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APawn::TraverseFrom

 
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Jul 17, 2006 2:36 pm    Post subject: APawn::TraverseFrom Reply with quote

I'm wondering what this "APawn::TraverseFrom" function is, and in which object it causes problems. Because it reads "APawn" I expect it to come from one of the pawns I added:

auraarmy3.doppleganger
AuraGame1.BabyDevilSchool
AuraGame1.BeeSwarm
auragame1.rogueslime

I get logs like these, with all kind of monsters mentioned as 'object'.
Here the mentioned pawn is DemonFog6, but I'm sure it's not the DemonFog itself that's the problem because I'm using it without problems for a long time.

Code:

JCoopZ: Logout: MGTS logging out
ChatLog: Shebitch: bb
JCoopZ: found a Pawn with destroyed pawn SkyBase.Shard1 as Enemy! SkyBase.Shard0 in state Acquisition
JCoopZ: Scripted pawn now 'waiting' 'turnfromwall'
ChatLog: B-right: open door
JCoopZ: Profanity word 'cunt' found in B-right's message and was blocked.
ChatLog: B-right: kunt
ScriptWarning: Dung SkyBase.Dung2 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None
ScriptWarning: Dung SkyBase.Dung2 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object DemonFog SkyBase.DemonFog6, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/17/06 09:12:17


ANy info is welcome, I want to remove the pawn that gives these problems, but I have to know which one first.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Jul 17, 2006 3:03 pm    Post subject: Reply with quote

http://www.unrealdestination.com/clients/hyper/phpBB2/viewtopic.php?t=487&highlight=traversefrom
http://www.unrealdestination.com/clients/hyper/phpBB2/viewtopic.php?t=583&highlight=traversefrom

DemonFog did look different over the newest changes (blue), but I still think that means nothing. As I keep explaining to you this native unreal function FindRandomDest() is buggy and almost all scripedpawns use it (including original) except for asGard's newer creations. When a pawn happens to be in a bad spot of the map (possibly at a BSP hole) and uses FindRandomDest() it causes all of that "TraverseFrom" stuff in your log. It's trying to return a navigation point for the pawn to use for roaming around and encounters a problem. The giveaway to the bug should be what I show below about the mentioned function name and that it happened in state Roaming on the pawn.
Quote:
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object DemonFog SkyBase.DemonFog6, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming

DemonFog acts not much differently than a manta on steriods so IMO wouldn't bother removing it.


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Jul 17, 2006 4:40 pm    Post subject: Reply with quote

I've had more crashes like these recently, with different pawns. The Doppleganger pawn resurrects itself as one of the available monsters in the level at the moment. Maybe that's the reason of the crash. I'll remove that one first to see what happens.
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Mon Jul 17, 2006 8:47 pm    Post subject: Reply with quote

I guess that explains why the DemonFog or Manta that I saw was blue. So this Doppleganger dies and in doing so spawns another pawn with itself associated with it?

How does the BeeSwarm and RogueSlime behave? I need to play against these pawns when I have the time.


-Zombie
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Mon Jul 17, 2006 11:56 pm    Post subject: Reply with quote

Yes, the Doppleganer resurrection were the blue pawns. I removed it.

A beeswarm is a flockpawn. It basicly behaves like a horseflyswarm, but now they sting. I use DZMapM to replace horseflyswarms with beeswarms.

A RogueSlime is also a flockpawn. It's a bloblet that goes towards players and corrodes them slowly. I use DZMapM to replace NaliRabbits with RogueSlimes.

A BabyDevilSchool is a flockpawn that replaces the BiterFishSchool. It's a school of quick and small devilfishes.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Jul 18, 2006 12:07 am    Post subject: Reply with quote

With the doppleganger removed, the server just had another crash:

Code:

Nephthys: 2006/07/17 23:53:02: In: 216.86.123.15:1185: Dad_Monster  Dad_Monster
DevNet: Connection timed out after 15.000000 seconds (15.015648)
Nephthys: 2006/07/17 23:53:18: Out 216.86.123.15:1185: Dad_Monster  Dad_Monster
NetComeGo: Close NephthysConnection62 07/17/06 23:53:18
JCoopZ: Logout: Dad_Monster logging out
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object DemonFog SkyBase.DemonFog0, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/17/06 23:54:16


Here are the other crash logs of this type:
Code:

JCoopZ: All inventory from Denim is accepted
JCoopZ: LOGIN COMPLETE: Denim -- IP Address: 62.214.251.79
JCoopZ: PostLogin(): Score entry added: 1 Denim
JCoopZ: Current Score Table contents:
JCoopZ:     0: (UF-A)Zelk0wy[PL]
JCoopZ:     1: Denim
DevNet: Join succeeded: Denim
Nephthys: 2006/07/15 14:47:27: In: 62.214.251.79:1171: Denim  Denim
JCoopZ: ** Player: Denim -- LocalID: -321279417 -- PlayerUID: -1206163305
JCoopZ: Client corrections applied to: Denim
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object BloodManta SkyBase.BloodManta0, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/15/06 14:47:58


Code:

Nephthys: 2006/07/17 09:01:53: Out 64.142.13.254:1152: MGTS  MGTS
NetComeGo: Close NephthysConnection459 07/17/06 09:01:53
JCoopZ: Logout: MGTS logging out
ChatLog: Shebitch: bb
JCoopZ: found a Pawn with destroyed pawn SkyBase.Shard1 as Enemy! SkyBase.Shard0 in state Acquisition
JCoopZ: Scripted pawn now 'waiting' 'turnfromwall'
ChatLog: B-right: open door
JCoopZ: Profanity word 'cunt' found in B-right's message and was blocked.
ChatLog: B-right: kunt
ScriptWarning: Dung SkyBase.Dung2 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None
ScriptWarning: Dung SkyBase.Dung2 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object DemonFog SkyBase.DemonFog6, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/17/06 09:12:17


I want to stress that both the Test.DemonFog and the AuraArmy1.BloodManta were NOT updated during the last months, so I'm dazzled why they start to crash now.

