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DeathAdder
29th Apr 2005, 08:13 PM
I am getting this Accessed none in the thousands

Warning: FHISquad FHI-ThePit.FHISquad (Function UnrealGame.SquadAI.SetDefenseScriptFor:01BA) Accessed None 'SquadObjective'

This seems to occur when I played and had one comptuer bot in the server.

DeathAdder
29th Apr 2005, 09:23 PM
Here are other frequent warnings

Warning: Weapon_WerebeastFire FHI-ThePit.Weapon_Werebeast.Weapon_WerebeastFire0 (Function XWeapons.MinigunFire.FireLoop.ModeTick:0011) Accessed None 'Gun'

Warning: Weapon_WerebeastFire FHI-ThePit.Weapon_Werebeast.Weapon_WerebeastFire6 (Function XWeapons.MinigunFire.FireLoop.ModeTick:0011) Accessed None 'Gun'

Log: PlayAnim: Sequence 'HitR' not found for mesh 'sktrooper'

Log: PlayAnim: Sequence 'HitL' not found for mesh 'sktrooper'

Log: PlayAnim: Sequence 'HitB' not found for mesh 'sktrooper'

Warning: Monster_Guardian FHI-ThePit.Monster_Guardian (Function FHI.Monster_Guardian.RangedAttack:009B) Accessed None 'Weapon'

Log: PlayAnim: Sequence 'HitF' not found for mesh 'Titan1'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'Titan1'
Log: PlayAnim: Sequence 'HitB' not found for mesh 'Titan1'
Log: PlayAnim: Sequence 'HitR' not found for mesh 'Titan1'

Warning: HooverFire FHI-ThePit.Hoover.HooverFire1 (Function XWeapons.MinigunFire.FireLoop.ModeTick:0011) Accessed None 'Gun'

DeathAdder
29th Apr 2005, 09:24 PM
Could a moderator change the topic from 'errors' to 'server log issues' since these aren't errors per say? thx

DeathAdder
29th Apr 2005, 10:22 PM
The first 3 lines in the fhi ini is as follows:

[FHI.FHI]
MaxMonsterz=16
bINVServer=False

should that be MaxMonsters instead of MaxMonsterz?

DeathAdder
29th Apr 2005, 11:59 PM
the fix you did for the turret bug, some reason after I install the fix, I keep getting this message repetitively, and the ASvehiclefactory turrets don't spawn in the map is stated.

ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASTurret_Minigun
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASTurret_Minigun
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASTurret_Minigun
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASVehicle_Sentinel_Ceiling
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASVehicle_Sentinel_Floor
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASVehicle_Sentinel_Floor
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASVehicle_Sentinel_Floor
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASVehicle_Sentinel_Ceiling
ScriptLog: ASVehicleFactory::SpawnVehicle - Couldn't spawn vehicle UT2k4Assault.ASVehicle_Sentinel_Ceiling

this appears to be happening in any map, ie. FHI-ICE, that uses assault fact vehicles.

DeathAdder
30th Apr 2005, 12:05 AM
Good News!

RPG and FHI appear to be cohabiting together ok. I had a glitch where the abilities didn't show up, but reconnected, and the abilities are there. so, not sure what's up there. Really good thing is that your FH monsters have their weapons. Without the weapon fix, the weapons were littered all over and wouldn't go away. So many would be on the ground that the FH monsters would no longer have any weapons...kinda maxed out or something.

Parser
30th Apr 2005, 09:03 AM
Sheesh, thanks for the monumental feedback report. :p

Ok, erm.. the turret log errors. I don't think there's much I can do about them because of the way the vehicle factories are handled. If I try to destroy them through the code, the server tends to crash (I think Morph knows about this), so I can only disable them. Unfortunately, this tends to cause a lot of log warnings.

As regards FHISquad, I'm not actually quite sure why 2k4 is moaning there. I'll look into it, but I haven't even replaced that function.

As for the missing anims, that's my sucky coding for ya. ;)
The Hoover errors though, I'm not quite sure about.

MaxMonsterz is fine. :)

Glad to hear about FHI and RPG working together. :)

DeathAdder
30th Apr 2005, 12:20 PM
ok, I'm going to have to suppress the warning for now. My server.log file is 63MB at the moment. I would like another day or two to see if there are any more issues.

Parser
30th Apr 2005, 12:27 PM
Is there a way to suppress the errors then?

DeathAdder
30th Apr 2005, 12:47 PM
Yes, I suppressed the warnings and the scriptlogs. server.log will be much smaller now. I really like the monsters much better this time. I hope you can fix the titan issues because it is much much better performance wise versus satore's titans.

I am using ut2vote as well, and FHI is working great with it (unfortunately RPG isn't so great, but works with ut2vote). I will setup ut2vote so that people can vote for regular FHI invasion, FHI RPG invasion, and skaarjfest eventually. ut2vote is very good so far handling different mods. Only problem is I think the client side may have issues dealing with going from one mod to the other where the mods have their own folder directories. It's an easy fix though. THe clients just need to include in the default ut2004.ini file the paths to all the mods and all is well. they won't need to add ServerPackages and ServerActors to their ut2004.ini

DeathAdder
30th Apr 2005, 01:03 PM
well, i thought all monsters kept their weapons, but the ones with the flamethrowers have no flamethrower, but all others do have their hoovers, and lightning guns. do you know why maybe?

DeathAdder
30th Apr 2005, 01:11 PM
this is in rpg of course, but I'm pretty sure they had them until the FHIfix was loaded

DeathAdder
30th Apr 2005, 01:15 PM
I was wondering how hard it would be to have the guardian have a more xan sound when they die versus the male sound?

