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Critical Error for Spatz  XML
Forum Index -> UT2004 DisastrousConsequences.com Go to Page: Previous  1, 2, 3, 4, 5, 6, 7 Next 
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(DC)DEMONSLAYER

Wicked Sick!
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Joined: 03/18/2006 12:10:27
Messages: 2151
Location: Colorful Colorado
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tgroombr wrote:

Elite wrote:
Yup ... still not fixed 


Thanks for the notification, Elite. I'll ask Marco about it the next time I run into him. 


Szlat will appreciate any help to isolate the problem and fix.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE

UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC

My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
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Trooper

Godlike
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Joined: 05/17/2008 15:32:06
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an idea about that just poped into my head. it only occurs with class's that can summon. Might it have something to do with dropping some but not all artifacts when you die? then again junkies dont do that and they have artifacts that they cant drop... but then again junkies dying dont drop artifacts... only when they leave the server... could that have something to do with it?
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(DC)DEMONSLAYER

Wicked Sick!
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Joined: 03/18/2006 12:10:27
Messages: 2151
Location: Colorful Colorado
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Trooper wrote:
an idea about that just poped into my head. it only occurs with class's that can summon. Might it have something to do with dropping some but not all artifacts when you die? then again junkies dont do that and they have artifacts that they cant drop... but then again junkies dying dont drop artifacts... only when they leave the server... could that have something to do with it? 


No. We have looked at that. All classes can summon pets, either by being a MM or picking up the artifact. The issue is more of the client side having a problem with matching up with the server side when a player in the affected classes dies. Sometimes those players can die a couple of times on a map before crashing, other times, you die, you crash..

I've been trying to see if I can detect a pattern but does not seem to be one. However, I seem to crash more oftern when there are active pets around.

Let us not fool ourselves into thinking we went to the Moon because we are pioneers, or discoverers, or adventurers. We went to the Moon because it was the militaristically expedient thing to do. Neil deGrasse Tyson

Every job is a self-portrait of the person who did it....Autograph your work with excellence. Author Unknown

UT2004
LW-DEMONSLAYER-ACTIVE
LM-DEMONMEDIC-ACTIVE
LA-DEMONMAGIC-ACTIVE
LE-DEMONEER-ACTIVE
LG-DEMONJACK-ACTIVE

UT3
LW-DEMONSLAYERII
LM-KNIGHTMAGIC

My skin is Graah, a reincarnation of an ancient African warrior mixed with the soul of a lion,
download: http://www.disastrousconsequences.com/dcforum/posts/list/2843.page
[Email] [Yahoo!] [MSN]
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
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And I do believe that it is also affecting the spawn artifact thats dropped by the critters it does not allow you to use it. So somewhere in the code about the critters is the most likely culprit.

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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The crash is caused by the interactions trying to be accessed after the player dies even after they are destroyed. Interactions are the HUD interface actors that display and interact with the inventory, which in this case are the EngineerPointsInv and MonsterPointsInv. So therefore, you will only be able to receive the crash if you purchase monster points or loaded engineer or any type of it since these abilities grant you these inventories and interactions. When a player dies, all inventories are destroyed, however, not all interactions are destroyed. For some reason, the interactions here are trying to be accessed after they are destroyed, resulting in a crash. The fix is to either set the interaction variables to none or add a none check, as I was told by Marco the last time I've seen him. Still, I have not run into him yet about this issue. I'll probably need to contact another friend of mine to contact him for me. His visits have been scarce recently.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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So I had this little sweet-talk today with Marco - kidding, we got down to business.

Okay. First the cause:

An object based class has a pointer to a destroyed actor. Unlike actors, the pointer is not set to None, so it will crash with a NULL access pointer - well not NULL, but invalid pointer.

So as an example for fix for LimitBreakInteraction:
Code:
 function PostRender(Canvas Canvas)
 {
 ...
 	if (lbInv == None)
 	{
 		FindlbInv();
 		if (lbInv == None)
 			return;
 		if( lbInv.InteractionOwner!=None )
 			lbInv.InteractionOwner.lbInv = None;
 		lbInv.InteractionOwner = Self;
 	}
 ...
 }


And then in LimitBreakInv:
Code:
var transient LimitBreakInteraction InteractionOwner;
 
 simulated function Destroyed()
 {
 	if( InteractionOwner!=None )
 	{
 		InteractionOwner.lbInv = None;
 		InteractionOwner = None;
 	}
 	Super.Destroyed();
 }
 


The pointer needs to be set to None manually upon actor destroy.

