Critical Error and flag bugs
Posted: Fri Sep 30, 2005 9:24 pm
The Critical error is below:
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows 2000 5.0 (Build: 2195)
CPU: GenuineIntel Unknown processor @ 2401 MHz with 510MB RAM
Video: NVIDIA GeForce4 Ti 4200 (5216)
General protection fault!
History: UObject::GetFullName <- TestReach <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial CTF-BridgeOfFate.myLevel.ShadowBitmapMaterial17) <- TestReach <- (ShadowBitmapMaterial CTF-BridgeOfFate.myLevel.ShadowBitmapMaterial17) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector CTF-BridgeOfFate.ShadowProjector) <- AActor::Serialize <- TestReach <- (ShadowProjector CTF-BridgeOfFate.ShadowProjector) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level CTF-BridgeOfFate.myLevel) <- UStruct::SerializeBin <- (Class ChaosUT.CrossbowStandardAttachment XLevel[0]) <- UObject::Serialize <- (CrossbowStandardAttachment CTF-BridgeOfFate.CrossbowStandardAttachment) <- AActor::Serialize <- TestReach <- (CrossbowStandardAttachment CTF-BridgeOfFate.CrossbowStandardAttachment) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFPawn WeaponAttachment[0]) <- UObject::Serialize <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- AActor::Serialize <- TestReach <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFRedFlag OldHolder[0]) <- UObject::Serialize <- (ChaosCTFRedFlag CTF-BridgeOfFate.ChaosCTFRedFlag) <- AActor::Serialize <- TestReach <- (ChaosCTFRedFlag CTF-BridgeOfFate.ChaosCTFRedFlag) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFTeamAI FriendlyFlag[0]) <- UObject::Serialize <- (ChaosCTFTeamAI CTF-BridgeOfFate.ChaosCTFTeamAI) <- AActor::Serialize <- TestReach <- (ChaosCTFTeamAI CTF-BridgeOfFate.ChaosCTFTeamAI) <- UStruct::SerializeBin <- (Class XGame.xTeamRoster AI[0]) <- UObject::Serialize <- (xTeamRoster CTF-BridgeOfFate.xTeamRoster) <- AActor::Serialize <- TestReach <- (xTeamRoster CTF-BridgeOfFate.xTeamRoster) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFGRI Teams[0]) <- UObject::Serialize <- (ChaosCTFGRI CTF-BridgeOfFate.ChaosCTFGRI) <- AActor::Serialize <- TestReach <- (ChaosCTFGRI CTF-BridgeOfFate.ChaosCTFGRI) <- UStruct::SerializeBin <- (Class Engine.LevelInfo GRI[0]) <- UObject::Serialize <- (LevelInfo CTF-BridgeOfFate.LevelInfo0) <- AActor::Serialize <- TestReach <- (LevelInfo CTF-BridgeOfFate.LevelInfo0) <- UStruct::SerializeBin <- (Class XEffects.RocketMuzFlash3rd Level[0]) <- UObject::Serialize <- (RocketMuzFlash3rd CTF-BridgeOfFate.RocketMuzFlash3rd) <- AActor::Serialize <- TestReach <- (RocketMuzFlash3rd CTF-BridgeOfFate.RocketMuzFlash3rd) <- UStruct::SerializeBin <- (Class ChaosUT.CUTRocketAttachment MuzFlash[0]) <- UObject::Serialize <- (CUTRocketAttachment CTF-BridgeOfFate.CUTRocketAttachment) <- AActor::Serialize <- TestReach <- (CUTRocketAttachment CTF-BridgeOfFate.CUTRocketAttachment) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFPawn WeaponAttachment[0]) <- UObject::Serialize <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- AActor::Serialize <- TestReach <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFPlayer AcknowledgedPawn[0]) <- UObject::Serialize <- (ChaosCTFPlayer CTF-BridgeOfFate.ChaosCTFPlayer) <- AActor::Serialize <- TestReach <- (ChaosCTFPlayer CTF-BridgeOfFate.ChaosCTFPlayer) <- UStruct::SerializeBin <- (Class WinDrv.WindowsViewport OldActor[0]) <- UObject::Serialize <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UPlayer::Serialize <- UViewport::Serialize <- TestReach <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosGUI_UT2K4GUIController ViewportOwner[0]) <- UObject::Serialize <- (ChaosGUI_UT2K4GUIController Package.ChaosGUI_UT2K4GUIController) <- TestReach <- (ChaosGUI_UT2K4GUIController Package.ChaosGUI_UT2K4GUIController) <- UStruct::SerializeBin <- (Class GUI2K4.fntUT2k4Small Controller[0]) <- UObject::Serialize <- (fntUT2k4Small Package.fntUT2k4Small) <- TestReach <- (fntUT2k4Small Package.fntUT2k4Small) <- UStruct::SerializeBin <- (Class GUI2K4.STY2TextLabel Fonts[0]) <- UObject::Se
If you notice that was player on CTF-BridgeOfFate. While playing on it my bots and I would get knocked off the bridges and the flag would stay down below. The flag never respawned after x amout of time like it sould have, and I play with drop flag on graple so it was impossible to retreave the flag. You guys should either put in a respawn time, or have the flag put back in base if you fall into a kill zone. either one should fix the problem. I love carry the flag, but even they have these clauses
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows 2000 5.0 (Build: 2195)
CPU: GenuineIntel Unknown processor @ 2401 MHz with 510MB RAM
Video: NVIDIA GeForce4 Ti 4200 (5216)
General protection fault!
