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Multiple General Protection Faults with Resurgence Mod

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Skaarj Dorian88
OldUnreal Member
Posts: 80
Joined: Sat Apr 20, 2013 6:46 am

Multiple General Protection Faults with Resurgence Mod

Post by Skaarj Dorian88 »

Hi All,

Dont know if this is the right area for this topic. Anyways I have been playing the Unreal Resurgence Mod for Unreal with Patch 227i. I really like it but the game has been crashing giving a lot of General Protection Faults due to critical errors on certain object types. I have the log files and will attach them to this topic once I remember how. Whats annoying is sometimes when loading a save that I saved 5 min before the crash error happened causes the game to crash again giving the same error message.

First GPF happened in the mine level at the start on the elevator.

Second happened on a earlier save before that when using the alt fire of the stunner gun to pull enemies towards laser fence.

I know UnrealSP.org is prob better for this topic but I cant sign up to the website cause that feature has been removed due to spambots.  :-/
Last edited by massale1 on Sun Sep 08, 2019 3:01 am, edited 1 time in total.
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Skaarj Dorian88
OldUnreal Member
Posts: 80
Joined: Sat Apr 20, 2013 6:46 am

Re: Multiple General Protection Faults with Resurgence Mod

Post by Skaarj Dorian88 »

I am not allowed to post attachments so I will paste the last part of each log where I think the problem started.

First GPF crash log which happened in the mine level:

Log: Possessed PlayerPawn: SCSkaarjPlayer Save8.SCSkaarjPlayer0
Init: Initialized moving brush tracker for Level Save8.MyLevel
Critical: USkeletalMeshInstance::UpdateSkeletalFrame
Critical: URender:: DrawLodMesh
Critical: (SkeletalMesh SkCampMeshes.SCSkeletalMercMesh_TG)
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: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Log: Resetting gamma
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/06/19 13:38:17 [reason]Grammer[/reason]
Last edited by massale1 on Sun Sep 08, 2019 3:19 am, edited 1 time in total.
User avatar
Skaarj Dorian88
OldUnreal Member
Posts: 80
Joined: Sat Apr 20, 2013 6:46 am

Re: Multiple General Protection Faults with Resurgence Mod

Post by Skaarj Dorian88 »

The second log file which happened on a earlier save while using the stunners Alt fire:

Log: Possessed PlayerPawn: SCSkaarjPlayer Save0.SCSkaarjPlayer0
Init: Initialized moving brush tracker for Level Save0.MyLevel
ScriptWarning: SpecialEvent Save0.SpecialEvent13 (Function Engine.SpecialEvent.DamageInstigator.Trigger:0059) Accessed None 'EventInstigator'
Critical: UObject::StaticFindObject
Critical: UObject::StaticAllocateObject
Critical: (RingExplosion4 RingExplosion378)
Critical: UObject::StaticConstructObject
Critical: ULevel::SpawnActor
Critical: (RingExplosion4)
Critical: UObject::ProcessEvent
Critical: (RingExplosion4 Save0.RingExplosion377, Function UnrealShare.RingExplosion4.Timer)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Log: Resetting gamma
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/06/19 14:47:17

Any help or advice would be appreciated. :)
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