I'll split UT editing version in multiple parts and declaring paths properly.
I think I have more than one reason for doing this as follows:
- XCv21 with Range definition and various checks;
- XCv23 and/or v24 for XC_EditorAdds completed.
I don't know what is the deal in versions higher than v21 but some crashes have NO LOGS just supposed C++ Visual Studio problems. Which means if something goes wrong I have to quickly fallback to a prior version for figuring crash-log else I do not have anything for debugging.
As for DevPath, even in XCv21, I think I can drop out some useless bytes and to modify paths that have the same length. Range deal and "hiding" feature are helpful for making a compact Paths Network and then V23 V24 can be used where V21 is failing. To be honest V23 V24 do long range connections which I never asked for... and these are creating reachSpecs charging bytes which I don't even need. Map's cleaner from XC_EditorAdds from v24 is even crashing Editor at random. I think for me would be priceless declaring jumpy-routes manually instead of letting Editor to do a false prediction about what I want.
Edit:Original client is crashing in any server v23 v24 at server-travel...
Code: Select all
DevNet: PendingLevel received: DLMGR CLASS=Engine.ChannelDownload PARAMS=Enabled COMPRESSION=0
DevNet: PendingLevel received: XC_ENGINE VERSION=23
DevNet: PendingLevel received: WELCOME LEVEL=CTF-300k-w00tious LONE=0
DevNet: Welcomed by server: LEVEL=CTF-300k-w00tious LONE=0
Log: LoadMap: 64.94.238.23/CTF-300k-w00tious?Name=Nelsona?Class=BotPack.TFemale1?Team=1?skin=FCommandoSkins.daco?Face=FCommandoSkins.Tanya?Voice=BotPack.VoiceFemaleOne?OverrideClass=
DevAudio: Galaxy SetViewport: WindowsViewport0
NetComeGo: Close TcpipConnection0 06/08/19 21:39:27
Critical: FMallocWindows::Free
Critical: FMallocWindows::Free
Critical: DestroyServerConnection
Critical: UNetDriver::Destroy
Critical: UObject::ConditionalDestroy
Critical: (TcpNetDriver Transient.TcpNetDriver0)
Critical: ULevelBase::Destroy
Critical: ULevel::Destroy
Critical: UObject::ConditionalDestroy
Critical: (Level CTF-300k-w00tious.MyLevel)
Critical: UObject::StaticAllocateObject
Critical: (Level MyLevel)
Critical: UObject::StaticConstructObject
Critical: ULinkerLoad::CreateExport
Critical: (MyLevel 235663)
Critical: ULinkerLoad::Create
Critical: UObject::StaticLoadObject
Critical: (Engine.Level CTF-300k-w00tious.MyLevel CTF-300k-w00tious)
Critical: LoadLevel
Critical: UGameEngine::LoadMap
Critical: AttemptLoadPending
Critical: TickPending
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: Exiting.
This is client without XC_Engine.