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Project Aura (Read 8619 times)
Hyper
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Re: Project Aura
Reply #20 - 05/31/09 at 17:19:46
 
My server crashed again with a VortexShield crash. This time it happened while I was playing. I was disconnected and unable to reconnect. When I took a look at the server it hung with 100% cpu usage, and slowly but surely increasing memory usage. After waiting for several minutes for it to recover I terminated the process.

Quote:
JCoopZ: All inventory from Hyper.nl is accepted
JCoopZ: LOGIN COMPLETE: Hyper.nl -- IP Address: 192.168.1.64
JCoopZ: PostLogin(): Score entry added: 3 Hyper.nl
JCoopZ: Current Score Table contents:
JCoopZ:     0: -=HELLFIRE=-
JCoopZ:     1: Spanky
JCoopZ:     2: spraycan
JCoopZ:     3: Hyper.nl
DevNet: Join succeeded: Hyper.nl
JCoopZ: ** Player: Hyper.nl -- LocalID: 49956388 -- PlayerUID: -1428685958
JCoopZ: Hyper.nl logged in with admin status.
ChatLog: Hyper.nl: Hello! ¦ Guten Tag! ¦ Hoi! ¦ Bonjour! ¦ Ciao! ¦ Hei! ¦ Hej! ¦ Hola! ¦ Czesc! ¦ Salut! ¦ Goddag! ¦ Moien!
ChatLog: Hyper.nl: Szia! ¦ Namaste! ¦ Shalom! ¦ Salaam! ¦ Geia sou! ¦ Marhaba! ¦ Konnichi wa! ¦ Nei hou ma! ¦ Bok! ¦ Privet! ¦ Ni!
Warning: VortexShield gramercy.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0
Warning: VortexShield gramercy.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0
Warning: VortexShield gramercy.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0

[...]

Log: 1 80 127 23 2 5 0
Warning: VortexShield gramercy.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0
Warning: VortexShield gramercy.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 8


If this bug has been fixed, can you send me the fix please?
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Re: Project Aura
Reply #21 - 06/14/09 at 16:59:40
 
HyperCoop experienced a crash which is probably related to Aura, here is the log:
Code:
Log: Resolving master0.gamespy.com...
Log: Resolving master.gamespy.com...
Log: Resolving unreal.epicgames.com...
Log: Resolving master.qtracker.com...
Log: Resolving master.thenerdnetwork.com...
Log: Resolving master.oldunreal.com...
Log: Resolving hyper.dnsalias.net...
Log: Resolving master.hlkclan.net...
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 40207->40205; refs: 824305
Log: Resolved master.thenerdnetwork.com (206.67.234.165)
Log: UdpServerUplink Chizra.UdpServerUplink4 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink4: Error binding port, aborting.
Log: Resolved master0.gamespy.com (207.38.11.174)
Log: UdpServerUplink Chizra.UdpServerUplink0 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink0: Error binding port, aborting.
Log: Resolved master.gamespy.com (207.38.11.174)
Log: UdpServerUplink Chizra.UdpServerUplink1 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink1: Error binding port, aborting.
Log: Resolved unreal.epicgames.com (216.27.56.3)
Log: UdpServerUplink Chizra.UdpServerUplink2 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink2: Error binding port, aborting.
Log: Resolved master.qtracker.com (63.144.111.10)
Log: UdpServerUplink Chizra.UdpServerUplink3 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink3: Error binding port, aborting.
Log: Resolved master.oldunreal.com (206.67.234.190)
Log: UdpServerUplink Chizra.UdpServerUplink5 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink5: Error binding port, aborting.
Log: Resolved hyper.dnsalias.net (62.238.200.80)
Log: UdpServerUplink Chizra.UdpServerUplink6 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink6: Error binding port, aborting.
Log: Resolved master.hlkclan.net (12.177.134.21)
Log: UdpServerUplink Chizra.UdpServerUplink7 (Function IpServer.UdpServerUplink.Resolved:0096) BindPort: already bound
UdpServerUplink: UdpServerUplink7: Error binding port, aborting.
Log: Xrst Chizra.Xrst1 (Function AuraArmy.Xrst.TweenToRunning:0045) GetAnimGroup: Sequence 'None' not found in Mesh 'WarlordM'
Warning: Dung Chizra.Dung0 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung0 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 40258->40256; refs: 844306
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Critical: appError called:
Critical: AuraIcer Chizra.AuraIcer944617 (Function Engine.Actor.SetInitialState:000F) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraIcer Chizra.AuraIcer944617, Function Engine.Actor.SetInitialState)
Critical: ULevel::SpawnActor
Critical: (AuraIcer)
Critical: UObject::ProcessEvent
Critical: (VortexShield Chizra.VortexShield0, Function AuraArmy.VortexShield.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/12/09 17:06:46
 

