MH-TheFifthVortex

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Buggie
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Re: MH-TheFifthVortex

Post by Buggie »

I subclass exists class (SpawnPoint) because my goal is Spawn creatures, like SpawnPoint do. And because I do not know how UT code written. I do not surprised if in some place exists some hardcoded things which check isA('SpawnPoint') and do some stuff. Or loop all Actors which is subclass of SpawnPoint.

This things from programmer world. If you need transparent replacement of class - you subclass it. Not create another class with same interface near.

Maybe here possible use KeyPoint - IDK. More safe use subclass in most cases. Change class can break some hacks. Which too many in UT code.
-----
> I've adjusted maps for plain UT clients in ages before any UT469 and all was functional using the same STOCK actors.
Yep. as I say before, some people render photo-realistic pictures in plain Paint. But this does not mean Paint is better for this rather for Photoshop.
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sektor2111
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Re: MH-TheFifthVortex

Post by sektor2111 »

I understand concern about

Code: Select all

isA('Spawnpoint')
but... for me this is not a problem. A mutator using dynamic plugins like NavAdder is capable to solve ALL custom actors when situation is requesting and then nothing goes wrong. Such plugin it's loaded only when the bad map does damage. Solving these is not expensive for Engine and nothing goes wrong if it's done correctly.

Then settings for network and 436 client doesn't means Photoshop or anything like that, just adjusting settings and all it's done by Engine to these customized Stock Actors.
Buggie
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Re: MH-TheFifthVortex

Post by Buggie »

Yep. Just rewrite half of Actor tree. :lol:

But we going to off-topic. I prefer here talk about map. So I end here our conversation about Ut bugs and workarounds for its.
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OjitroC
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Re: MH-TheFifthVortex

Post by OjitroC »

Just tried Beta5 in 451 with OpenGL renderer (playing locally) and got a horrible crash when attacked by the group of predators near the start - the on-screen message text became garbled and the textures started to slide
Spoiler
Log: URender::DrawWorld anomaly
Critical: glTexSubImage2D
Critical: UOpenGLRenderDevice::SetTexture
Critical: UOpenGLRenderDevice::RenderPassesExec
Critical: UOpenGLRenderDevice::DrawComplexSurface
Critical: URender::DrawFrameCritical: UObject::StaticFindObject
Critical: UObject::StaticAllocateObject
Critical: (SpriteSmokePuff SpriteSmokePuff2653)
Critical: UObject::StaticConstructObject
Critical: ULevel::SpawnActor
Critical: (SpriteSmokePuff)
Critical: UObject::ProcessEvent
Critical: (ShortSmokeGen MH-TheFifthVortexBeta5.ShortSmokeGen0, Function UnrealShare.ShortSmokeGen.Active.Timer)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Double fault in object ShutdownAfterError

Trying the same version in 469 I got this crash, again near the start when attacked by the predators
Spoiler
DevAudio: Galaxy SetViewport: WindowsViewport0
Critical: UpdateMusic
Critical: UGalaxyAudioSubsystem::Update
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
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: UOpenGLRenderDevice::ShutdownAfterError
Had the same error earlier when switching between maps but have not had it before IIRC.
Buggie
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Re: MH-TheFifthVortex

Post by Buggie »

Strange. No crash for me on OpenGL v469 when predators attack.
But after third respawn i get another crash on respawn area:
---------------------------
Critical Error
---------------------------
General protection fault!

History: UOpenGLRenderDevice::SetTexture <- None (BGRA8_LM) <- UOpenGLRenderDevice::RenderPassesExec <- UOpenGLRenderDevice::DrawComplexSurface <- URender::DrawFrame <- URender::DrawWorld <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
---------------------------
ОК
---------------------------
Check also for v436 OpenGL. No any crash. 3 times I tried and all fine.

----

Barbie ask about CPU load. v469 dedicated server Beta5. CPU load near 5-7% percents for me. Little more when 500 monsters on map. I pass 1 part and little after first shortcut for second part.
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sektor2111
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Re: MH-TheFifthVortex

Post by sektor2111 »

Buggie wrote: Wed Oct 21, 2020 11:20 am Yep. Just rewrite half of Actor tree. :lol:

But we going to off-topic. I prefer here talk about map. So I end here our conversation about Ut bugs and workarounds for its.
I'm sorry if you are confused like that. I was talking about doing SETTINGS IN MAP and not writing anything anywhere except doing settings in MAP unless you want news, exactly, SETTINGS, known by friends as DefaultProperties. This will be still screwed as I can see, not a big problem...

