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Plz help me with 2 basic informations about ut2004rpg2.2 and druid2.00  XML
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Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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hello i have tried with only 12 and the error still persists :\
Here is what i have

_______________________________________________
UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 3604 MHz with 2047MB RAM
Video: ATI Radeon HD 4800 Series (7206)

ArtifactKillOnePet DM-Toys-Story.ArtifactKillOnePet (Function Engine.Inventory.PrevWeapon:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject:rocessEvent <- (xPlayer DM-Toys-Story.xPlayer, Function Engine.PlayerController.PrevWeapon) <- UObject::ScriptConsoleExec <- (xPlayer DM-Toys-Story.xPlayer) <- UPlayer::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- UInput::ExecInputCommands <- UInput:rocess <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Toy's Story <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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As ive said before, it only happens when i enter and exit the vehicles trying few times, once i exit it and scroll weapons with scroll wheel of the mouse to down it crashes
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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I notice the crash has now moved to artifact ArtifactKillOnePet - so unfortunately it does look like it is related to the number of artifacts.

When you say only 12, that is only 12 monsters. I presume you will have a number of other artifacts (like the killpet ones, and MedicWeaponMaker)

Any idea how many other things you have in your inventory e.g. number of weapons? And I haven't played ballistic - but I am assuming that it will also have things like armor and ammo as inventory items?

Just as a test, can you knock the monsters down from 12 to around 2-4 just to see if the probem goes away?
If it does, then the problem is inherent in the UT2004 code, and will be not easily fixable.

As a separate note, these timing problems usually get a lot worse when you go from running on a single machine to having the server internet hosted, since the ping goes up from virtually zero to 40-200, and so the server to client replication takes a lot lot longer. Do you know of other servers running Ballistic and DruidsRPG? Or even Ballistic and UT2004RPG?
Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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Szlat wrote:
I notice the crash has now moved to artifact ArtifactKillOnePet - so unfortunately it does look like it is related to the number of artifacts.

When you say only 12, that is only 12 monsters. I presume you will have a number of other artifacts (like the killpet ones, and MedicWeaponMaker)

Any idea how many other things you have in your inventory e.g. number of weapons? And I haven't played ballistic - but I am assuming that it will also have things like armor and ammo as inventory items?

Just as a test, can you knock the monsters down from 12 to around 2-4 just to see if the probem goes away?
If it does, then the problem is inherent in the UT2004 code, and will be not easily fixable.

As a separate note, these timing problems usually get a lot worse when you go from running on a single machine to having the server internet hosted, since the ping goes up from virtually zero to 40-200, and so the server to client replication takes a lot lot longer. Do you know of other servers running Ballistic and DruidsRPG? Or even Ballistic and UT2004RPG? 


Xd im not using ballistic mode mate infact it is not even on my packages list or mutator list right now, i use around of a max of 11 weapons, sometimes 9 sometimes less, but this happens with even just 4 weps.
Yes only 12 monsters excluding count from other summons.
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Legendary_Agent wrote:
im not using ballistic mode mate infact it is not even on my packages list or mutator list right now 
I hadn't noticed that the crash message didn't include the BallisticV25.BallisticPlayer.PrevWeapon function anymore. So we can count that one out - so I'll stop looking at it.
DisastrousConsequences has that many monsters, and I haven't heard about players getting that problem. So the only other two mutators you have are the car launcher and sentinel.

This post is old, but implies the sentinel mutator might not work with UT2004RPG. Not sure if your Sentinels mutator is the same one as mentioned here.

Do either the car launcher or sentinels mod add things to your inventory?
Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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Szlat wrote:

Legendary_Agent wrote:
im not using ballistic mode mate infact it is not even on my packages list or mutator list right now 
I hadn't noticed that the crash message didn't include the BallisticV25.BallisticPlayer.PrevWeapon function anymore. So we can count that one out - so I'll stop looking at it.
DisastrousConsequences has that many monsters, and I haven't heard about players getting that problem. So the only other two mutators you have are the car launcher and sentinel.

