Page 1 of 1

[227g_23] Skeletal mesh bug(or code?)

Posted: Sat Mar 06, 2010 9:43 am
by Pyro
When fighting an opponent with the same weapon(skeletal3rd person mesh.)

Code: Select all

Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
ScriptLog: Ping Timeout from 118.9.73.219.  Attempt 1
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
ScriptLog: Ping Timeout from 118.9.73.219 Giving Up
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Warning: sgu_Staff Unreal.sgu_Staff2 (Function sgu_Staff.sgu_Staff.Fire:0014) Accessed None 'Owner'
Log: 1 16 80 84 0 8 0
Critical: appError called:
Critical: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
Critical: Windows GetLastError: De parameter is onjuist. (87)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Critical: FMallocWindows::Malloc
Critical: URender::DrawLodMesh
Critical: (SkeletalMesh sgu_Staff.sgu_staff3rdMesh)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/06/10 10:41:09
EDIT: Found out that this happends when you kill the enemy :s

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Sat Mar 06, 2010 2:56 pm
by Smirftsch
nevertheless we added an additional check

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Sat Mar 06, 2010 3:04 pm
by Pyro
Yep its the code alright. Whoever made the weapon tell him/her to fix the weapon where it fires. And ask him specificly to either way remove 'owner' from the code or define it so it doesn not do this.
Thank you :)
nevertheless we added an additional check
Thank you too :)

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Sun Mar 07, 2010 1:32 pm
by Pyro
Guys i found out that when i remove third person mesh from the staff it doesnt crash at all. Also, killing an skeletal-enemy that has any other gun, causes a crash. Though, the other guns with skeletal third person meshes dont crash. I dont get it anymore ..

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 10:09 am
by Gizzy
3rd, 1st and pickup skeletal meshes have always worked fine for me under 227f.

Like Mental said, my money is on the coding.

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 3:29 pm
by Pyro
funny enough, I replaced the staff's 3rd person mesh with a LOD mesh and it didnt crash. now it only crashes when I get killed by the staff. so practically, when the staff kills something, it crashes, and the 'critical' in the crash points to the killed person's skeletal 3rd person mesh(could be anything). confusing eh?

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 4:13 pm
by Pyro
No, not at all, If it crashes when it shoots it's the code, pretty obvious actually. Unless the fire anim is so messedup it crashes when you try to call it.
Read it. It doesn't crash when it shoots, it crashes when it KILLS.

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 4:16 pm
by Pyro

Code: Select all

Critical: URender::DrawLodMesh
Critical: (SkeletalMesh sgu_Staff.sgu_staff3rdMesh)
it says drawLodmesh. This is what i think that causes it:

The pawn that gets killed drops a gun. (The pickupmesh has same name as 3rd person mesh here )
Unreal trieds to render the pickupmesh as LODmesh, but fails because it is SKELETAL.

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 6:31 pm
by Gizzy
Pyro, compile the weapon in 227f and see if you get the same error. I had some bs when I compiled skeletal models under 227g and tried to use it 227f (Said that the animation "Fire" could not be found amongst other errors)

My advice is wait for 227g to become final or check, check and check again (Import code and weapon code) for errors.

If it STILL doesn't work, I'd personally blame Sweeney or Dantae.

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 8:41 pm
by Pyro
How about you read MY posts before feeling offended eh? i till think its the code, somehow, else fĂșck it, i dunno.
dude r u fk'n stoned again? since when am i offended?

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 8:42 pm
by Pyro
Pyro, compile the weapon in 227f and see if you get the same error. I had some bs when I compiled skeletal models under 227g and tried to use it 227f (Said that the animation "Fire" could not be found amongst other errors)

My advice is wait for 227g to become final or check, check and check again (Import code and weapon code) for errors.

If it STILL doesn't work, I'd personally blame Sweeney or Dantae.
Ya, well if it is a bug in 227g it should be fixed eh :p
for now im just gonna replace every 3rd person mesh of any gun by a lodmesh of the model. should fix it too:)

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Wed Mar 10, 2010 9:34 pm
by Gizzy
when the staff kills something, it crashes, and the 'critical' in the crash points to the killed person's skeletal 3rd person mesh
Reading this makes me think it's a bad import.

Test it on 227f. If it doesn't work then it may be a bug in 227g.

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Thu Mar 11, 2010 6:14 am
by Pyro
when the staff kills something, it crashes, and the 'critical' in the crash points to the killed person's skeletal 3rd person mesh
Reading this makes me think it's a bad import.

Test it on 227f. If it doesn't work then it may be a bug in 227g.
it doesnt crash in 227f under exact same circumstances.(SGU is loaded etc blabla)

Re: [227g_23] Skeletal mesh bug(or code?)

Posted: Thu Mar 11, 2010 6:53 am
by Smirftsch
If working in 227f then plz make me a test package (as minimal as possible) to run this through debugger.