Some more details:

These monsters are both manta clones. They don't get replaced but spawned into the map with DZMapM's monsterrespawner.

I don't use new mutators like AuraMutator. In the past these monsters were spawned with the WMutate2.MonsterSpawner.

Some things I might do:
* Remove the new Aura pawns.
* Switch the current monster spawning config back to WMutate2.MonsterSpawner.

Any idea's what might be the best solution?
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Zombie



Joined: 27 Jan 2004
Posts: 295

PostPosted: Tue Jul 18, 2006 12:54 am    Post subject: Reply with quote

I think I know why you are seeing these crashes in SkyBase now. The old DZMapM and WMutate2 are completely unable to 'monster spawn' in that level. SkyBase doesn't have its nav pathing properly built like other coop maps. To get around that map flaw I changed the DZMapM beta to use a new method which does not fail to count PathNodes in maps built like SkyBase in which are used to find spawn points.

So what you're seeing here may just be a map flaw which never had a chance to be exposed until now. It's a shame that the DZMapM PathNode counting change is turning out to cause a negative impact because in a larger scope more maps would now have support for monster spawning that didn't before.

My suggestion for now is to put any flying pawns back into WMutate2's monster spawner. It seems that only flying pawns are triggering the crash which may imply that they are flying into a BSP hole in roaming state that is not at ground level.


-Zombie
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Mutator: DZMapM - 2.34 (12/15/11)
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Jul 18, 2006 1:07 am    Post subject: Reply with quote

Oh great, this is a true relief. I never knew that WMutate2.MonsterSpawner never spawned anything here. Thank you *very* much for your support, I really appreciate it.

I'll keep the Doppleganger out of the servers becaused it might have been the cause of another crash.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Tue Jul 18, 2006 1:25 am    Post subject: Reply with quote

Ok, I did a search for APawn::TraverseFrom in my large log archive, and found some more matches:

Code:

JCoopZ: All inventory from .:..: is accepted
JCoopZ: LOGIN COMPLETE: .:..: -- IP Address: 88.192.37.150
JCoopZ: PostLogin(): Score entry added: 0 .:..:
JCoopZ: Current Score Table contents:
JCoopZ:     0: .:..:
DevNet: Join succeeded: .:..:
Nephthys: 2006/06/17 13:33:26: In: 88.192.37.150:25639: .:..:  .:..:
JCoopZ: ** Player: .:..: -- LocalID: 1397425049 -- PlayerUID: -395145355
JCoopZ: Client corrections applied to: .:..:
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object SkaarjBerserker UB-NexusEnd.SkaarjBerserker0, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 06/17/06 13:34:06


Code:

ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:021F) TweenAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:021F) TweenAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:021F) TweenAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Pottery2 illhaven_3.Pottery9 (Function Engine.Decoration.Destroyed:00C8) Accessed None
ScriptWarning: Pottery2 illhaven_3.Pottery9 (Function Engine.Decoration.Destroyed:00D0) Attempt to assigned variable through None
ScriptWarning: Pottery2 illhaven_3.Pottery9 (Function Engine.Decoration.Destroyed:00D8) Accessed None
ScriptWarning: Pottery2 illhaven_3.Pottery9 (Function Engine.Decoration.Destroyed:00E7) Accessed None
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:021F) TweenAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
ScriptWarning: Krall illhaven_3.Krall0 (State UnrealShare.ScriptedPawn.Patroling:02BD) PlayAnim: Sequence 'Waiting' not found in Mesh 'KrallM'
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object Nali illhaven_3.Nali2, Old State State UnrealShare.Nali.Retreating, New State State UnrealShare.Nali.Retreating
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 04/29/06 05:08:39


Nali and SkaarjBeserkers were never spawned, but here the normal available monsters in the level caused the Unreal crash. It seems that also non-flying pawns can be affected.

Zombie: It might be a good option to give the new DZMapM monsterspawner an option to NOT spawn monsters on a configurable "blacklist" of buggy maps with SkyBase in it as default.
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Hyper



Joined: 24 Jan 2004
Posts: 1227
Location: Middelburg, The Netherlands

PostPosted: Sun Sep 24, 2006 12:20 pm    Post subject: Reply with quote

Quote:

Nephthys: 2006/09/24 03:59:18: Pre 200.36.117.220:1121: Rondero Rondero
DevNet: NotifyAcceptingChannel File 1 server Level illhaven_3.MyLevel: Accepted
DevNet: Client requested file: Allowed
DevNet: Sending '..\HCMaps\illhaven_3.unr'
Nephthys: 2006/09/24 03:59:22: Down 200.36.117.220:1121 'Rondero': '..\HCMaps\illhaven_3.unr' (6510598 Bytes, 6.2 MBytes)
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object Nali illhaven_3.Nali2, Old State State UnrealShare.Nali.Retreating, New State State UnrealShare.Nali.Retreating
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/24/06 03:59:25


Again at Illhaven_3. I'll keep an eye on this; I might skip the map if it causes too many crashes.
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