MH-EHGiant
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- Godlike
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MH-EHGiant
Conversion for MonsterHunt this map:
https://unrealarchive.org/maps/unreal-t ... 99033.html
https://unrealarchive.org/maps/unreal-t ... 99033.html
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- Godlike
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Re: MH-EHGiant
Another fine conversion
Two and half hours of fun and mayhem.
Had this in in the log (in this exact sequence)
A piece of armor also fell out of the world at the start of the game - not sure which as I used StuffSwapper so don't know what the default UT 'thing' would be.

Had this in in the log (in this exact sequence)
Code: Select all
Log: SkaarjInfantry MH-EHGiantV0.SkaarjInfantry68 moved without proper hashing
Log: SmallWoodBox MH-EHGiantV0.SmallWoodBox0 moved without proper hashing
Log: SkaarjInfantry68 fell out of the world!
ScriptWarning: Counter MH-EHGiantV0.Counter0 (Function Engine.Counter.Trigger:018E) Accessed None 'EventInstigator'
Log: SmallWoodBox0 fell out of the world!
Log: SmallWoodBox MH-EHGiantV0.SmallWoodBox0 moved without proper hashing
Log: SkaarjInfantry68 fell out of the world!
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- Godlike
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Re: MH-EHGiant
The last time we finished this map I noticed that maybe the end cam is missing?
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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- Godlike
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- Skilled
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Re: MH-EHGiant
This crashes on my server
Critical: appError called:
Critical: FreezingMut MH-EHGiantV0.FreezingMut0 (Function Engine.Mutator.IsRelevant:0018) Runaway loop detected (over 10000000 iterations)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Log: Log file closed, 04/27/23 19:58:08
Critical: appError called:
Critical: FreezingMut MH-EHGiantV0.FreezingMut0 (Function Engine.Mutator.IsRelevant:0018) Runaway loop detected (over 10000000 iterations)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Log: Log file closed, 04/27/23 19:58:08
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- Godlike
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Re: MH-EHGiant
No such mutator on map.
It is your server setup issue.
Try disable FreezingMut.
Auto merged new post submitted 1 minute later
Also need make crash during utrace and add log (or sent it in PM or discord).
1. Login as admin.
2. Run "admin utrace"
3. Vote for this map.
4. After server crash, zip logs and sent to me.
OFC server must be v469.
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- Experienced
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Re: MH-EHGiant
Never got crashes with this map and this mutator.
It is unlikely NW3 related at all - could have gotten 10M iterations at any else step...
It is unlikely NW3 related at all - could have gotten 10M iterations at any else step...
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Re: MH-EHGiant
It is NW3 related since it only crash there, I made the log but its huge 153MB so I will upload it to my machine and give you link to it in DC
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- Godlike
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Re: MH-EHGiant
From log it goes to be too many mutators, which hit runaway limit, because on map placed many inventory and it try replace it.
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- Godlike
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Re: MH-EHGiant
Over 10000000 iterations?! Can't believe that.
I'd like to have a look at that mutator "FreezingMut" but wasn't able to find it.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett
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- Godlike
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Re: MH-EHGiant
There 1681 monsters 274 inventory.
On Hitman server installed 37 mutators in chain.
On each create actor it make call to mutator chain in:
1. AlwaysKeep
2. IsRelevant
3. CheckReplacement
Each call in mutator chain eat 2 points for call self (enter and exit), and 1 points at least for call next mutator via if. This lowest boundary. I think it eat more.
Also each monster make own shadow which tick too. In very expensive way:
Nexgen very ineffecient make calls
Last two lines repeat 71 times.
And this call repeat 39 times.
In general I count 250 000+ lines in utrace log for single tick before it crash.
So yes, It can eat 10 000 000 "iterations", which basically points, not iterations. And eat points more them 1 per call or 1 per loop iteration.
On Hitman server installed 37 mutators in chain.
On each create actor it make call to mutator chain in:
1. AlwaysKeep
2. IsRelevant
3. CheckReplacement
Each call in mutator chain eat 2 points for call self (enter and exit), and 1 points at least for call next mutator via if. This lowest boundary. I think it eat more.
Also each monster make own shadow which tick too. In very expensive way:
Code: Select all
UTrace: BEGIN MonsterShadow48 MonsterHunt.MonsterShadow.Tick
UTrace: BEGIN MonsterShadow48 Engine.Decal.DetachDecal
UTrace: END MonsterShadow48 Engine.Decal.DetachDecal
UTrace: BEGIN ZoneInfo1 Engine.ZoneInfo.ActorLeaving
UTrace: END ZoneInfo1 Engine.ZoneInfo.ActorLeaving
UTrace: BEGIN LevelInfo0 Engine.ZoneInfo.ActorEntered
UTrace: END LevelInfo0 Engine.ZoneInfo.ActorEntered
UTrace: BEGIN MonsterShadow48 Engine.Decal.AttachDecal
UTrace: END MonsterShadow48 Engine.Decal.AttachDecal
UTrace: END MonsterShadow48 MonsterHunt.MonsterShadow.Tick
Code: Select all
UTrace: BEGIN NexgenConfigExt0 Nexgen112N.NexgenConfig.getMutatorIndex
UTrace: BEGIN None Nexgen112N.NexgenUtil.split
UTrace: END None Nexgen112N.NexgenUtil.split
And this call repeat 39 times.
In general I count 250 000+ lines in utrace log for single tick before it crash.
So yes, It can eat 10 000 000 "iterations", which basically points, not iterations. And eat points more them 1 per call or 1 per loop iteration.
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- Godlike
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Re: MH-EHGiant
That decal in server which MonsterHunt has used for years I simply got rid of it and placing it where it belongs to - IN CLIENT. Server has no business with decals and using tick this way it's way no way. This is one IMPORTANT reason to rework MonsterHunt (which I did already) and server will work X times smoother.