DeathAdder
30th Apr 2005, 02:39 PM
I had a BOSS game not end just now. I had RPG going with ut2vote.

Error: FHI FHI-BOSS-Perch.FHI (Function FHI.FHI.SetupWave:004F) Accessed array 'Waves' out of bounds (16/16)

We went to wave 16 with monsters then after that wave was complete, the boss monster showed up. is there something i have wrong in the wave number config?

DeathAdder
30th Apr 2005, 09:39 PM
I noticed in the readme file that the monster descriptions list isn't the complete list available, or the monster isn't available in FHIV4. for example, I haven't seen the flesher, and it's not on the list for instant action play. Spike ball is on the instant action edit list, but not in your readme file. I'm not concerned really with what is in the readme file. I am concerned that I don't see all the monsters in the instant action list. I think it's because of the 16 monster limit in this window. Please, confirm, or let me know what all is available, and how to get to flesher monster to configure in a wave.

DeathAdder
30th Apr 2005, 10:02 PM
http://forums.beyondunreal.com/showthread.php?t=158253

do you know what they are talking about as far as game class for fhi? I'm trying to setup ut2vote so one has choice of voting for 'FHI w/o RPG' and 'FHI w/ RPG'

monolith
1st May 2005, 04:19 AM
Hey DeathAdder u should come in and check out my server I've got the fhi going with invasion and ons and all other game types but people mostly play inv or fhi. I've even got it set up so fhi maps are on invasion as well. Now i do have fhi set up with satores as well as with fhi default waves. My ip is 69.105.90.39.7777 come on in and play with us and i did play on your server the other night and u've actually got the zombies fireing the flamethrower at you that was freaken cool. ok then c u later.

monolith
1st May 2005, 04:46 AM
oh ya i forgot tell u that to join my server u need to take all the fhi files and move them in to your ut2004 folders respectivly. ie: animations - animations system to system except for the ini files. Well what i did was unzip fhi twice moved the files first time than deleted the fhi direcrory. than unziped again because i thought that i wouldnot be able to join other fhi servers since i had moved them. but i found out the other night when i went to your server that i could join fhi servers and i can do it right from the ut join game menu.
ok well that is what you have to do to get in to my server i hope u will come in and see it and i thought i would share my game configs if they could be usefull.
GameConfig=(GameClass="SkaarjPack.Invasion",Prefix="DM,FHI",Acronym="INV",GameName="inv rpg",Mutators="AdminPlus_v14.MutAdminPlus,DeployableFun.DeployableFun,DruidsRPG153.ScoreFix,FlakRifle.MutFlakRifle, NLTranslocator.NHTranslocator,PresentsUT2004V21.Presents,Ripper.RipperMut,UT2004RPG.MutUT2004RPG,XGa me.MutUDamageReward,ZenCodersWeapons2004.MP5_Mutator,satoreMonsterPackv120.mutSMPMonsterConfig,sator eMonsterPackv120.mutsatoreMonsterPack",Options=)
GameConfig=(GameClass="Onslaught.ONSOnslaughtGame",Prefix="ONS",Acronym="ONS",GameName="ons rpg",Mutators="AdminPlus_v14.MutAdminPlus,DruidsRPG153.ScoreFix,MutSuperDualAssault.SuperDualAssault,OnslaughtBP.Mu tBonusVehicles,PresentsUT2004V21.Presents,Ripper.RipperMut,UT2004RPG.MutUT2004RPG,XGame.MutUDamageRe ward,ZenCodersWeapons2004.MP5_Mutator,satoreMonsterPackv120.mutsatoreMonsterPack",Options=)
GameConfig=(GameClass="XGame.xCTFGame",Prefix="CTF",Acronym="CTF",GameName="ctf rpg",Mutators="AdminPlus_v14.MutAdminPlus,DruidsRPG153.ScoreFix,MutSuperDualAssault.SuperDualAssault,NLTranslocator .NHTranslocator,PresentsUT2004V21.Presents,Ripper.RipperMut,UT2004RPG.MutUT2004RPG,XGame.MutUDamageR eward,ZenCodersWeapons2004.MP5_Mutator,satoreMonsterPackv120.mutsatoreMonsterPack",Options=)
GameConfig=(GameClass="XGame.xVehicleCTFGame",Prefix="VCTF",Acronym="VCTF",GameName="vctf rpg",Mutators="AdminPlus_v14.MutAdminPlus,DruidsRPG153.ScoreFix,MutSuperDualAssault.SuperDualAssault,NLTranslocator .NHTranslocator,OnslaughtBP.MutBonusVehicles,OnslaughtBP.MutVehiclePickups,PresentsUT2004V21.Present s,Ripper.RipperMut,UT2004RPG.MutUT2004RPG,XGame.MutUDamageReward,ZenCodersWeapons2004.MP5_Mutator,sa toreMonsterPackv120.mutsatoreMonsterPack",Options=)
GameConfig=(GameClass="XGame.xTeamGame",Prefix="DM",Acronym="TDM",GameName="tdm rpg",Mutators="AdminPlus_v14.MutAdminPlus,DruidsRPG153.ScoreFix,MutSuperDualAssault.SuperDualAssault,PresentsUT2004 V21.Presents,Ripper.RipperMut,UT2004RPG.MutUT2004RPG,XGame.MutUDamageReward,ZenCodersWeapons2004.MP5 _Mutator,satoreMonsterPackv120.mutsatoreMonsterPack",Options=)
GameConfig=(GameClass="WehtamInv.WehtamInvGame",Prefix="DM,FHI",Acronym="INV",GameName="wehtam invasion",Mutators="AdminPlus_v14.MutAdminPlus,LoadOut.MutAdjustHP,NLTranslocator.NHTranslocator,WehtamInv.MagicWand,XGa me.MutQuadJump,satoreMonsterPackv120.mutSMPMonsterConfig,satoreMonsterPackv120.mutsatoreMonsterPack",Options=)
GameConfig=(GameClass="FHI.FHI",Prefix="FHI",Acronym="FHI",GameName="FRAGHOUSEINV",Mutators="AdminPlus_v14.MutAdminPlus,DeployableFun.DeployableFun,DruidsRPG153.ScoreFix,FHIX.MutMonsterSpeed,NL Translocator.NHTranslocator,OnslaughtBP.MutVehiclePickups,PresentsUT2004V21.Presents,UT2004RPG.MutUT 2004RPG,XGame.MutUDamageReward,satoreMonsterPackv120.mutSMPMonsterConfig,satoreMonsterPackv120.mutsa toreMonsterPack",Options=)
GameConfig=(GameClass="XGame.xDeathMatch",Prefix="DM",Acronym="DM",GameName="dm no rpg",Mutators="AdminPlus_v14.MutAdminPlus,MutSuperDualAssault.SuperDualAssault,PresentsUT2004V21.Presents,Ripper.Ri pperMut,XGame.MutQuadJump,XGame.MutRegen,XGame.MutUDamageReward,XGame.MutVampire,ZenCodersWeapons200 4.MP5_Mutator",Options=)
GameConfig=(GameClass="TInvasion.TInvasion",Prefix="DM",Acronym="TINV",GameName="TEAM INVASION RPG",Mutators="AdminPlus_v14.MutAdminPlus,DeployableFun.DeployableFun,DruidsRPG153.ScoreFix,FlakRifle.MutFlakRifle, NLTranslocator.NHTranslocator,PresentsUT2004V21.Presents,Ripper.RipperMut,UT2004RPG.MutUT2004RPG,XGa me.MutUDamageReward,ZenCodersWeapons2004.MP5_Mutator,satoreMonsterPackv120.mutSMPMonsterConfig,sator eMonsterPackv120.mutsatoreMonsterPack",Options=)