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Gender: male
Re: Project Aura
Reply #22 - 08/09/09 at 21:50:36
 
Last time I played, I saw that HUD is a bit different (score board) and the inventory keeps after death. Didn't notice anything else yet but I only played for like 2 minutes. I'm sure there's lots of stuff going on.
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Hyper
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Re: Project Aura
Reply #23 - 08/25/09 at 16:06:35
 
Some crash logs:

Code:
Log: Xrst Chizra.Xrst1 (Function AuraArmy.Xrst.TweenToRunning:0045) GetAnimGroup: Sequence 'None' not found in Mesh 'WarlordM'
Warning: Dung Chizra.Dung0 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung0 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 40258->40256; refs: 844306
Warning: Dung Chizra.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 0 84 21 2 8 0
Critical: appError called:
Critical: AuraIcer Chizra.AuraIcer944617 (Function Engine.Actor.SetInitialState:000F) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraIcer Chizra.AuraIcer944617, Function Engine.Actor.SetInitialState)
Critical: ULevel::SpawnActor
Critical: (AuraIcer)
Critical: UObject::ProcessEvent
Critical: (VortexShield Chizra.VortexShield0, Function AuraArmy.VortexShield.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/12/09 17:06:46
 

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Re: Project Aura
Reply #24 - 08/25/09 at 16:07:52
 
Code:
JCoopZ: All inventory from Player10 is accepted
JCoopZ: LOGIN COMPLETE: Player10 -- IP Address: 121.105.3.235
JCoopZ: PostLogin(): Score entry added: 0 Player10
JCoopZ: Current Score Table contents:
JCoopZ:     0: Player10
DevNet: Join succeeded: Player10
JCoopZ: ** Player: Player10 -- LocalID: -1723303709 -- PlayerUID: 1912990947
Warning: Dung Unagomisun.Dung0 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 80 78 23 2 8 0
Critical: appError called:
Critical: bigice Unagomisun.bigice1410794 (Function Engine.Actor.PreBeginPlay:0044) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (bigice Unagomisun.bigice1410794, Function Engine.Actor.PreBeginPlay)
Critical: ULevel::SpawnActor
Critical: (bigice)
Critical: UObject::ProcessEvent
Critical: (VortexShield Unagomisun.VortexShield0, Function AuraArmy.VortexShield.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physFalling
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/12/09 15:18:10
 

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Hyper
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Re: Project Aura
Reply #25 - 08/25/09 at 16:08:55
 
Code:
DevNet: Join succeeded: John
JCoopZ: ** Player: John -- LocalID: -929066315 -- PlayerUID: -1876773379
NetComeGo: Close TcpipConnection1066 07/24/09 14:43:22
JCoopZ: Logout: John logging out
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:00F5) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:011F) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:013A) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:0160) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:0188) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:00F5) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:011F) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:013A) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:0160) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:0188) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Critical: appError called:
Critical: AuraT Skycaves.AuraT1337668 (Function Engine.Projectile.Touch:0014) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraT Skycaves.AuraT1337668, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/24/09 16:19:15 

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Boodaflow
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Re: Project Aura
Reply #26 - 09/08/09 at 03:37:09
 
ya im aware of those access nones. most of them are original script problems. im hoping to fix them in the aura master file when i untwist my brain from the retarded stuff unreal always does to me... i dont know what bigice is though. sounds like it maybe a aura/ other user mod conflict. see if you can replicate the problem? if so ill have to know what goes on inside the bigice thingie to know for sure.   and um ya.... good luck with that last log. you are basicly saying that youve shot over 300000 of those projectiles. Tongue thats a rather lot dude. no surprise unreal spazzed out. i cant fix that that sounds more like a hard core bug. flashlight will hopefully be fixed in the new version too.
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A heaven of light would be to bright. A heaven of dark would be just right.
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Re: Project Aura
Reply #27 - 09/27/09 at 16:39:39
 
Boodaflow wrote on 04/08/09 at 01:08:53:
yes, sorry about the vortexshield bug. ive had it in my log too and its been fixed. just waiting on compile. ill hopefully be implementing a huge upgrade to auraarmy if i can get it working. if you cant wait and just want that bug gone let me know since you and i are pretty much the only ones i know that use aura.
AuraT is what comes from tracestinger, and lylycannon1. the trace mesh projectile. but that crash right there is basicly telling me that the old unreal script touch is the problem and if aurat is a problem in this case then so would razorblade or razorbladealt since they both share simular script and properties. only reason i can think this may happen is if the projectile doesnt get destroyed properly and continues touching the object till the crash. if the crash were to state something like (function Aura.AuraT.ProcessTouch) then it would more than likely be my fault. Tongue

[...]


