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Project Aura

This Board was made to give Unreal projects a home- if you need a place to discuss about your mods, campains, to offer your projects for download, to seek members for it.
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Boodaflow
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Project Aura

Post by Boodaflow »

i scream, you scream, we all scream because Aura did something wrong...
yay! bug reports and complaints go here!

ps... no ideas please. :P i have my own and plenty of them.
Last edited by Boodaflow on Thu Apr 09, 2009 7:48 pm, edited 1 time in total.
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Hyper
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Re: Project Aura

Post by Hyper »

My server crashed mentioning a VortexShield:

I shortened the end of the log, the real log has around 200 mb plaintext mentioning the accessed nones.

What is the AuraT by the way?
[...]
Warning: VortexShield SkyBase.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 192 141 30 2 5 0
Warning: VortexShield SkyBase.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 192 141 30 2 5 0
Warning: VortexShield SkyBase.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 192 141 30 2 5 0
Warning: VortexShield SkyBase.VortexShield0 (Function AuraArmy.VortexShield.Touch:0035) Accessed None 'Instigator'
Log: 1 192 141 30 2 5 0
Critical: appError called:
Critical: AuraT SkyBase.AuraT1542477 (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 SkyBase.AuraT1542477, 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, 04/07/09 00:56:31
Last edited by Hyper on Tue Apr 07, 2009 7:42 am, edited 1 time in total.
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

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. :P

and perhaps pax, but my point spike is those items function as they should. :P
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

and just to let you all know. i dont just poop these things out and give um out. i actually sit here working out what i can, then spend hours spawning krall and skaarjwarriors in unreal.unr by the hundreds and laugh my ass off while i slaughter them all. :P so crashes like that seem to be a 1000 in 1 fluke if you ask me. i dont understand. but hopefully someone else can explain them. if they can and it IS my fault maybe i can fix it. i do plan on trying to make some of my guns less laggy and more useful. some guns do have adjustable fire and altfire rates if you check their properties. like admin set aurastinger firesp 0.001 should make its primfire faster. however that code will be changed in the upcoming update to firespeed.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Project Aura

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Could you try to make a multi-functional weapon, like, um, alt-fire changes modes between sniper mode, auto mode, shotgun mode, demolition mode, shield mode and grapple mode?
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Spike
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Re: Project Aura

Post by Spike »

"Could you try to make a multi-functional weapon, like, um, alt-fire changes modes between sniper mode, auto mode, shotgun mode, demolition mode, shield mode and grapple mode?"

This thread is for bug reports or helping Booda with his mod issues.

It isn't for ideas!

Thank you however! =P
Last edited by Spike on Tue Dec 21, 2010 2:11 am, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Project Aura

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Could you try to make a multi-functional weapon, like, um, alt-fire changes modes between sniper mode, auto mode, shotgun mode, demolition mode, shield mode and grapple mode?
This thread is for bug reports or helping Booda with his mod issues. It isn't for ideas. thanks =P
Sorry. Anyway, Booda, if you see this, you could make something like that.

About errors: I don't recall any major errors atm but Aura lets you see the map's bugs. Like in DCrater after you go up the elevator and jump up on that floor that is approximately on the horizontal line with the PowerShield. Hint: there's a HOM there.

Anyhoo, when I get the chance to play Aura mod again, I'll keep an eye out for bugs. Meh, I'll make that two eyes. :P
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Wed Apr 08, 2009 9:28 pm, edited 1 time in total.
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スマイル・ドラゴン
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Re: Project Aura

Post by スマイル・ドラゴン »

Access none's can be easily solved if you carefully check the log then carefully check your script.

Alot of [ch65363][ch65352][ch65353][ch65364] I can fix easily, but I respect close sourced work.. I fix things depending on, how ever long it would take me to fix things, and if I'm really up to anything anymore.
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

Could you try to make a multi-functional weapon, like, um, alt-fire changes modes between sniper mode, auto mode, shotgun mode, demolition mode, shield mode and grapple mode?
i actually already have a multifunctional gun but its much different than how you mentioned and im sure there is room for improvement. in aura4 i believe its called the adaptiongun and it uses various pickup items you can turn on and off to make it do different things. but im sure there is always room to improve it. :P
i dont know what a HOM is by the way please explain. :P
and if you are talking to me [ch12462][ch12540][ch12464] then im sure you are aware that i already know how to take care of script warnings, but thanks for your concern. if i didnt then aura would be much laggier than it already is and not very good quality at all. im still trying to get every single script warning i can possibly get out though.
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スマイル・ドラゴン
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Re: Project Aura

Post by スマイル・ドラゴン »

If you want to know what a HOM is Boodaflow, look it up on Wikipedia, it's basically a graphics error involving rendering the previous frame over a "blank" area in space, or something.. I could whip up a broken Unreal 1 map in UnrealED to demonstrate this, somehow....