DeathAdder
1st May 2005, 10:56 AM
ok, i will check it out sometime. I don't really want to create that many options for games.

Here's a few more log stuff, Parser, that I put in irc while you were busy.

Log: Octree Warning (AddActor): Monster_DemonNali Already In Octree.
Log: AttachToBone: No bone named [head] found in actor Glingor's skeleton.
Log: PlayAnim: Sequence 'Select' not found for mesh 'RocketLauncher_1st'

monolith
1st May 2005, 01:33 PM
Heres a warning ive never seen before and somewhere down the line yep tested
never seen this before in and server log.
ScriptLog: START MATCH
Log: WARNING - negative weight 0 from InventorySpot192 to InventorySpot187
Log: WARNING - negative weight 0 from InventorySpot189 to InventorySpot188
Log: WARNING - negative weight 0 from InventorySpot189 to InventorySpot194
Log: WARNING - negative weight 0 from InventorySpot191 to InventorySpot188
Log: WARNING - negative weight 0 from InventorySpot191 to InventorySpot194
Log: WARNING - negative weight 0 from InventorySpot188 to InventorySpot194
Log: WARNING - negative weight 0 from InventorySpot210 to InventorySpot205
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot206
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot209
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot212 to InventorySpot209
Log: WARNING - negative weight 0 from InventorySpot200 to InventorySpot197
Log: WARNING - negative weight 0 from InventorySpot200 to InventorySpot203
Log: WARNING - negative weight 0 from InventorySpot197 to InventorySpot198
Log: WARNING - negative weight 0 from InventorySpot197 to InventorySpot203
Log: WARNING - negative weight 0 from InventorySpot203 to InventorySpot198
Log: WARNING - negative weight 0 from InventorySpot196 to InventorySpot201
Log: WARNING - negative weight 0 from InventorySpot192 to InventorySpot187
Log: WARNING - negative weight 0 from InventorySpot189 to InventorySpot188
Log: WARNING - negative weight 0 from InventorySpot189 to InventorySpot194
Log: WARNING - negative weight 0 from InventorySpot191 to InventorySpot188
Log: WARNING - negative weight 0 from InventorySpot191 to InventorySpot194
Log: WARNING - negative weight 0 from InventorySpot188 to InventorySpot194
Log: WARNING - negative weight 0 from InventorySpot210 to InventorySpot205
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot206
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot209
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot212 to InventorySpot209
Log: WARNING - negative weight 0 from InventorySpot200 to InventorySpot197
Log: WARNING - negative weight 0 from InventorySpot200 to InventorySpot203
Log: WARNING - negative weight 0 from InventorySpot197 to InventorySpot198
Log: WARNING - negative weight 0 from InventorySpot197 to InventorySpot203
Log: WARNING - negative weight 0 from InventorySpot203 to InventorySpot198
Log: WARNING - negative weight 0 from InventorySpot196 to InventorySpot201
Log: WARNING - negative weight 0 from InventorySpot210 to InventorySpot205
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot206
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot209
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot212 to InventorySpot209
Log: WARNING - negative weight 0 from InventorySpot194 to InventorySpot188
Log: WARNING - negative weight 0 from InventorySpot194 to InventorySpot189
Log: WARNING - negative weight 0 from InventorySpot194 to InventorySpot191
Log: WARNING - negative weight 0 from InventorySpot191 to InventorySpot188
Log: WARNING - negative weight 0 from InventorySpot188 to InventorySpot189
Log: WARNING - negative weight 0 from InventorySpot192 to InventorySpot187
Log: WARNING - negative weight 0 from InventorySpot201 to InventorySpot196
Log: WARNING - negative weight 0 from InventorySpot198 to InventorySpot197
Log: WARNING - negative weight 0 from InventorySpot198 to InventorySpot203
Log: WARNING - negative weight 0 from InventorySpot197 to InventorySpot200
Log: WARNING - negative weight 0 from InventorySpot197 to InventorySpot203
Log: WARNING - negative weight 0 from InventorySpot203 to InventorySpot200
Warning: FlakRifle FHI-Skorcher.FlakRifle (Function XWeapons.AssaultRifle.DetachFromPawn:0015) Accessed None 'FireMode'
Log: WARNING - negative weight 0 from InventorySpot210 to InventorySpot205
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot206
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot209
Log: WARNING - negative weight 0 from InventorySpot206 to InventorySpot212
Log: WARNING - negative weight 0 from InventorySpot212 to InventorySpot209