Like this?

Code:
JCoopZ: LOGIN COMPLETE: Dr_Zero -- IP Address: 200.148.3.129
JCoopZ: PostLogin(): Score entry added: 0 Dr_Zero
JCoopZ: Current Score Table contents:
JCoopZ:     0: Dr_Zero
DevNet: Join succeeded: Dr_Zero
JCoopZ: ** Player: Dr_Zero -- LocalID: 1211626551 -- PlayerUID: -1303117374
Warning: RazorBladeAlt hexephet.RazorBladeAlt22 (Function UnrealI.RazorBladeAlt.Flying.Tick:0030) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0
Warning: RazorBladeAlt hexephet.RazorBladeAlt24 (Function UnrealI.RazorBladeAlt.Flying.Tick:0030) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 41680->41675; refs: 1364983
Critical: appError called:
Critical: AuraT hexephet.AuraT1540508 (Function Aura.AuraT.ProcessTouch:0076) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraT hexephet.AuraT1540508, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/09/09 06:14:18
 

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Re: Project Aura
Reply #28 - 09/27/09 at 16:41:56
 
A crash happened at my custom map server, mentioning an AuraIcer:

Code:
JCoopZ: All inventory from -=*Dioden/Sweden*=- is accepted
JCoopZ: LOGIN COMPLETE: -=*Dioden/Sweden*=- -- IP Address: 82.117.115.232
JCoopZ: PostLogin(): Score entry added: 1 -=*Dioden/Sweden*=-
JCoopZ: Current Score Table contents:
JCoopZ:     0: abdul
JCoopZ:     1: -=*Dioden/Sweden*=-
DevNet: Join succeeded: -=*Dioden/Sweden*=-
JCoopZ: ** Player: -=*Dioden/Sweden*=- -- LocalID: 1504471181 -- PlayerUID: -5646357
ChatLog: -=*Dioden/Sweden*=-: hi
ChatLog: abdul: hi
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 39163->39158; refs: 700537
NetComeGo: Close TcpipConnection384 09/20/09 17:32:07
JCoopZ: Logout: abdul logging out
Log: HardWater strange5.HardWater308 moved without proper hashing
Log: HardWater strange5.HardWater309 moved without proper hashing
Log: HardWater strange5.HardWater310 moved without proper hashing
Log: HardWater strange5.HardWater311 moved without proper hashing
Log: HardWater strange5.HardWater206 moved without proper hashing
Log: HardWater strange5.HardWater525 moved without proper hashing
Log: HardWater strange5.HardWater526 moved without proper hashing
Log: HardWater strange5.HardWater527 moved without proper hashing
Log: HardWater strange5.HardWater506 moved without proper hashing
Log: HardWater strange5.HardWater508 moved without proper hashing
Critical: appError called:
Critical: AuraIcer strange5.AuraIcer1509296 (Function Aura.AuraIcer.Flying.HitWall:0040) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraIcer strange5.AuraIcer1509296, Function Aura.AuraIcer.Flying.HitWall)
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/21/09 01:40:04
 

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Re: Project Aura
Reply #29 - 10/22/09 at 13:00:53
 
Another AuraIcer related crash:

Code:
DevNet: Join request: :5555/Index.unr?Password=password?Class=Unreali.MaleTwo?Name=dax?Skin=UnrealShare.Skins.Ash?Team=255
JCoopZ: Team 255
JCoopZ: Login: dax
JCoopZ: Password password
JCoopZ: Incoming Player named dax desired MaleTwo and got jzMaleTwo
JCoopZ: Logging in to StrangeWorld--Part2
Log: Possessed PlayerPawn: jzMaleTwo Strange2.jzMaleTwo0
ServerLog: Incoming travelling actor of class jCoopZ1.jzMaleTwo

[...]