This post is old, but implies the sentinel mutator might not work with UT2004RPG. Not sure if your Sentinels mutator is the same one as mentioned here.

Do either the car launcher or sentinels mod add things to your inventory? 



Yes they do, both of them, i have tried without sentinel and problem still persists, cant try without car launcher else how would i spawn the cars? xD but im positive this isnt at fault too, maybe not many people play ut2004rpg druid 200 with vehicles or something
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Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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Ok ive found another mutator, tried without car launcher and problem still persists, do u have any advice?
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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When you say another mutator - for doing what? You have to be careful mixing mutators - a lot are incompatible with other mutators. Try having a look at other working servers and see what mutators they combine?

I don't know what to advise really.

You have two problems - the LinkGun not having ammo with MagicalStartingWeapons set to false, and the crashes for the Medic.

The linkgun one will be related to setting bMagicalStartingWeapons=false - it looks like this doesn't work too well in the basic UT2004RPG code from v0rTeX's comments. Also, if this is disabled, then it removes a lot of the benefit of having UT2004RPG and DruidsRPG loaded. So it looks like you might have a choice between Ballistic or UT2004RPG. Unless you can find sites that have done it.

As for the crashes, it may be the problem is always there - try running just UT2004RPG and DruidsRPG and see if it crashes. If it does, then you might just have to run like that - but at least you will know it is down to those packages and not other mutators you have loaded. I don't know why MM should get it and not the AM or WM - I suspect it is down to the number of artifacts and items in the inventory, so reducing these might help. But I suspect this is basic UT2004RPG code for moving artifacts from the vehicle to the player that is just taking too long.
Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
Offline

Szlat wrote:
When you say another mutator - for doing what? You have to be careful mixing mutators - a lot are incompatible with other mutators. Try having a look at other working servers and see what mutators they combine?

I don't know what to advise really.

You have two problems - the LinkGun not having ammo with MagicalStartingWeapons set to false, and the crashes for the Medic.

The linkgun one will be related to setting bMagicalStartingWeapons=false - it looks like this doesn't work too well in the basic UT2004RPG code from v0rTeX's comments. Also, if this is disabled, then it removes a lot of the benefit of having UT2004RPG and DruidsRPG loaded. So it looks like you might have a choice between Ballistic or UT2004RPG. Unless you can find sites that have done it.

As for the crashes, it may be the problem is always there - try running just UT2004RPG and DruidsRPG and see if it crashes. If it does, then you might just have to run like that - but at least you will know it is down to those packages and not other mutators you have loaded. I don't know why MM should get it and not the AM or WM - I suspect it is down to the number of artifacts and items in the inventory, so reducing these might help. But I suspect this is basic UT2004RPG code for moving artifacts from the vehicle to the player that is just taking too long. 


The link gun bug is only there with magical weapon chance set to 0.000000, thats the only way to truly disable magic weapons and thats how the bug happens, im 90% sure it will happen in any server, thats why i havent seen a server so far with magical weapon chance set to exactly 0 and still had the normal ut weapons.

As for the crashing im positive its not my mutators fault, i have tried several times with only a few and the same problem persists, also have tried with less mutators, it still persists in crashing but its harder to make it crash now.
Im positive that this problem is related to druid monster summoning artifacts only, i have tried with AM and WM and the problem isnt there, when i enter the vehicles the artifacts normally should dissapear but if i scroll to a druid loaded monster artifact, it will hide the icon but keep the artifact description, in addition to that the monster master points bar is glitchy aswell, sometimes it shows 0/20 when i have monsters ingame :\
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Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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oook ive found yet another bug with monster master, it turns out when ure in a vehicle most artifacts are blocked for use and thats good really, however monster master druids loaded monster artifacts are bugged, if you press the use button inside a vehicle for one of the monster loaded artifacts the whole artifact window will dissapear including your monster points stats bar...

i wish there was a working version for this problem
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