-About crash-
Lol, so nobody was having issues with Galaxy ->Critical:UpdateMusic except sektor2111 which is the only one with this crash. Good to know this new level of ignorance - this crash is known to me, nothing special and specific to sektor-only, lol 469 and Galaxy driver which is now perfectly ruined...
I'm curious what kind of NONE music is being updated... Function UpdateMusic looks poorly written, guys. Let me know what did you do or... did not do.
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OjitroC
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Re: MH-TheFifthVortex

Post by OjitroC »

sektor2111 wrote: Wed Oct 21, 2020 5:46 pm -About crash-
Lol, so nobody was having issues with Galaxy ->Critical:UpdateMusic except sektor2111 which is the only one with this crash. Good to know this new level of ignorance - this crash is known to me, nothing special and specific to sektor-only, lol 469 and Galaxy driver which is now perfectly ruined...
I'm curious what kind of NONE music is being updated... Function UpdateMusic looks poorly written, guys. Let me know what did you do or... did not do.
At the risk of derailing this thread, this is the second time I had this crash, both crashes happened in the same local playing session earlier today (one was when switching maps and the other at a particular early point in TheFifthVortex). Yes, the 469 developers are aware of it.
Eternity
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Re: MH-TheFifthVortex

Post by Eternity »

Interesting, why VisibleCollidingActors is working so slow with this map... Maybe this is also related to the problem that occurs after location with flying AttachMover's...

---

Also, at some point level becomes unjoinable for new clients:

v436 XC24:

Code: Select all

Critical: appError called:
Critical: Assertion failed: Frame->Level->Model->Points.Num()<=MAX_POINTS [File:C:\UTDev\Render\Src\UnRender.cpp] [Line: 2338]
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Log: URender::DrawWorld anomaly
DevAudio: Galaxy SetViewport: NULL
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: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: XC_MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
v469a:

Code: Select all

Critical: appError called:
Critical: Assertion failed: Frame->Level->Model->Points.Num()<=MAX_POINTS [File:UnRender.cpp] [Line: 1475]
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: Cluster shut down after error.
Log: DirectDraw End Mode
Exit: XOpenGL: ShutdownAfterError
Critical: URender::OccludeBsp
Critical: URender::OccludeFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Last edited by Eternity on Thu Oct 22, 2020 7:35 am, edited 2 times in total.
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sektor2111
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Re: MH-TheFifthVortex

Post by sektor2111 »

OjitroC wrote: Wed Oct 21, 2020 6:05 pm one was when switching maps and the other at a particular early point...
Bingo ! I told this X times. Anyway there is a call to viewport actor then song then whatever. Definitely there is not sanity check and alternate code for missing stuff.

Back to map... I'm not sure if this can be solved in a short time. First I need to make it more playable and then figuring the hunting road, then checking objectives, adding Bot Objectives, reducing other paths by excepting items reachSpecs generators from being in account, reducing some geometry structures because it goes over boundaries, etc, etc. I'm not sure if it's not more productive making another completely different and NORMAL map instead - less time consuming.
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Barbie
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Re: MH-TheFifthVortex

Post by Barbie »

In order to check if the WeaponPowerUp will respawn if paths are rebuild, I tried that with UnrealEd 426 - after building paths editor crashes while saving map (I CAN save fresh loaded map).
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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sektor2111
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Re: MH-TheFifthVortex

Post by sektor2111 »

