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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
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Hey guys im trying hard to make my server work properly but it has 2 flaws right now, i need the magic weapons deactivated because i use ballistic in inv for another mode, but if i set it like this:
bMagicalStartingWeapons=False
WeaponModifierChance=0.000000

It gives 1 weird bug:

1)-------------------------------------
The LinkGun will state that it doesnot have any ammo even though it does and sentinel ammo is reduced to 1, and stay displaying 1 indefinitly.

Please i would really want this fixed, is there another more proper way to fully deactivate magic weapons?
---------------------------------------

2)-------------------------------------
The other problem is possibly caused by druids, when i enter a vehicle in invasion and then leave it, sometimes it makes the client crash, that would be me, the server still runs but it makes my game crash caused by monster master summoning artifact saying infinite resource spawn or whatever... i have alot of monsters configured, over 10 monsters easelly,
if i spam the enter and leave vehicle often it can crash in less than 30 seconds.
Is there a way to fix this problem or know why is it happening?
PS: This happens exactly after you leave the vehicle and the first instance you try to scroll through your weapons
---------------------------------------


These 2 problems have been haunting me for quite a while, even with a fresh install, so i would like a way to fix them badly as they have been like that since 1 year or so. xD
PS: if you need more information than just this post and i will reply.
Thanks a tons in advance!

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Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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Ah cmon guys no suggestions at all?
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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No answers I am afraid - I haven't tried disabling magical weapons. The problem might be an incompatibility between druidsrpg and ballistic - is anyone else running both?

1) You could try setting bMagicalStartingWeapons to True, setting WeaponModifierChance to a very low number, then remove from the ut2004rpg.ini file all the lines in the [UT2004RPG.MutUT2004RPG] section that begin with WeaponModifiers. However, you might need to leave one WeaponModifiers entry in there to avoid divide by zeros, in which case it might be worth keeping the RW_NoMomentum weapon, as it doesn't seriously affect anyhting else. Depends on why you are switching off magical weapons, and what the ballistic mod does if it find one.

2) What is the exact crash message?
Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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Szlat wrote:
No answers I am afraid - I haven't tried disabling magical weapons. The problem might be an incompatibility between druidsrpg and ballistic - is anyone else running both?

1) You could try setting bMagicalStartingWeapons to True, setting WeaponModifierChance to a very low number, then remove from the ut2004rpg.ini file all the lines in the [UT2004RPG.MutUT2004RPG] section that begin with WeaponModifiers. However, you might need to leave one WeaponModifiers entry in there to avoid divide by zeros, in which case it might be worth keeping the RW_NoMomentum weapon, as it doesn't seriously affect anyhting else. Depends on why you are switching off magical weapons, and what the ballistic mod does if it find one.

2) What is the exact crash message? 


Hello, i can assure you its not when it comes to link gun bug, the error is there even with a fresh install and default ut2004rpg on my laptop, all i want is to disable ut2004rpg weapons and have the normal ones, if i do this by making
WeaponModifierChance=0.000000
you cant use the link gun anymore, this happens in both a fresh install and my current server, im 90% sure it will also happen on any server and any machine, maybe because thats not the proper way to disable magic weapons?
You can try it urself all u have to do is make weaponmodierchance=0
if you could try it and report back link gun results i would greately apreciate it!

If i dont put weapon modifier chance exactly 0, ballistic pickups will be very weird and glitchy it will feature normal weapons and ballistic weapons instead of just ballistic weapons, meaning ull be getting a skrith gun and a link gun at the same time for example.

Im posting crash message in 1 min, im gonna replicate it again, it happens when i scroll weapons, all i need to do is enter the car and leave it like 5 or 6 times.
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Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
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OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 3604 MHz with 2047MB RAM
Video: ATI Radeon HD 4800 Series (7206)

DruidMonsterMasterArtifactMonsterSummon DM-1on1-Shrine.DruidMonsterMasterArtifactMonsterSummon (Function Engine.Inventory.PrevWeapon:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject:rocessEvent <- (BallisticPlayer DM-1on1-Shrine.BallisticPlayer, Function BallisticV25.BallisticPlayer.PrevWeapon) <- UObject::ScriptConsoleExec <- (BallisticPlayer DM-1on1-Shrine.BallisticPlayer) <- 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 1on1 Shrine <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
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Well mate what do you think? got any suggestions or idea what exactly is causing this?
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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I will have to download Ballistic to see what it is doing.
The scrolling weapons crash occurs in BallisticV25.BallisticPlayer.PrevWeapon - which is a function in the Ballistics mod.

Does the crash only occur with a medic? If you had a WM, would that crash it?
Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
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Szlat wrote:
I will have to download Ballistic to see what it is doing.
The scrolling weapons crash occurs in BallisticV25.BallisticPlayer.PrevWeapon - which is a function in the Ballistics mod.

