC-Mesospheric.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
DevMusic: Unregister music: Music Mech8.Mech8
DevMusic: Load music: Music MaximusbyTerrraniux.MaximusbyTerrraniux
ScriptWarning: MonsterHunt MH-AWC-Mesospheric.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
ScriptWarning: MonsterHunt MH-AWC-Mesospheric.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
ScriptWarning: MonsterHunt MH-AWC-Mesospheric.MonsterHunt0 (Function Botpack.DeathMatchPlus.Killed:009C) Accessed None
Critical: DrawDecals
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
Critical: DrawDecals
Critical: URender::DrawFrame
Log: URender::DrawWorld anomaly
ScriptWarning: BruteProjectile MH-AWC-Mesospheric.BruteProjectile52 (Function UnrealShare.BruteProjectile.Flying.BlowUp:0017) Accessed None
ScriptWarning: BruteProjectile MH-AWC-Mesospheric.BruteProjectile55 (Function UnrealShare.BruteProjectile.Flying.BlowUp:0017) Accessed None
DevAudio: Galaxy SetViewport: NULL
DevMusic: Unregister music: Music MaximusbyTerrraniux.MaximusbyTerrraniux
Critical: UGalaxyAudioSubsystem::SetViewport
Critical: UViewport::Destroy
Critical: (WindowsViewport Transient.WindowsClient0.WindowsViewport0)
Critical: UWindowsViewport::Destroy
Critical: UObject::ConditionalDestroy
Critical: (WindowsViewport Transient.WindowsClient0.WindowsViewport0)
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: Double fault in object ShutdownAfterError
Exit: Double fault in object ShutdownAfterError
...
Exit: Double fault in object ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/15/18 04:22:32
Yes, and another thing: That UnrealDeps won't show all dependencies ? I see my builder saying something about Chaos too. For sure if I dig in forum I think I've sampled some funky changes between versions making a next generation to not be 100% safe and compatible. Good... method of fixing is exactly how you say:Barbie wrote:The only thing that worked was exporting as T3D and importing in a new map without any resources loaded. That eliminates all textures and code.
The bots have no problem with that - I've just played two games with four bots. In each game I stayed in the spawn room and three of the four bots went through the portal without problems. In the second game (I forgot in the first) I gave the order to attack and the fourth bot (a MBot) went through the portal. In both games the map hung fairly soon with the errors reported previously.sektor2111 wrote: There is no path from 173 to 174, only down way from 174 to 173 which means a broken route, Bot is moving only by following human directly very closer. (problem solved) - I have to figure other routes when action will have another break.
The Chaos assets are in chaostrees.u.sektor2111 wrote: Now I'm curious about those chaos assets because as I know from my previous walk-through Chaos stuff,
Curiously, I'm using OpenGL and I don't get that - all the lights there appear normal to me. However there is also a problem with the lights in that room in the original, stable version as reported by Aldebaran (but not the same light). Looking at the properties of Light2, the Name under Object is actually Light3 - there is already a Light3 - I don't know if this is of any significance?sektor2111 wrote: Edit: funny view in OpenGL ...Nearby Lights are normal - Light2 was different using buggy group where tex browser is crashing.
Not enough true. Right now I see PN173 connected to shield so they get over PN174 right to shield end then... route is open from there... So... I can remove PN174 because has no purpose... Else tell if you have any path in that warp-tunnel or whatever is - the rest is gravity and teleporter out. Logically there is no connection with the rest of map, shield is the key for getting into tunnel because teleporter has a bigger radius.OjitroC wrote:The bots have no problem with that - I've just played two games with four bots.
This is a problem which I think I know what is about... After messing up around, I could see errors at chapter decals haunting me in various instances but all was about decals. The fact, if I well recall from somewhere decals have real troubles if engine will try to attach them on a non-coplanar surface which mean a broken geometry. In mean time you can open map in Editor walk to textures and browse MyLevel with group Lights. Tell me what you get because I did not see anything with 4 renders tested in Editor...OjitroC wrote:In both games the map hung fairly soon with the errors reported previously.