Okay, I'll reveal how do I work here.
After changing something (adding new paths) Editor won't save map... unless I'm saving it on another drive, lol. By example Editor is somewhere on disk E: and I'm saving map on drive D:, then, I'm closing Editor moving map back to E: and continuing whatever task. I don't think this map without a bit of cleaning won't do more damage, mixing Levels like that it's USELESS and... What for ? Engine is the same and I don't see anything all right.
Example:
If you have an array having 64 elements but you try harder to work here with 69 elements on it, will return a default FAILURE. Getting over Engine which has hard-coded limitations heads nowhere, it's nothing funny in any way doesn't matter how many BETA are released, I was playing maps with 1000+ creatures all in map or in waves, it's all operational if you have the normal Engine load and less Errors as possible. It's not the case here. Yes, Max_Points is hard-coded and will stay like that for all 436 clients and then, MH players usually are rushing, I'm not sure how many are interested in big maps with long hunting roads... Testing ? What test ? It's over engine, I don't get what is tested more exactly. I could see these crashes X times, I'm tired of X attempts to get over Engine and ALL are a complete failure - starting with maps from 2012 not from last week...
Buggie
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Re: MH-TheFifthVortex

Post by Buggie »

I have one possible explanation for all the glitches that are happening.

They happen at random.

Here are some of them:
1. Double jump stops working.
2. Disappear projectiles.
3. Lags.
4. The number of monsters is calculated incorrectly (pawn list violated?)
5. Triggers are triggered by monsters, although they are targeted at players.
6. Pawns stop following orders. Nali ignore players and script paths. The monsters ignore them too.
7. Broadcast messages are displayed as normal.
8. Messages are not displayed at all.
9. Monsters do not attack the player.
10. High server load.
11. The server hangs up, it is not clear in what parts of the code, the backtrace reports a destroyed stack.
12. strace does not show system calls when it hangs.
13. Other connections on the server may drop unexpectedly if UT hangs. Network problem.

All this speaks of buffer overflow and overwriting of some memory.

I think the geometry of the level (or something else) at some point overflows some buffer on the server, the memory is overwritten and everything goes to hell.

I don't think the number of monsters has any effect on this. There are 700 monsters on Nazali map and everything works fine there. Are there 300 monsters and problems? Definitely not because of the number of monsters.
Last edited by Buggie on Mon Oct 26, 2020 9:19 am, edited 1 time in total.
Eternity
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Re: MH-TheFifthVortex

Post by Eternity »

Buggie wrote: Fri Oct 23, 2020 7:17 am1. Double jump stops working.
2. Disappear projectiles.
Just to warn in case if this occurs with the servers versions v436-v451 - it is highly likely not the map related problem. There is serious bug in those UT versions that reduces actual count of available channels, the reduced count of channels depends on the time client is connected to the server, and first of all - depends on the count of the packets lost (with more time and more packets lost - more channel will become unavailable).
This bug is fixed in v469.
With this map from the start to the end the count of used channels is always below ~900, so with v469 server the lack of channels does not occur. While v436-v451 servers may quickly lose 100-200 channels, which definitely will cause such problems as invisible projectiles or not working Double Jump.
Most likely this is not the only problem of v436-v451 that appears with this map. For instance, with server version v469a this map (all that you uploaded from Beta1 to Beta5) never crashes and never causes server hangs. The only serious problem that still happens - is significantly increased latency after reaching location with flying AttachMover's - Tick Rate drops down to 10-15, but the core load is only at 1/2..2/3 and free memory available is enough, i still haven't found what produces this latency.
Last edited by Eternity on Fri Oct 23, 2020 9:37 am, edited 1 time in total.
Buggie
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Re: MH-TheFifthVortex

Post by Buggie »

I know this is UT bug, but we live in real world and must count with exists limitations. Build map only for modern servers - doubtful solution.
Also open question what happens with v436 clients connected to v469 server. Server not crash - fine. But client can suffer from some buffer overflow. So client can crash or hang or get some desync issues with server.
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Barbie
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Re: MH-TheFifthVortex

Post by Barbie »

Buggie wrote: Fri Oct 23, 2020 7:17 amThey happen at random.

Here are some of them:
I experienced some of these errors in case the code of custom Actors was not compiled. (It is NOT enough to just subclass an Actor without compiling the code - even if the code consists of only the class definition line.)
Furthermore I have the guess that double jump does not work from that moment that you pick up a "bad" inventory. Maybe it has to do with missing InventorySpots.

I'll upload the map "MH-TheFifthVortexBeta5SB.unr" with compiled code for testing on my server.
Attachments
Uncompiled.jpg
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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