DeathAdder
1st May 2005, 09:17 PM
queen has same issues

Log: PlayAnim: Sequence 'HitF' not found for mesh 'SkQueen'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'SkQueen'
Log: PlayAnim: Sequence 'HitR' not found for mesh 'SkQueen'

DeathAdder
2nd May 2005, 08:04 AM
Parser, just so you know, I can't suppress the Log: warnings. There are alot of log warnings too. my server log file is averaging 500k-1mb in size per map. that is a very large file after about 5-6 maps. I saw it yesterday in the early evening as large as 12mb, all with fhi issues.

Parser
2nd May 2005, 08:11 AM
Well then get your arse on IRC so we can try out this new patch on your server. :p

DeathAdder
2nd May 2005, 01:00 PM
Well then get your arse on IRC so we can try out this new patch on your server. :p

:(

I don't get on irc until about 9pm during the week day which is 1 or 2am your time.

can you send me a pm from this forum with an ftp or other place I can download?

DeathAdder
2nd May 2005, 10:07 PM
ok, got the new patch beta installed. it's much cleaner now. haven't tried the new stuff. flamethrowers work!!! but, i think their aim is off a little. check and see what you think. I am not suppressing warnings now, and everything is much better now. this is all I get and it's a warning:

Warning: Monster_DemonNali FHI-Last_Stand.Monster_DemonNali (Function FHI.Monster_DemonNali.RangedAttack:00DA) Accessed None 'Controller'

i got the warnings below a bunch at the beginning of one map, but not at the beginning of the next map.

Warning: RPGWeapon FHI-Last_Stand.RPGWeapon (Function UT2004RPG.RPGWeapon.MaxAmmo:003C) Accessed None 'HolderStatsInv'
Warning: RW_Protection FHI-Last_Stand.RW_Protection (Function UT2004RPG.RPGWeapon.MaxAmmo:003C) Accessed None 'HolderStatsInv'


The map FHI-Encapsule is maybe not what the map designer expected. I can drive into the middle crater and camp at the bottom of the crater. normally, you are boosted up in the air above it. Also, when shooting the howitzer at this, the howitzer shells bounce up and down for a little bit, and makes it funny to watch the monsters run into them.

DeathAdder
2nd May 2005, 10:11 PM
It's working very great now, Parser.

DeathAdder
3rd May 2005, 09:53 PM
The server has been running for almost 15 hours without a crash which is amazing. the server.log file is only 9MB, but still a little too large. However, I can just stop logging the warnings, and the server log will be much less. But, I want you to see what has been logged repeatedly for 200 to 300 lines or more:

Warning: RPGWeapon FHI-SM-Warehouse.RPGWeapon (Function UT2004RPG.RPGWeapon.MaxAmmo:003C) Accessed None 'HolderStatsInv'


Warning: FHMonsterController FHI-SM-Warehouse.FHMonsterController (Function FHI.FHMonsterController.FightEnemy:0161) Accessed None 'Pawn'

Warning: FHMonsterController FHI-SM-Warehouse.FHMonsterController (Function SkaarjPack.MonsterController.HearNoise:0035) Accessed None 'NoiseMaker'

ScriptLog: CHOOSEATTACKSERIAL in state WaitingForLanding enemy Monster_Zombie old enemy Monster_Zombie CALLING BYTE 5

ScriptLog: CHOOSEATTACKSERIAL in state WaitingForLanding enemy Monster_Jaghra old enemy Monster_Jaghra CALLING BYTE 5

Warning: Monster_Jaghra FHI-SM-BattleZones.Monster_Jaghra (Function FHI.Monster_Jaghra.PlayVictory:0007) Accessed None 'Controller'

ScriptLog: CHOOSEATTACKAGAIN in state Hunting enemy Monster_Guardian old enemy |FH|Parser CALLING BYTE 5

Warning: FHMonsterController FHI-SM-BattleZones.FHMonsterController (Function FHI.FHMonsterController.FightEnemy:01DD) Accessed None 'Pawn'

Warning: RPGWeapon FHI-SM-BattleZones.RPGWeapon (Function UT2004RPG.RPGWeapon.MaxAmmo:003C) Accessed None 'HolderStatsInv'

Warning: ArtifactLightningRod FHI-ThePit.ArtifactLightningRod (Function UT2004RPG.RPGArtifact.Tick:0069) Attempt to assign variable through None
Warning: ArtifactLightningRod FHI-ThePit.ArtifactLightningRod (Function UT2004RPG.RPGArtifact.Tick:0019) Accessed None 'Controller'

Now, the maps in the warnings aren't the only maps getting these warnings. It's happening to most maps, including the maps included in FHIV4

DeathAdder
3rd May 2005, 09:55 PM
Here are the warnings more specific to the monsters and vehicles:

Log: PlayAnim: Sequence 'Jump' not found for mesh 'Titan1'


Log: AttachToBone: No bone named [head] found in actor Stinger's skeleton.

