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SkaarjCastle crashed CM server

 
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Hyper



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

PostPosted: Sat Sep 02, 2006 11:35 am    Post subject: SkaarjCastle crashed CM server Reply with quote

I crashed the custom map server in an attempt to load Drew's SkaarjCastle map. It seems to be buggy so I won't use it again.

Log:
Code:

JCoopZ: thisMap: skaarjcastle_v2f
Log: Resolving master0.gamespy.com...
Log: Resolving unreal.epicgames.com...
Log: Resolving master.qtracker.com...
Log: Resolving master.thenerdnetwork.com...
Log: Resolving hyper.dnsalias.net...
ScriptWarning: UdpBeacon skaarjcastle_v2f.UdpBeacon0 (Function IpDrv.UdpBeacon.BeginPlay:000E) BindPort: bind failed
ScriptLog: ServerBeacon failed: Could not bind port 7775
ScriptLog: Broadcasting Beacon
Critical: appError called:
Critical: Mover skaarjcastle_v2f.Mover52 (Function Engine.Mover.FindTriggerActor:001F) Runaway loop detected (over 1000000 iterations)
Critical: Windows GetLastError: Elk socketadres (protocol/netwerkadres/poort) kan normaal slechts (10048)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (Mover skaarjcastle_v2f.Mover52, Function Engine.Mover.PostBeginPlay)
Critical: BeginPlay
Critical: UGameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ServerTravel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/02/06 12:23:12

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TheEmperorStalwartUK



Joined: 11 Feb 2004
Posts: 261

PostPosted: Sat Sep 02, 2006 1:07 pm    Post subject: Reply with quote

You'd better tell Drew about this and see if he can fix it. ;)
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Hyper



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

PostPosted: Sat Sep 02, 2006 2:24 pm    Post subject: Reply with quote

Is he still active in Unreal 1?

Edit: I see him at BeyondUnreal.
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SoulReaver



Joined: 15 May 2004
Posts: 162

PostPosted: Sat Sep 02, 2006 9:27 pm    Post subject: Reply with quote

I didnt looked long at it but it seems like a mover's event is its own tag.

Code:
Critical: Mover skaarjcastle_v2f.Mover52 (Function Engine.Mover.FindTriggerActor:001F) Runaway loop detected (over 1000000 iterations)


edit: oh, maybe you can fix that with some kind of ingame map-fix mod.
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TheEmperorStalwartUK



Joined: 11 Feb 2004
Posts: 261

PostPosted: Sun Sep 03, 2006 12:32 am    Post subject: Reply with quote

SoulReaver wrote:
I didnt looked long at it but it seems like a mover's event is its own tag.

Code:
Critical: Mover skaarjcastle_v2f.Mover52 (Function Engine.Mover.FindTriggerActor:001F) Runaway loop detected (over 1000000 iterations)


edit: oh, maybe you can fix that with some kind of ingame map-fix mod.


Or even better... get Drew to fix it himself. Would be nice if the fix was official.
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