ServerLog: SpawnPlayActor: Spawned travelling actor
JCoopZ: All inventory from dax is accepted
JCoopZ: LOGIN COMPLETE: dax -- IP Address: 72.70.154.174
JCoopZ: PostLogin(): Score entry added: 0 dax
JCoopZ: Current Score Table contents:
JCoopZ:     0: dax
DevNet: Join succeeded: dax
JCoopZ: ** Player: dax -- LocalID: -1654070290 -- PlayerUID: -37687778
Critical: appError called:
Critical: AuraIcer Strange2.AuraIcer940098 (Function Engine.Projectile.Touch:0014) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraIcer Strange2.AuraIcer940098, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/14/09 06:15:45
 

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Re: Project Aura
Reply #30 - 03/15/10 at 14:24:14
 
I don't know why the instance number of the projectile is so high here:

AuraIcer940098

These are not summoned projectiles, these crashes happen via normal use of weapons. (where normal can include constant shooting for some time)
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Re: Project Aura
Reply #31 - 03/16/10 at 14:55:20
 
Hyper wrote on 03/15/10 at 14:24:14:
I don't know why the instance number of the projectile is so high here:

AuraIcer940098

These are not summoned projectiles, these crashes happen via normal use of weapons. (where normal can include constant shooting for some time)

Nametable keeps on counting up map after map.
So after days and days of projectile spamming the nametable gets kinda huge.
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Jâçkrâßßit
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Re: Project Aura
Reply #32 - 03/18/10 at 02:07:59
 
Tried to connect to Boodaflow server on 226b Unreal Gold client and failed.  I'd suggest making the server "227 Only" instead of having older clients download the packages only to see they need 227 to actually get in.

I think I mismatched on 'UnrealShare.Blastmark'
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Re: Project Aura
Reply #33 - 03/18/10 at 03:23:37
 
Quote:
Tried to connect to Boodaflow server on 226b Unreal Gold client and failed.  I'd suggest making the server "227 Only" instead of having older clients download the packages only to see they need 227 to actually get in.

I think I mismatched on 'UnrealShare.Blastmark'  


Noted. Booda has been notified of it. Thank you.

Quote:
Boodaflow says:
i agree and should fix that right now.
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Re: Project Aura
Reply #34 - 03/19/10 at 18:57:49
 
(Updated later in the thread)
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« Last Edit: 01/22/11 at 23:15:10 by Spike »  

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Re: Project Aura
Reply #35 - 03/20/10 at 15:46:43
 
As of now we are at a point of update for the Aura Readme Files, as soon as Boodaflow gets some updates in we will update.

PS: If anyone is interested in helping Boodaflow get a site going email me at xerospike@hotmail.com Thank you.
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Re: Project Aura
Reply #36 - 03/29/10 at 10:52:16
 
I experienced a crash related to a babybag with the updated aura files I received recently. Here is the log:

Code:
Critical: appError called:
Critical: BabyBag sancient1.BabyBag1 (Function UnrealShare.ScriptedPawn.Attacking.ChooseAttackMode:016A) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: AActor::ProcessState
Critical: Object BabyBag sancient1.BabyBag1, Old State State UnrealShare.ScriptedPawn.Attacking, New State State UnrealShare.ScriptedPawn.Attacking
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/26/10 18:29:05
 

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Re: Project Aura
Reply #37 - 04/06/10 at 00:14:22
 
New crash:
Code:
JCoopZ: All inventory from Galaxyburner is accepted
JCoopZ: LOGIN COMPLETE: Galaxyburner -- IP Address: 84.56.176.158
JCoopZ: PostLogin(): Score entry added: 0 Galaxyburner
JCoopZ: Current Score Table contents:
JCoopZ:     0: Galaxyburner
DevNet: Join succeeded: Galaxyburner
JCoopZ: ** Player: Galaxyburner -- LocalID: 892396448 -- PlayerUID: -1162682931
Warning: Dung klingon-13.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 48 79 17 2 8 0
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: AActor::ProcessState
Critical: Object Dung klingon-13.Dung1, Old State State UnrealShare.ScriptedPawn.wandering, New State State UnrealShare.ScriptedPawn.wandering
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 04/04/10 03:55:46
 

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Re: Project Aura
Reply #38 - 05/02/10 at 16:24:07
 
Another BabyBag releated crash. (I've had more of these)

Quote:
Critical: appError called:
Critical: BabyBag NALIC.BabyBag1 (Function AuraMaster.AuraPet.AttitudeTo:0204) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: AActor:TonguerocessState
Critical: Object BabyBag NALIC.BabyBag1, Old State State UnrealShare.ScriptedPawn.Attacking, New State State UnrealShare.ScriptedPawn.Attacking
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 04/28/10 23:22:05
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Re: Project Aura
Reply #39 - 12/19/10 at 08:51:37
 
That state runaway loop crash Hyper had above shouldn't happen on newer 227g versions anymore since we added state loop crash protection (so that should include any runaway with AActor:TonguerocessState).
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