Log: AttachToBone: No bone named [head] found in actor Demoniser's skeleton.

Log: AttachToBone: No bone named [head] found in actor Glingor's skeleton.


Log: AttachToBone: No bone named [head] found in actor ONSHoverBike's skeleton.

Log: AttachToBone: No bone named [head] found in actor ONSHoverTank's skeleton.

Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitR' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'DeathF' not found for mesh 'Rabbit'

I didn't think we had a 'rabbit' in the FHI monster list. I have only FHI monsters running on the server.

DeathAdder
3rd May 2005, 09:59 PM
Parser, I sent you a pm with the server.log file attached

Parser
4th May 2005, 02:47 PM
Ok, thanks for the link.

As far as the RPG errors go, I'm afraid they seem to be a byproduct of deleting the FakeWeapon classes that the Soldiers get given so that they'll use the normal weapon instead. Maybe there is something Mysterial could do on his end? Like use a != check for HolderStatsInv?

As for the RPG errors including the Artifact one, I have no idea either.

The Titans shouldn't be jumping, but I'll look into this anyway. :p

A lot of the MonsterController errors are a bit confusing for me, because they reference functions/blah that I haven't changed or replaced.

DeathAdder
4th May 2005, 09:24 PM
ok, thanks. server is doing great with the new fhi patch thus far.

DeathAdder
5th May 2005, 09:35 PM
new patch installed. working great, but not had a long enough run on it to see how it goes.

DeathAdder
5th May 2005, 10:34 PM
lol, i found this funny, parser. How would a coder know what this means?

Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!
Log: Walked out of world!!!

DeathAdder
5th May 2005, 10:37 PM
I pm'd Mysterial about the accessed nones 'HolderStatsInv' and a couple others to see if he can help. The game is running fine, and these warnings aren't any problems from what I can tell. The access nones never really effect performance from the clients viewpoint. After this coming weekend, I will give you anymore issues that I see in the logs, and then suppress the Warnings from the log.

DeathAdder
6th May 2005, 09:58 PM
I'm getting some wierd logging occurrences, sometimes when players join. Then it lags the server badly. here is what is logged.

UT2Vote: 21:37:40 - Player login request: ?Name=KiLLeR_MoTH?Class=Engine.Pawn?Character=Jakob?team=255
ScriptLog: New Player KiLLeR_MoTH id=(this taken out)
ScriptLog: [Nothing to Secure] KiLLeR_MoTH
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.%N%NEngine.Pawn': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.%N%NEngine.Pawn': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.%N%NEngine.Pawn': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.%N%NEngine.Pawn': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.%N%NEngine.Pawn': Can't resolve package name
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.%N%NEngine.Pawn': Can't resolve package name

and the warning continues a 100 times or more. what concerns me is it has him assigned to team 255. This is on the map FHI-BackAlley, but occurs in other maps too.

DeathAdder
6th May 2005, 09:59 PM
this seems to happen when player joins, then start of new wave, the warnings come full throttle, and i think after the wave is over, the lag and warnings go away.

Parser
7th May 2005, 04:53 AM
Weird. I've never come across that error before. This might sound pretty typical, but does the same thing happen with/without RPG or UT2Vote? That's a really weird error.

Also, I believe the team is fine, since the player gets assigned upon actually joining the game as opposed to just connecting.

DeathAdder
7th May 2005, 07:59 AM
I will do a trial without RPG today and see if it is RPG related.

DeathAdder
7th May 2005, 08:01 AM
wth! lol

ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.
ScriptLog: Yep, tested.

Parser
7th May 2005, 09:25 AM
Doh. That's in the TeamUseTrigger actor I made. I logged it to make sure a function was called, and I must've forgotten to take it out. :p

I think that was in an OBJ map or something.

DeathAdder
7th May 2005, 01:51 PM
Ok, just ut2vote is loaded only. I got these errors in the map indicated about 400+ times

Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire3 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire3 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire3 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire3 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire3 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire2 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)

T-1
8th May 2005, 09:30 AM
That last one looks like a bug in the ball turret code to me. An accessed none equivalent for an array that contains the red and blue projectile classes. It sounds like it has to do with that guy's team color being 255. It's trying to get the right colored team projectile for team 255.

EDIT: A bug in the ball turret code combined with the team 255 bug.

DeathAdder
8th May 2005, 08:56 PM
SOmething odd happening. In FHI-Skorcher, the turrets are fully functional. I thought with FHI V4 that no turrets would work. maybe that was just a temp patch.

Anyway, the server log doesn't have anything new or worth mentioning. My server has been running without a crash for 10 hours now. So, it's looking really really good.

monolith
9th May 2005, 06:18 AM
I ran a test on my server tonight and found out that the rabbit is worth about 5000 to 6000 points, everytime i would kill one i would lvl up. i would lvl up about 12 times in the first wave. and server would not go to second wave. it would count down to about 3 then lag and die.

Ihad origionaly taken the rabbit out of my satores because of the server crashing during invasion. and after the patch i put an option for fhi with origional wave configs. as a new game type. i hadnt played it too much but one of the regulars had pointed out that the server would crash on that game config so i went in and played. several times of course cause i was tired of not being the highest lvl on my own server. well thanks to the bunny i am now. lol.