So for in DruidsRPGKeysInteraction, the following should go in the PostRender function:
Code:
 if (EInv == None)
 		FindEPInv();
 if (MInv == None)
 		FindMPInv();


Marco wrote:
If whoever wrote that mod, SHOULD know how to fix the crash from the example I gave above. It's not even hard to fix for someone who knows the cause.
 


Let me show an example:
Code:
 var SomeActor Actor;
 
 function Something()
 {
 	Actor = Spawn(SomeActor...);
 	Actor.Destroy();
 	Actor.SomeFunction();
 }


If that code is executed on an actor based class it will throw script warning because when Destroy is called, Actor is set to None automatically by the engine, BUT if this code is in a non-actor based class, it won't set the Actor to None upon Destroy. So the result is an invalid pointer to an non-existing actor.

NULL = 0 = None
SomeActor = A memory reference = The actor name


It's all yours Szlat.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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BUMPety BUMP.

Has anyone seen Szlat lately? I hear rumors that the build for DruidsRPG227 is dead and Szlat is on a never-ending vacation.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
dom60

Wicked Sick!

Joined: 09/30/2006 16:10:39
Messages: 931
Location: NorCal is currant home
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hey give him a break! he was on vaction doing the work for DC and he's back at REAL WORLD work so he can pay his bills! sides the wife probly drug him kicking and screaming from the comp to the Opera! or some such thing!

I may be getting old and falling apart but I can sure can raise Hell and have fun doing it!
tgroombr

Dominating
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Joined: 11/26/2006 15:05:26
Messages: 211
Location: The Invasion Vault
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dom60 wrote:
hey give him a break! he was on vaction doing the work for DC and he's back at REAL WORLD work so he can pay his bills! sides the wife probly drug him kicking and screaming from the comp to the Opera! or some such thing! 


Ha thought so. I just wanted to make sure he wasn't dead.

TonyTheSlayer - Medic
TonyTheSlayaneer - Engineer ( Of Course )
TonyTheAssassin - Weapons Master
TonyTheSlaughter - Junkie

Watch out for Rage Rocks Of Infinity +2865196826982165 (No Self-Damage) *

My Skin: http://skincity.beyondunreal.com/?section=models&action=show_infos&id=487
Ryuxen

Rampage

Joined: 10/08/2009 09:10:26
Messages: 131
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He is ok and taking a brake I guess, I wonder when Druid is gonna upload the last build szlat created the acclaimed build 227
TON80

Rampage
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Joined: 06/25/2006 01:02:22
Messages: 116
Location: ARIZONA
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My latest crash.

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

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 2836 MHz with 2047MB RAM
Video: NVIDIA GeForce GTS 250 (9621)

General protection fault!

History: UObject:rocessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine:raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Hot Iron Injector <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free




It’s hard being a Medic and a drunk, but I try to keep my XP near my BAC
TON80

Rampage
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Joined: 06/25/2006 01:02:22
Messages: 116
Location: ARIZONA
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Again.

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

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 2836 MHz with 2047MB RAM
Video: NVIDIA GeForce GTS 250 (9621)

General protection fault!

History: UObject:rocessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine:raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level DM-Helmzdeep <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free




It’s hard being a Medic and a drunk, but I try to keep my XP near my BAC
TON80

Rampage
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Joined: 06/25/2006 01:02:22
Messages: 116
Location: ARIZONA
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UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 2836 MHz with 2047MB RAM
Video: NVIDIA GeForce GTS 250 (9621)

General protection fault!

History: UObject:rocessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine:raw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Scorched Earth <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free




It’s hard being a Medic and a drunk, but I try to keep my XP near my BAC
Dead_Freddo

Killing Spree

Joined: 06/30/2010 12:36:28
Messages: 55
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I've had that crash for a while now too. Both on my medic and engineer. It occurs as you have been killed, before saying '(Example) is out', the critical error message appears. Generally, it occurs when killed by titans or skaarj as of the impact. Smaller monsters like manta won't cause the crash through what I have seen.

Dead_Freddo

Killing Spree

Joined: 06/30/2010 12:36:28
Messages: 55
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In response to my last post, I have crashed since.
This crash occured as a result of being hit by a titans rock. For me, this is a common crash when hit by a titan.

 
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