There's a few maps in default Unreal that have this issue, don't know the specific ones though.
“I am the dragon without a name.”
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Project Aura

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

http://en.wikipedia.org/wiki/Hall_of_mirrors_effect
[img]http://upload.wikimedia.org/wikipedia/en/7/71/Hall_of_mirrors_(glitch).gif[/img]
Also, you can make a room in UEd and just make one surface invisible. Warning: Insta-Death ahead.
Unreal 1 stock map with (imo) most visible HOM: The Sunspire (looking from the start, up on the mountains on the right of the spire).
To detect, use

Code: Select all

Set PlayerPawn ConstantGlowFog (x=0.3)
and HOMs will be painted red. Enjoy! :D
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Gizzy
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Re: Project Aura

Post by Gizzy »

Also on Nyleve's Falls, behind Vortex Rikers.
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

ah ok i thought those were called something else. :P ya there is one in unreal.unr on the floor to the right with a seemingly infinite drop into an endless void.
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Gizzy
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Re: Project Aura

Post by Gizzy »

Don't forget that awesome Sunspire bug with the cratering book right at the start.
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

auramutator seemed to fix that bug when it started replacing books with pickup items.
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SkaarjSlayer
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Re: Project Aura

Post by SkaarjSlayer »

I don't know if it's just me.. but...

Play Unreal, whatever difficulty, but on singleplayer.. walk out to the other side of the room on the ground floor, turn around to face the direction u spawned in, look up, and move around a bit whilst looking at the cell on the far left.. it seems to have an HOM effect.

Random piece of crap info that no one cares about.. but I thought I'd mention while we're still talking about HOM's
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スマイル・ドラゴン
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Re: Project Aura

Post by スマイル・ドラゴン »

Boodaflow what was the one most annoying weapon in all of Aura? Because it's funny that I "accidentally" on purposely kill myself with it.
“I am the dragon without a name.”
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

um... there are several choices to commit suicide with. :S be more specific! :P and if you keep killing yourself with it then either stop using the weapon or use a different tactic with it. :O some require you to be rather far away such as piledriver, while others like vortexcannon require you to launch and run away... or try and revolve around the vortex if you end up caught in it anyways, but i dont recommend that. :P
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Hyper
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Re: Project Aura

Post by Hyper »

Boodaflow what was the one most annoying weapon in all of Aura? Because it's funny that I "accidentally" on purposely kill myself with it.
I can surely recommend the Vortex Cannon. It just gives that extra special experience before dying. First you see a nice miniature planet in front of you, then you slowly begin to feel it's gravitational pull. Not long after that you are circling around it getting closer and closer to it's core. Then you start to feel your body falling apart, with bits being thrown around.

Ok, you can suicide much more quickly by firing a piledriver straight into the ground, but that's not even half the fun!
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Spike
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Re: Project Aura

Post by Spike »

Having remade almost all of the Readme packages for aura, feel free to message me for the readme's for aura. xerospike@hotmail.com They will be updated as Booda makes changes to aura, and they are directly in connection with Boodaflow's auras not with the ones that are already out in Unreal. So if there is a summon or command not in your Aura it is probably because it is in Boodaflow's Aura hes updating. The modifications Booda is making to Aura will probably be public soon, and he is going to integrate them into one file, or try to, so as to remove the mismatch issues that Aura is notorious for. The Readme's will list all summons and information on them, as well as for AuraAdmin it lists all the commands with them.

PS: To also clear up some other things with Aura, anything involving Boodaflow's server, which could be questions or bugs noticed, go in this thread also.
Last edited by Spike on Tue May 12, 2009 8:48 pm, edited 1 time in total.
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Hyper
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Re: Project Aura

Post by Hyper »

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.
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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Hyper
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Re: Project Aura

Post by Hyper »

HyperCoop experienced a crash which is probably related to Aura, here is the log:

Code: Select all

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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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: Project Aura

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

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

Post by Hyper »

Some crash logs:

Code: Select all

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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Hyper
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Re: Project Aura

Post by Hyper »

Code: Select all

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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