I had found a post in the rpg fourms with this same critical error and they had narrowed the problem down to the satores 118. and in the way i had added the bunny i was able to narrow it down to him as the problem. right now on my server i have the origional fhiv4 with the both patches installed.

Anyway here is the last part of the log. There are about 75 or so of the hitf not founds before this.

Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitL' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Log: PlayAnim: Sequence 'HitF' not found for mesh 'Rabbit'
Critical: RPGArtifactManager FHI-HillFort.RPGArtifactManager (Function UT2004RPG.RPGArtifactManager.SpawnArtifact:0157) Runaway loop detected (over 10000000 iterations)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (RPGArtifactManager FHI-HillFort.RPGArtifactManager, Function UT2004RPG.RPGArtifactManager.Timer)

Also i was wondering if the newest patch and the fhiv4 with the patch are the same. because i am still having version mismatch problems with people trying to join. i am still working on finding out exactly who has what as far as fhiv4patched and orig vh4 with patch added. i had no problems with the first patch when it was added. i'm sure because the fhi.u was not changed in the first patch. but now it seems that there might be some missmatch somewhere within the patches. but like i said i do not know for sure i still need to look into it more. if i find anything out on my end i will let u know.

Heres a warning ive never seen before and somewhere down the line yep tested i noticed that deathadder had gotten this error but all in line, if u look at a previous post of mine i too had this but i had other errors pryor to and after. incase noone noticed. ;)

Thank you

monolith

DeathAdder
9th May 2005, 07:49 AM
The rabbit does the same thing on my server. Parser and I tested it yesterday. Just leave the rabbits out for now. The rabbit is ok, but not for RPG. SillyRabbitses.

DeathAdder
9th May 2005, 07:50 AM
Perhaps, Parser could fix it and change it's actor name in honor of me to FHI.Monster_SillyRabbit? what say you, Parser? lol

monolith
9th May 2005, 08:17 AM
How do you leave the rabbit out of fhi map monster waves? or even out of fhi? unless you are using satores or monster manager. I could not find any wave config in fhi.

DeathAdder
9th May 2005, 09:38 AM
Yes, you can do wave config in FHI. You can goto the instant action, and the edit wave config there, then copy paste that wave config in your server ini file. I use Monster Manager. I highly recommend using Monster Manager if I were you.

monolith
10th May 2005, 01:34 AM
ok Monster Manager. It helped me alot to figure out how to add monsters into satores. I've been thinking of using it but i've got so much time in to satores. but i will look at MM and see if will work for me. thanks ;)

DeathAdder
10th May 2005, 08:53 AM
MM works great and appears to be very popular for server side. It has everything Satore has too for configuration from the webadmin side.

DeathAdder
14th May 2005, 03:29 PM
parser, here is what I have in log that is causing that lag on the server

ScriptLog: dot=-0.16
ScriptLog: dot=0.02
ScriptLog: dot=0.54
ScriptLog: dot=-0.15
ScriptLog: dot=0.03
ScriptLog: dot=0.55
ScriptLog: dot=-0.54
ScriptLog: dot=-0.38
ScriptLog: dot=0.25
ScriptLog: dot=-0.81
ScriptLog: dot=-0.71
ScriptLog: dot=-0.11
ScriptLog: dot=-0.79
ScriptLog: dot=-0.69
ScriptLog: dot=-0.09
ScriptLog: dot=-0.77
ScriptLog: dot=-0.66
ScriptLog: dot=-0.05
ScriptLog: dot=-0.76
ScriptLog: dot=-0.03
ScriptLog: dot=-0.75
ScriptLog: dot=-0.02
ScriptLog: dot=-0.54
ScriptLog: dot=0.21
ScriptLog: dot=-0.38
ScriptLog: dot=0.34
ScriptLog: dot=-0.22
ScriptLog: dot=0.43
ScriptLog: dot=-0.27
ScriptLog: dot=0.01
ScriptLog: dot=-0.17
ScriptLog: dot=0.06
ScriptLog: dot=-0.07
ScriptLog: dot=0.21
ScriptLog: dot=0.02
ScriptLog: dot=0.36
ScriptLog: dot=0.34
ScriptLog: dot=0.07
ScriptLog: dot=0.45
ScriptLog: dot=0.43
ScriptLog: dot=0.16
ScriptLog: dot=0.65
ScriptLog: dot=0.61
ScriptLog: dot=0.36
ScriptLog: dot=0.97
ScriptLog: dot=0.90
ScriptLog: dot=0.21
ScriptLog: dot=0.53

DeathAdder
14th May 2005, 09:13 PM
Parser,

I'm pretty sure this is from MonsterManager mutator. It is the randomizer for the monster configurations. Anyway, the Green Blob monster from VasBiosInvasion just was unstable on the server whenever I tried to reconfig it. So, I've taken off that monster for now.

I've also taken off your mini-titan. for some reason I can config it in the monstermanager. right now, this monster gives way too much exp for RPG.

IronMonkey
18th May 2005, 04:21 PM
All of these relate to FHIv4.1 with no other mods or mutators running under a Linux dedicated server.

I have attached the full log (less any player names, ip addresses and player ids)

Let me know if you want/need any more info.

GREENTOWER issues
================
One
===
This seems similar to an issue already reported by deathadder.

