UE2 - UT2kX chaose problems

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TurdDrive

sam k
Oct 31, 2008
3,445
2
38
WALES
every time i play a duel match on duel ][ ut2k4 closes down and says :(



UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3387 MHz with 767MB RAM
Video: ATI RADEON XPRESS 200 Series (6606)

ChaosDuelHUD Duel-Arena][.ChaosDuelHUD (Function XInterface.HudBase.LocalizedMessage:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::execClassContext <- (ChaosDuelPlayerController Duel-Arena][.ChaosDuelPlayerController @ Function Engine.PlayerController.ReceiveLocalizedMessage : 004C) <- UObject::processEvent <- (ChaosEffectVolume Duel-Arena][.ChaosEffectVolume6, Function Engine.PhysicsVolume.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- ChaosDuelPawn <- APawn::physFalling <- APawn::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level The Arena <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

can any 1 accually understand this?:(:(
 

Wormbo

Administrator
Staff member
Jun 4, 2001
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www.koehler-homepage.de
Ok, let's see. You need to read that long glob of text backwards: ... -> MainLoop -> UpdateWorld -> Level "The Arena" -> UGameEngine::Tick -> ... The various things in that list are certain actions or tasks that were called.

So let's start at MainLoop. That's the main loop of the game engine. UpdateWorld is what updates the entire game for the next render frame.
"Level The Arena", that's the name of the level.
UGameEngine::Tick is a function call in native code, in this case it updates all objects.
TickLevel - all actors in the level are supposed to be updated.
(NetMode=0) - you're playing offline.
ULevel::Tick -> TickAllActors -> AActor::Tick - here we are in the update function of a specific actor.
APawn::performPhysics - the actor obviously is a Pawn and its movement physics are being processed.
APawn::physFalling - the physics type being applied is "falling", i.e. the Pawn has jumped, was hit, walked over a ledge or is in mid-air for some other reason.
ChaosDuelPawn - finally we know what kind of actor we're dealing with.
ULevel::MoveActor - the pawn's location is being updated (remember, it's being affected by gravity).
AActor::BeginTouch - the pawn has touched some other object in the level.
TouchTo - the other object needs to be notified of the touch event.
(ChaosEffectVolume Duel-Arena][.ChaosEffectVolume6, Function Engine.PhysicsVolume.Touch) - this is the actor being touched by the pawn and its UnrealScript Touch() function is being called.
UObject::processEvent - executes the Touch() function's code.
(ChaosDuelPlayerController Duel-Arena][.ChaosDuelPlayerController @ Function Engine.PlayerController.ReceiveLocalizedMessage : 004C) - another UnrealScript function that was called, this is where the trouble became obvious.
UObject::execClassContext - some UScript bytecode instruction.
FFrame::Serialize - uh, not sure what this is, but at this point the engine noticed that it ran into a cascade of UnrealScript function calls - "Infinite script recursion (250 calls) detected".

Now the question is: Is this a bug in Chaos UT or did you do something wrong when creating that map? (I assume it's your map because you posted in the mapping forum, otherwise try asking in the Chaos UT forums.)