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Need help - buggy map

PostPosted: Tue Jan 03, 06 12:31 pm
by MainMan
Ok is there any way i can fix a buggy map? Recently when i try and host my RPG Map, after 5-15 min's the server crashes. Here is the relevant part of my server log:


Yesterday:

Say: €�¶€!{îllã€�¶€(2): nice
Say: ~MainMan~(0): ty
DevNet: NotifyAcceptingConnection: Server MyLevel accept
NetComeGo: Open MyLevel 01/02/06 23:17:19 82.3.165.88:4053
DevNet: NotifyAcceptingChannel Control 0 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=1100 VER=1100
DevNet: Level server received: NETSPEED 2600Log: Client netspeed is 2600
DevNet: Level server received: LOGIN RESPONSE=385319433 URL=Index.dx?Name=~Hÿpñõtíst~?Class=DeusEx.JCDentonMale?Team=128?Checksum=NoChecksum
DevNet: Login request: Index.dx?Name=~Hÿpñõtíst~?Class=DeusEx.JCDentonMale?Team=128?Checksum=NoChecksum
DevNet: NotifyAcceptingChannel File 1 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Client requested file: Allowed
DevNet: Sending '..\Maps\MainMansRPG_SkylineTEST.dx'
Say: €�¶€!{îllã€�¶€(2): lol
Say: ~MainMan~(0): lol
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: UObject::ProcessEvent
Critical: (CBPAugLight MainMansRPG_SkylineTEST.CBPAugLight3, Function DXMTL152b1.CBPAugLight.Active.Tick)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/02/06 23:18:27



and another day:

Say: ~Wasted~(3): u get me some fureniture and ill let u in
Say: ~MainMan~(0): me?
Say: ~MainMan~(0): nah im doing mision
Say: ~Wasted~(3): anyone
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: APawn::physWalking
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (MTLJCDenton MainMansRPG_SkylineTEST.MTLJCDenton0, Function DXMTL152b1.MTLPlayer. )
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor MTLJCDenton0)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 12/29/05 22:49:05


Seems to me that it's the map, some bugged up brushes. How can i fix this?

PostPosted: Tue Jan 03, 06 4:16 pm
by ~ô¿ô~Nobody~
the only idea i have is to select all actors in the 2D view, copy it to the clipboard..
then click at new map and paste the stuff... then rebuild and try to run the map again

PostPosted: Sat Jan 07, 06 1:02 pm
by MainMan
grrr it just happenned again, and ive done what you said, and now ive even done copy polygons to brush, and put it in (to every brush), and it still crashed. grrrr

PostPosted: Sat Jan 07, 06 1:06 pm
by ~ô¿ô~Nobody~
hmm

dows it just crash randomly after some minutes or if one visits some certain location?

PostPosted: Sat Jan 07, 06 1:16 pm
by MainMan
~[A]Nobody~ wrote:hmm

dows it just crash randomly after some minutes or if one visits some certain location?


I think it's random, but I'm not sure.

I'm hosting it now

PostPosted: Sat Jan 07, 06 1:47 pm
by MainMan
Crashed again!!

Say: ~MainMan~(2): weps only stay in bank
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: UObject::ProcessEvent
Critical: (CBPAugLight MainMansRPG_SkylineTEST.CBPAugLight6, Function DXMTL152b1.CBPAugLight.Active.Tick)
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/07/06 12:46:24

PostPosted: Sat Jan 07, 06 1:49 pm
by ~ô¿ô~Nobody~
this is very weird... :?

possibly it hs something in common with that window (the broken one)?

PostPosted: Sat Jan 07, 06 1:50 pm
by MainMan
~[A]Nobody~ wrote:this is very weird... :?

possibly it hs something in common with that window (the broken one)?


Maybe. What did you think of my map? Did you see the bank?

PostPosted: Sat Jan 07, 06 1:52 pm
by ~ô¿ô~Nobody~
i was positivly suprised very much! :D

and no i think i didn't see the bank yet >_<


if you care i can host a hostable version on my godzserver

PostPosted: Sat Jan 07, 06 1:54 pm
by MainMan
~[A]Nobody~ wrote:i was positivly suprised very much! :D

and no i think i didn't see the bank yet >_<


if you care i can host a hostable version on my godzserver


Hmm, maybe later when its finished. Thanks. The bank; everyone has a vault , and the items in it last forever. There is also a hospital where you can trade in medkits for 10c and buy medpacks for 20 (heal more). My newest addition was the player owned shops (by bank)

EDIT: I need to find spiderbot, cause it was his light that crashed it, so i need to know which part of the map he was in.

PostPosted: Sat Jan 07, 06 2:44 pm
by Spiderbot01
Why did my light crash it?

PostPosted: Sat Jan 07, 06 2:52 pm
by MainMan
[Z]_Spiderbot01_[Z] wrote:Why did my light crash it?

cause you shone it on a wall that wasnt built properly or something, lol.

PostPosted: Sat Jan 07, 06 3:05 pm
by Wasted
Well it crashed again, are u talkin bout today thats why it crashed?

