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| Alas, a bug http://www.runestorm.com/forums/viewtopic.php?f=4&t=40 |
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| Author: | Corsair114 [ Sun Jan 15, 2006 5:28 am ] |
| Post subject: | Alas, a bug |
I was playing Ballistic the other evening and the game crashed. I was playing Team Deathmatch on DM-Desert Isle with Ballistic Loadout(quite possibly my favoriteist mutator ever) and Ballisic Sprint. The quote section is the complete copy & paste of the bug report that was displayed after the crash. [quote="0) <- TickLevel <- UGameEngine::Tick <- Level DesertIsle <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free[/quote"] If you have any questions, I'll answer them as best I can. |
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| Author: | Faceless [ Sun Jan 15, 2006 8:58 am ] |
| Post subject: | Alas, a bug |
I also encountered a crash that booted me out of the UT engine without providing a crash log. It occured on the stock urban assault level when I fired a burst from the .50 cal machinegun at a bot, missed, and hit one of the pod turrets. I loaded it back up and tested it again, but didn't crash - instead metal impact decals were left on the body of the turret and shots striking the turret gun itself produced neither impact effects nor impact decals. As no log was produced, I'm willing to consider that it was merely a glitch unique to my system, but I am posting this up so others can keep an eye out for it. |
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| Author: | Bjossi [ Sun Jan 15, 2006 5:23 pm ] |
| Post subject: | Alas, a bug |
Corsair114 wrote: [quote="0) <- TickLevel <- UGameEngine::Tick <- Level DesertIsle <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free[/quote"] I can´t help it but think that you or another bot/player shot a Railgun shot and the rail was so long that the engine couldn´t handle it. Just a guess. |
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| Author: | Ska [ Tue Jan 17, 2006 5:50 am ] |
| Post subject: | Alas, a bug |
Hey, same thing here. Was playing ONS-DryIce online with a few humans and a coupla bots when a bot shot a railgun. I have a dump file and a UT2004.log with thousands of [code:1]Error: ClientMutatorLink ONS-DryIce-ECE.ClientMutatorLink (Function Ballistic.ClientMutatorLink.Timer:0169) Accessed null class context 'NP'[/code:1] entries in it. I have the binary dump file as well as the log copied and would be happy to mail it to anyone who needs it. Heres the error report: [code:1]UT2004 Build UT2004_Build_[2005-11-23_16.22] OS: Windows XP 5.2 (Build: 3790) CPU: AuthenticAMD PentiumPro-class processor @ 1535 MHz with 1023MB RAM Video: RADEON 9600 Series (Omega 2.6.42) (6542) M75PrimaryFire ONS-DryIce-ECE.M75Railgun.M75PrimaryFire2 (Function Ballistic.BallisticRailgunFire.GoThroughWall:00E2) Runaway loop detected (over 10000000 iterations) History: FFrame::«»Serialize <- UObject::«»ProcessEvent <- (M75PrimaryFire ONS-DryIce-ECE.M75Railgun.M75PrimaryFire2, Function Ballistic.M75PrimaryFire.ModeDoFire) <- UWeaponFire::ModeTick <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=2) <- TickLevel <- UGameEngine::Tick <- Level Dry Ice <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free[/code:1] |
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| Author: | Ska [ Tue Jan 17, 2006 6:26 am ] |
| Post subject: | Alas, a bug |
UPDATE: I was able to get it to happen again on the same map. Have the dump and log from that one as well. |
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| Author: | Tolil [ Tue Jan 17, 2006 1:44 pm ] |
| Post subject: | Alas, a bug |
have you tryed the samething with normal ballistic? |
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| Author: | Bjossi [ Tue Jan 17, 2006 3:44 pm ] |
| Post subject: | Alas, a bug |
I´m experiencing a similar thing, only in ONS maps tho. My log file after a match with BW in Onslaught, is bigger than 2 Mbs. That is not normal, so I checked it out, I saw thousands and thousands of lines relating to BW, most of them were related to the Railgun as far as I could see. But it didn´t crash, maybe it´s because I have alot of RAM. (1 Gb DDR400) Post edited by: Bjossi, at: 2006/01/17 15:45 |
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| Author: | RuneStorm [ Tue Jan 17, 2006 10:22 pm ] |
| Post subject: | Alas, a bug |
Ok, that railgun one looks a bit nasty, but it is not due to its length... There is a big fat loop used to detect geometry as the railgun shot tries to go through walls and that seems to not be terminating correctly! It seems that it will likely happen when you fir the railgun at strange static meshes or wierd combinations of possibly dodgy geometry... We'll take a look at it and try get it fixed. If anyone can intentionally cause the error to occur, it'd be great if you could say how and what you were firing at and everything... I don't like the sound of that looong log file. If you wouldn't mind posting the recurring lines(not the whole lot), that'd be great...
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| Author: | Ska [ Wed Jan 18, 2006 12:33 am ] |
| Post subject: | Alas, a bug |
I'm sorry, I had a pre 1.0 beta with a handful of weapons (never crashed) and this 1.5 Gold edition. Never had a "normal" one. |
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| Author: | Ska [ Wed Jan 18, 2006 12:43 am ] |
| Post subject: | Alas, a bug |
Sure, recurring line is: Error: ClientMutatorLink ONS-DryIce-ECE.ClientMutatorLink (Function Ballistic.ClientMutatorLink.Timer:0169) Accessed null class context 'NP' -- Other thing that comes to mind is that this error only happened while playing a single map, which is an ONS map like what Bjossi had happen. Oh! There were Leviathans in play both times, but they took plenty of railgun fire without throwing that runaway loop. Not being a mapper, how do I tell if what I am firing at is a static mesh, or has wonky geometry? |
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| Author: | Bjossi [ Wed Jan 18, 2006 2:04 pm ] |
| Post subject: | Alas, a bug |
I played a match in ONS-RedPlanet, log file was over 3 Mbs in size. :S I compressed the log into a 17 Kb ZIP file, should I send it by email or upload it and post a link? |
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