Warning: FHDefensivePowerCoreHack FHI-GreenTower.FHDefensivePowerCoreHack0 (Function FHI.FHDefensivePowerCoreHack.PostBeginPlay:0007) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-GreenTower.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:018D) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-GreenTower.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:019D) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-GreenTower.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:01AA) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-GreenTower.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:0155) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-GreenTower.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:0165) Accessed None 'Shield'

SARVIAN issues
==============
One
===

Warning: FHDefensivePowerCoreHack FHI-Sarvian.FHDefensivePowerCoreHack0 (Function FHI.FHDefensivePowerCoreHack.PostBeginPlay:0007) Accessed None 'Shield'
Two
===
Error: FHI FHI-Sarvian.FHI (Function UnrealGame.TeamGame.ReduceDamage:0033) Accessed null class context 'DamageType'
Three
=====
Warning: EffectA FHI-Sarvian.EffectA (Function rEffects.EffectA.PostNetBeginPlay:0026) Accessed None 'PC'
Warning: EffectB FHI-Sarvian.EffectB (Function rEffects.EffectB.PostNetBeginPlay:0026) Accessed None 'PC'
Four
====
This warning sequence was very extensive in the course of a single game (~1200 lines of log)
Warning: SC_Projectile FHI-Sarvian.SC_Projectile (Function UWM.SC_Projectile.Tick:0029) Accessed None 'EffectA'
Warning: SC_Projectile FHI-Sarvian.SC_Projectile (Function UWM.SC_Projectile.Tick:0051) Accessed None 'EffectB'
Warning: SC_Projectile FHI-Sarvian.SC_Projectile (Function UWM.SC_Projectile.Tick:0079) Accessed None 'EffectB'
Five
====
Warning: FHI FHI-Sarvian.FHI (Function FHI.FHI.ScoreKill:005C) Accessed None 'Killer'
Six
===
Warning: EffectA FHI-Sarvian.EffectA (Function rEffects.EffectA.PostNetBeginPlay:0026) Accessed None 'PC'
Seven
=====
Warning: SC_Projectile FHI-Sarvian.SC_Projectile (Function UWM.SC_Projectile.Tick:021F) Accessed None 'P'
Warning: SC_Projectile FHI-Sarvian.SC_Projectile (Function UWM.SC_Projectile.Tick:0230) Accessed None 'P'
Warning: SC_Projectile FHI-Sarvian.SC_Projectile (Function UWM.SC_Projectile.Tick:0104) Accessed None 'P'
Warning: SC_Projectile FHI-Sarvian.SC_Projectile (Function UWM.SC_Projectile.Tick:01E2) Accessed None 'P'
Eight
=====
Warning: FHMonsterController FHI-Sarvian.FHMonsterController (Function SkaarjPack.MonsterController.TacticalMove.PickDestination:00DC) Accessed None 'Enemy'
Warning: FHMonsterController FHI-Sarvian.FHMonsterController (Function SkaarjPack.MonsterController.TacticalMove.EngageDirection:0190) Accessed None 'Enemy'
Nine
====
ScriptLog: CHOOSEATTACKSERIAL in state WaitingForLanding enemy Monster_DemonNali old enemy Monster_Spider CALLING BYTE 5

(I think deathadder might have reported this one but can't remember - sorry)
Ten
===
Warning: FHI FHI-Sarvian.FHI (Function UnrealGame.TeamGame.CheckEndGame:01C6) Accessed None 'Winner'

Eleven
======
DevPath: Warning: No pawn or goal for ActorReachable by FHMonsterController in State SkaarjPack.MonsterController.Charging
Twelve
======
DevPath: Warning: No goal for FindPathToward by FHMonsterController in State SkaarjPack.MonsterController.Charging
Warning: FHMonsterController FHI-Sarvian.FHMonsterController (Function SkaarjPack.MonsterController.TacticalMove.PickDestination:00DC) Accessed None 'Enemy'
OBJ_MOUNTAINTROGG
=================
One
===
Warning: FHI FHI-OBJ-MountainTrogg.FHI (Function UnrealGame.TeamGame.CheckEndGame:01C6) Accessed None 'Winner'
SKORCHER
========
One
===
This seems similar to an issue already reported by deathadder.
Warning: FHDefensivePowerCoreHack FHI-Skorcher.FHDefensivePowerCoreHack0 (Function FHI.FHDefensivePowerCoreHack.PostBeginPlay:0007) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-Skorcher.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:018D) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-Skorcher.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:019D) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-Skorcher.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:01AA) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-Skorcher.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:0155) Accessed None 'Shield'
Warning: FHDefensivePowerCoreHack FHI-Skorcher.FHDefensivePowerCoreHack0 (Function Onslaught.ONSPowerCore.CheckShield:0165) Accessed None 'Shield'
Two
===
This warning sequence was very extensive (~6000 lines of log). Already reported by monolith..
Log: WARNING - negative weight 0 from InventorySpot210 to InventorySpot205
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot206
Log: WARNING - negative weight 0 from InventorySpot207 to InventorySpot212
Three
=====
Log: PlayAnim: Sequence 'Select' not found for mesh 'RocketLauncher_1st'. Already reported by deathadder.
Four
====
ScriptLog: Yep, tested. Already reported by deathadder.
Five
====
NB These are not contiguous in the original log.

