Critical Error
Posted: Mon Jul 12, 2004 6:13 am
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
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