PostPosted: Sat Jan 07, 06 3:28 pm
by MainMan
~€Wasted€~ wrote:Well it crashed again, are u talkin bout today thats why it crashed?


yeah buckshot. And it crashed again. I went to have my lunch and left the server running, when i came back, it crashed.

Nobody, I checked the log and you were saying you were stuck. Where was that? Because you crashed it this time.


DevNet: Join request: MainMansRPG_SkylineTEST?Name=~[�]�ÎbÞdÿ~?Class=DXMTL152b1.MTLNSF?Team=0?Skin=?Face=?TeamPreference=1?Checksum=NoChecksum
ScriptLog: Team 0
ScriptLog: Login: ~[�]�ÎbÞdÿ~
ScriptLog: Team 0
Log: Possessed PlayerPawn: MTLNSF MainMansRPG_SkylineTEST.MTLNSF1
ScriptLog: All inventory from ~[�]�ÎbÞdÿ~ is accepted
ScriptLog: class of new player is DXMTL152b1.MTLNSF, class of game is DXMTL152b1.MTLDeathMatch.
DevNet: Join succeeded: ~[�]�ÎbÞdÿ~
DevNet: Level server received: NETSPEED 9000
Log: Client netspeed is 9000
DevNet: NotifyAcceptingChannel File 1 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Client requested file: Allowed
DevNet: Sending '..\System\NSound.u'
DevNet: NotifyAcceptingChannel File 2 server Level MainMansRPG_SkylineTEST.MyLevel: Accepted
DevNet: Client requested file: Allowed
DevNet: Sending '..\System\Station.u'
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: APawn::physWalking
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (MTLNSF MainMansRPG_SkylineTEST.MTLNSF1, Function DXMTL152b1.MTLPlayer. )
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor MTLNSF1)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/07/06 14:20:13

PostPosted: Sat Jan 07, 06 3:31 pm
by ~ô¿ô~Nobody~
hmm.. when i said this i was just locked in spiderbot's apartment lol


i was on the open area when i lost the connection (i.e. when the server crashed)

PostPosted: Sat Jan 07, 06 3:32 pm
by Spiderbot01
How can a wall be not built properly?

PostPosted: Sat Jan 07, 06 3:34 pm
by ~ô¿ô~Nobody~
by the BSP

for my opinion.. the DX engine works with the rules of the chaos theory

you can add something at one map part.. and another map part screws up


but well.. next hosting i'll make a demorec.. so that i'll know exact when the server crashed

PostPosted: Sat Jan 07, 06 3:35 pm
by MainMan
ok I'll host it now.

EDIT: why did you reconnect a few times?

PostPosted: Sat Jan 07, 06 3:49 pm
by ~ô¿ô~Nobody~
ok.. iot crashed again.. who was it?

PostPosted: Sat Jan 07, 06 3:49 pm
by MainMan
That was quick. Post your demorecs.

You crashed it again nobody. Where exactly were you?

Say: ~[�]�ÎbÞdÿ~(0): rofl
Say: ~MainMan~(1): after they connect, they crash it
Say: ~MainMan~(1): but thats not always
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: APawn::physWalking
Critical: APawn::performPhysics
Critical: UObject::ProcessEvent
Critical: (MTLNSF MainMansRPG_SkylineTEST.MTLNSF0, Function DXMTL152b1.MTLPlayer. )
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor MTLNSF0)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/07/06 14:47:30

PostPosted: Sat Jan 07, 06 3:53 pm
by ~ô¿ô~Nobody~
hmm very weird..

at this time i just stayed at the shop boards...

there i already stayed for some minutes and nothing happened :?

PostPosted: Sat Jan 07, 06 3:57 pm
by MainMan
~[A]Nobody~ wrote:hmm very weird..

at this time i just stayed at the shop boards...

there i already stayed for some minutes and nothing happened :?


But you were next to the guard too (under the cafe)

PostPosted: Sat Jan 07, 06 3:59 pm
by Spiderbot01
~MainMan~ wrote:
~[A]Nobody~ wrote:hmm very weird..

at this time i just stayed at the shop boards...

there i already stayed for some minutes and nothing happened :?


But you were next to the guard too (under the cafe)


Maybe the guard went on a break?

PostPosted: Sat Jan 07, 06 3:59 pm
by ~ô¿ô~Nobody~
i'll upload the demo file in the next 10 minutes
then you can take a view at it

EDIT:
ok here it is... the demo goes 5-10 minutes
at the end one of your guys equipped a machinegun thing then nothing happened anymore.. and i got disconnected
...so there the demo ends

PostPosted: Sat Jan 07, 06 5:42 pm
by Wasted
Well Nothing in my thign was going wrong, I just couldnt do anthing for a while apart form move, i tried reconnecting and my connection failed

PostPosted: Sat Jan 07, 06 6:15 pm
by MainMan
Admin delete the 2 posts above me please ^^^^

And Nobody, its weird, for me you were next to the guard when you crashed, but in the demorec you were outside...