Warning: FHI FHI-Skorcher.FHI (Function SkaarjPack.Invasion.ScoreKill:016A) Accessed None 'Killer'
Warning: FHI FHI-Skorcher.FHI (Function SkaarjPack.Invasion.ScoreKill:0172) Accessed None
Warning: FHI FHI-Skorcher.FHI (Function SkaarjPack.Invasion.ScoreKill:017A) Accessed None
Warning: FHI FHI-Skorcher.FHI (Function SkaarjPack.Invasion.ScoreKill:018F) Accessed None 'Killer'
Warning: FHI FHI-Skorcher.FHI (Function SkaarjPack.Invasion.ScoreKill:0197) Accessed None
Warning: FHI FHI-Skorcher.FHI (Function SkaarjPack.Invasion.ScoreKill:019F) Accessed None
Warning: FHI FHI-Skorcher.FHI (Function SkaarjPack.Invasion.ScoreKill:01A7) Attempt to assign variable through None
Warning: FHI FHI-Skorcher.FHI (Function FHI.FHI.ScoreKill:005C) Accessed None 'Killer'
Warning: FHI FHI-Skorcher.FHI (Function FHI.FHI.ScoreKill:005C) Accessed None 'Killer'
Warning: FHI FHI-Skorcher.FHI (Function FHI.FHI.ScoreKill:005C) Accessed None 'Killer'
Warning: FHI FHI-Skorcher.FHI (Function FHI.FHI.ScoreKill:005C) Accessed None 'Killer'
Warning: FHI FHI-Skorcher.FHI (Function FHI.FHI.ScoreKill:005C) Accessed None 'Killer'
OBJ_DESERTASSAULT
=================

One
===
Warning: InvasionBot FHI-OBJ-DesertAssault.InvasionBot (Function UnrealGame.Bot.ExecuteWhatToDoNext:00DF) Cyclops WhatToDoNext with no weapon, FHI-OBJ-DesertAssault.FHPawn health 500
Warning: InvasionBot FHI-OBJ-DesertAssault.InvasionBot (Function UnrealGame.Bot.NeedWeapon:0025) Accessed None 'Weapon'
Warning: InvasionBot FHI-OBJ-DesertAssault.InvasionBot (Function UnrealGame.Bot.ExecuteWhatToDoNext:00DF) Virus WhatToDoNext with no weapon, FHI-OBJ-DesertAssault.FHPawn health 500
Warning: InvasionBot FHI-OBJ-DesertAssault.InvasionBot (Function UnrealGame.Bot.NeedWeapon:0025) Accessed None 'Weapon'
Two
===
This seems similar to an issue already reported by deathadder.
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire4 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
for some 60 odd lines
Three
=====
This seems similar to an issue already reported by deathadder.
Error: FM_Sentinel_Fire FHI-OBJ-DesertAssault.Weapon_Sentinel.FM_Sentinel_Fire0 (Function UT2k4Assault.FM_Sentinel_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire2 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire1 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire3 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Error: FM_BallTurret_Fire FHI-OBJ-DesertAssault.Weapon_Turret.FM_BallTurret_Fire4 (Function UT2k4AssaultFull.FM_BallTurret_Fire.SpawnProjectile:0026) Accessed array 'TeamProjectileClasses' out of bounds (255/2)
Sequence repeated some for some 700 odd lines to the end of the match.

A similar error was reported by deathadder. However, he was also running UT2Vote. This happens in a "vanilla" FHI install.

OBJ-UNDERGROUND
==============
ScriptLog: CHOOSEATTACKSERIAL in state Hunting enemy NONE old enemy NONE CALLING BYTE 23
for ~78000 lines

The above is similar but not identical to a log issue already reported by deathadder. It seems to have been followed by the demise of the server process and the sequence ends with:

Critical: FHMonsterController FHI-OBJ-Fortress.FHMonsterController (Function SkaarjPack.MonsterController.FindNewEnemy:0186) Runaway loop detected (over 10000000 iterations)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.

T-1
23rd May 2005, 10:22 AM
Three
=====
Warning: EffectA FHI-Sarvian.EffectA (Function rEffects.EffectA.PostNetBeginPlay:0026) Accessed None 'PC'
Warning: EffectB FHI-Sarvian.EffectB (Function rEffects.EffectB.PostNetBeginPlay:0026) Accessed None 'PC'

This here sounds to me like someone's trying to get the local playercontroller on the dedicated server, where there is no local playercontroller.

Warning: EffectA FHI-Sarvian.EffectA (Function rEffects.EffectA.PostNetBeginPlay:0026) Accessed None 'PC'

Same.

Three
=====
Log: PlayAnim: Sequence 'Select' not found for mesh 'RocketLauncher_1st'. Already reported by deathadder.

Flare launcher or Underslinger bug. Probably Underslinger.


A similar error was reported by deathadder. However, he was also running UT2Vote. This happens in a "vanilla" FHI install.

I think it may be because desertassault has those AI turrets.

heheman3000
28th May 2005, 06:02 PM
Hey DeathAdder, have you had issues with with certain monsters giving 10k+ exp each per kill in RPG? I have had fraghouse on for a day and it's started doing that which messes up my leveling system completely with the other game modes.

What IRC server, channel are you guys to be found on? I have got my hands on a brand spankin new dedicated server on a 100mbit burstable connection in a datacenter and I'd love to join in your community (and get fraghouse working _correctly_ on my server) I also have a PvP server with lots of skaarj fest.

heheman3000
28th May 2005, 06:08 PM
Oops, I posted that without reading the second page.

I haven't used UT2Vote or Monster manager because it is all too complicated for me :P And I installed fraghouse by extracting it to my Ut2004 folder instead of the mod subfolder. Is that bad? Does that mean monsters already installed will appear in FHI maps? And whatever monsters make several thousand exp, I need to take out...can I edit some file for that?

DeathAdder
29th May 2005, 10:26 PM
What I used to do to configure waves for my server is the following:

start up client side ut
goto instant action and select in this case Fraghouse INV
then goto Game rules, and pick 'edit configuration'
Then configure away.

You will notice that suicide rabbit, and killer cow don't show up as a monster to select. so they won't show up once you configure all the waves since they aren't in the list.

After I'm done making all the waves, are start play. after a few seconds, I forfeit, end the game, goto the ut2004.ini file, copy and paste the wave configuration from the ut2004.ini to the server ini and it's good to go.