Does the crash only occur with a medic? If you had a WM, would that crash it? 


Please note this problem does not occur with ballistic very often, it occurs more often when entering and exiting vehicles, the thest and error report i had done simply included ut2004rpg, druids, car launcher and sentinel thats all

PS: ill try right away to see if problem occurs with weapon master.
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Legendary_Agent

Killing Spree

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i have tested with weapon master with 4 random relics and this issue doesnt happen, could it be because i have many monsters loaded? ive setup my own monster master summons, like raptor and vagary for example.

Also everytime i exit the vehicle with the monster master, i can notice some sort of auto scroll forward, when i exit the vehicle it automatically scrolls a relic forward, with weapon master this doesnt happen.

What do you think mate?
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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The DruidMonsterMasterArtifactMonsterSummon doesn't get given to everyone - just medics and people who pick up a summoning charm. So your LW character wouldn't have one.
So, is it particularly the DruidMonsterMasterArtifactMonsterSummon artifact, or any artifact? Any chance you can try an AdrenalineMaster as well. If the problem is with any artifact, then the AM should also crash - assuming he is high enogh level to have artifacts.

Having a quick look at the Ballistic code. Can't see off hand why it should give the crash. Unless Ballistic treats every inventory item as a weapon, and loops around trying to find the artifact in its list of weapon groups?

Will keep looking.

With reference to the Magical Weapons - I think you might need WeaponModifierChance > 0 to get the LinkGun converted to the RPGLinkGun used by UT2004RPG - although if no weapon is a RPGWeapon you might not need it. Also bNoAmmoInstances will get set to false instead of true, but not sure why that should stop it working.
Legendary_Agent

Killing Spree

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Hello, im 90% sure its only with druid monster master summoning artifacts, nobody else crashes but me, and im the only one in the server with the monster master, others are ADR and Weapon masters.

I have tried weapon master and i didnt crash at all.

Do you have any advice on this? ill tell u right now how many monsters i can summon hold on: any of the list of 34 monsters, maybe this is why im crashing? xD
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Legendary_Agent

Killing Spree

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Ok ive tested personally Weapon master yesterday and today ive tested adrenaline master, they both work fine, it only happens with the druid loaded monsters summon
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Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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Mmmmm. Strange. OK, thanks for the testing. I'll have a closer look at what that artifact is doing.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
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I can't see anything in the DruidEnhancedArtifactMonsterSummon that should cause problems, if the other RPGArtifacts are working ok.

Perhaps you are right - perhaps it is just the number of artifacts causing the problem.

Each time you enter a vehicle, it moves all your inventory over to the vehicle, and destroys your pawn, since you are now the vehicle. Then when you leave the vehicle it recreates a pawn and moves your stuff back. All of this is done on the server, then it has to replicate that information back out to the client program. The more items you have, the longer this will take. So it might be a timing issue. Is the server on a LAN, or is it an internet server?

If you have 34 monster summoning artifacts, how many other items do you have? (including weapons). The crash message indicates it went 250 times around a loop and decided it was stuck.
If you have a lot of other items, can you try throwing a lot of them away, and then retesting.

I can't remember if you can throw the monster summoning artifacts. If you can, another test would be to throw 30 of them away and see if you still crash.

Sorry I can't see anything concrete at the moment.
Legendary_Agent

Killing Spree

Joined: 08/21/2006 02:57:13
Messages: 33
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Szlat wrote:
I can't see anything in the DruidEnhancedArtifactMonsterSummon that should cause problems, if the other RPGArtifacts are working ok.

Perhaps you are right - perhaps it is just the number of artifacts causing the problem.

Each time you enter a vehicle, it moves all your inventory over to the vehicle, and destroys your pawn, since you are now the vehicle. Then when you leave the vehicle it recreates a pawn and moves your stuff back. All of this is done on the server, then it has to replicate that information back out to the client program. The more items you have, the longer this will take. So it might be a timing issue. Is the server on a LAN, or is it an internet server?

If you have 34 monster summoning artifacts, how many other items do you have? (including weapons). The crash message indicates it went 250 times around a loop and decided it was stuck.
If you have a lot of other items, can you try throwing a lot of them away, and then retesting.

I can't remember if you can throw the monster summoning artifacts. If you can, another test would be to throw 30 of them away and see if you still crash.

Sorry I can't see anything concrete at the moment. 



you cant throw monster master summoning artifacts, i will remove many of them and see if error persists.
My server is dedicated but i am connecting to it trough lan as its the same pc, untill i get it all fixed theres no point in hosting it in a server machine yet.
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