I get a Critical Error when I try to start a game with the BloodLust Map. Then the game crashes. Here is the text from the error:
UT2004 Build UT2004_Patch_[2004-06-11_16.51]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1294 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5900 (5664)
MutUDamageReward DM-CE-Bloodlust.MutUDamageReward (Function Engine.Mutator.AlwaysKeep:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (PlayerSpawnEffect DM-CE-Bloodlust.PlayerSpawnEffect, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (PlayerSpawnEffect) <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function AngelItemPhysics.PhysicsChargerBase.PhysicsVolumeChange) <- AActor::SetZone <- ULevel::FarMoveActor <- UObject::ProcessEvent <- (PhysicsChargerBase DM-CE-Bloodlust.PhysicsChargerBase, Function Ang
Critical Error
Maquina,
yea there is amut issue here. AngelItemPhysics combind with other muts can cause this crash. Nothing wrong with AngelItemPhysics its just some times two muts try to replace or keep some stuff. The muts then "fight" over it which cause UT2004 to crash. I am sure if you ran just normal UT2004 with these muts and map (with out chaos) you should get this same crash.
yea there is amut issue here. AngelItemPhysics combind with other muts can cause this crash. Nothing wrong with AngelItemPhysics its just some times two muts try to replace or keep some stuff. The muts then "fight" over it which cause UT2004 to crash. I am sure if you ran just normal UT2004 with these muts and map (with out chaos) you should get this same crash.
Jb