History: UObject::GetFullName <- TestReach <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial CTF-BridgeOfFate.myLevel.ShadowBitmapMaterial17) <- TestReach <- (ShadowBitmapMaterial CTF-BridgeOfFate.myLevel.ShadowBitmapMaterial17) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector CTF-BridgeOfFate.ShadowProjector) <- AActor::Serialize <- TestReach <- (ShadowProjector CTF-BridgeOfFate.ShadowProjector) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level CTF-BridgeOfFate.myLevel) <- UStruct::SerializeBin <- (Class ChaosUT.CrossbowStandardAttachment XLevel[0]) <- UObject::Serialize <- (CrossbowStandardAttachment CTF-BridgeOfFate.CrossbowStandardAttachment) <- AActor::Serialize <- TestReach <- (CrossbowStandardAttachment CTF-BridgeOfFate.CrossbowStandardAttachment) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFPawn WeaponAttachment[0]) <- UObject::Serialize <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- AActor::Serialize <- TestReach <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFRedFlag OldHolder[0]) <- UObject::Serialize <- (ChaosCTFRedFlag CTF-BridgeOfFate.ChaosCTFRedFlag) <- AActor::Serialize <- TestReach <- (ChaosCTFRedFlag CTF-BridgeOfFate.ChaosCTFRedFlag) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFTeamAI FriendlyFlag[0]) <- UObject::Serialize <- (ChaosCTFTeamAI CTF-BridgeOfFate.ChaosCTFTeamAI) <- AActor::Serialize <- TestReach <- (ChaosCTFTeamAI CTF-BridgeOfFate.ChaosCTFTeamAI) <- UStruct::SerializeBin <- (Class XGame.xTeamRoster AI[0]) <- UObject::Serialize <- (xTeamRoster CTF-BridgeOfFate.xTeamRoster) <- AActor::Serialize <- TestReach <- (xTeamRoster CTF-BridgeOfFate.xTeamRoster) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFGRI Teams[0]) <- UObject::Serialize <- (ChaosCTFGRI CTF-BridgeOfFate.ChaosCTFGRI) <- AActor::Serialize <- TestReach <- (ChaosCTFGRI CTF-BridgeOfFate.ChaosCTFGRI) <- UStruct::SerializeBin <- (Class Engine.LevelInfo GRI[0]) <- UObject::Serialize <- (LevelInfo CTF-BridgeOfFate.LevelInfo0) <- AActor::Serialize <- TestReach <- (LevelInfo CTF-BridgeOfFate.LevelInfo0) <- UStruct::SerializeBin <- (Class XEffects.RocketMuzFlash3rd Level[0]) <- UObject::Serialize <- (RocketMuzFlash3rd CTF-BridgeOfFate.RocketMuzFlash3rd) <- AActor::Serialize <- TestReach <- (RocketMuzFlash3rd CTF-BridgeOfFate.RocketMuzFlash3rd) <- UStruct::SerializeBin <- (Class ChaosUT.CUTRocketAttachment MuzFlash[0]) <- UObject::Serialize <- (CUTRocketAttachment CTF-BridgeOfFate.CUTRocketAttachment) <- AActor::Serialize <- TestReach <- (CUTRocketAttachment CTF-BridgeOfFate.CUTRocketAttachment) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFPawn WeaponAttachment[0]) <- UObject::Serialize <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- AActor::Serialize <- TestReach <- (ChaosCTFPawn CTF-BridgeOfFate.ChaosCTFPawn) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosCTFPlayer AcknowledgedPawn[0]) <- UObject::Serialize <- (ChaosCTFPlayer CTF-BridgeOfFate.ChaosCTFPlayer) <- AActor::Serialize <- TestReach <- (ChaosCTFPlayer CTF-BridgeOfFate.ChaosCTFPlayer) <- UStruct::SerializeBin <- (Class WinDrv.WindowsViewport OldActor[0]) <- UObject::Serialize <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UPlayer::Serialize <- UViewport::Serialize <- TestReach <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UStruct::SerializeBin <- (Class ChaosGames.ChaosGUI_UT2K4GUIController ViewportOwner[0]) <- UObject::Serialize <- (ChaosGUI_UT2K4GUIController Package.ChaosGUI_UT2K4GUIController) <- TestReach <- (ChaosGUI_UT2K4GUIController Package.ChaosGUI_UT2K4GUIController) <- UStruct::SerializeBin <- (Class GUI2K4.fntUT2k4Small Controller[0]) <- UObject::Serialize <- (fntUT2k4Small Package.fntUT2k4Small) <- TestReach <- (fntUT2k4Small Package.fntUT2k4Small) <- UStruct::SerializeBin <- (Class GUI2K4.STY2TextLabel Fonts[0]) <- UObject::Se
If you notice that was player on CTF-BridgeOfFate. While playing on it my bots and I would get knocked off the bridges and the flag would stay down below. The flag never respawned after x amout of time like it sould have, and I play with drop flag on graple so it was impossible to retreave the flag. You guys should either put in a respawn time, or have the flag put back in base if you fall into a kill zone. either one should fix the problem. I love carry the flag, but even they have these clauses