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Crash on Hyper Coop (Crash Log)

 
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Pollo Jack



Joined: 27 Aug 2005
Posts: 47

PostPosted: Sat Sep 03, 2005 5:34 pm    Post subject: Crash on Hyper Coop (Crash Log) Reply with quote

This is right under my login and pasword so yeah.

DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Collecting garbage
Log: Purging garbage
Log: Possessed PlayerPawn: jzMaleOne NALIC.jzMaleOne0
DevMusic: Load music: Music wargate.wargate
Log: Collecting garbage
Log: Purging garbage
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering UWindow state
jczConsole: Centering jczConsole Window
ScriptLog: jczConsole leaving UWindow state
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
Critical: appError called:
Critical: New actor channel received non-open packet: 0/0/0
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3DRenderDevice::ShutdownAfterError
Critical: InitialClientActor
Critical: UActorChannel::ReceivedBunch
Critical: (Actor None)
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=3)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/03/05 11:32:13
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Pollo Jack



Joined: 27 Aug 2005
Posts: 47

PostPosted: Sat Sep 03, 2005 6:06 pm    Post subject: Reply with quote

Another one from today... maybey thirty minutes later.


Log: Possessed PlayerPawn: UPakMaleOne Entry.UPakMaleOne6
ScriptLog: All inventory from Pollo_Jack is accepted
Init: Initialized moving brush tracker for Level extremecore.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Collecting garbage
Log: Purging garbage
Log: Possessed PlayerPawn: jzMaleOne extremecore.jzMaleOne0
DevMusic: Load music: Music unreal4.unreal4
Log: Collecting garbage
Log: Purging garbage
ScriptLog: jczConsole leaving UWindow state
ScriptLog: jczConsole entering UWindow state
ScriptLog: jczConsole leaving UWindow state
ScriptLog: jczConsole entering UWindow state
ScriptLog: jczConsole leaving UWindow state
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
ScriptLog: jczConsole entering Typing
ScriptLog: jczConsole leaving Typing
Critical: appError called:
Critical: New actor channel received non-open packet: 0/0/0
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3DRenderDevice::ShutdownAfterError
Critical: InitialClientActor
Critical: UActorChannel::ReceivedBunch
Critical: (Actor None)
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=3)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/03/05 12:04:34
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Hyper



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

PostPosted: Sat Sep 03, 2005 7:11 pm    Post subject: Reply with quote

I have had the "New actor channel received non-open packet: 0/0/0 " crash as well, but I don't know the cause nor a solution.

I reported the bug at the OldUnreal bug forum.
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unreal://hypercoop.tk
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Pollo Jack



Joined: 27 Aug 2005
Posts: 47

PostPosted: Sat Sep 03, 2005 9:14 pm    Post subject: Reply with quote

Yeah I just looked and I got it twice so yeah. Sooner the bug is out the better.
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KSAProdozul



Joined: 11 Aug 2005
Posts: 170
Location: In between Here and the There but close by Nowhere

PostPosted: Mon Sep 05, 2005 10:54 pm    Post subject: Reply with quote

i get that one all the time and then it later on tells me that thers not enough virtual memory space
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Hyper



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

PostPosted: Tue Sep 06, 2005 8:26 am    Post subject: Reply with quote

KSAProdozul wrote:
i get that one all the time and then it later on tells me that thers not enough virtual memory space


At my server? The "out of virtual memory" crash is a well-known bug of the old fullscreen consoles. It should not happen with the JCoopZ console at my server.
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Pollo Jack



Joined: 27 Aug 2005
Posts: 47

PostPosted: Tue Sep 06, 2005 9:07 pm    Post subject: Reply with quote

I never get the virtual memory report. I can usually launch 5 seconds after crash (2 to crash 3 to load)
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