irongull
17th Aug 2000, 05:20 AM
OK, here's the deal:
When I load my map in a practice session, it works fine.
I went to test the net code of the mod I'm working on, and I don't have access to an outside server, so I started up a standalone server on my machine, then started a client and connected through localhost. Doing this when one of Epic's maps works fine, so I know the method is sound. However, when I try this with my map, the client crashes when loading and gives the following error message:
Assertion failed: GetLevel()->Actors(0)!=NULL [File C:\UTDev\Engine\Src\UnScript.cpp][Line: 223]
History: AActor::InitExecution <- (Mover dtf-a.Mover3) <- BeginPlay <- UGameEngine::LoadMap <- AttemptLoadPending <- TickPending <- UGameEngine::Tick <- UpdateWorld <- MainLoop
In this example, it crashes on Mover3 - by fooling around with deleting and reordering objects, I've come to the conclusion that it halts on whatever object it encounters first - i.e. when I delete all the movers, it starts halting on lights, then ZoneInfos and on and on. I know that it isn't my code that's doing it, as I also tried deleting all of my novel navigation points and loading it as a simple deathmatch map. I also tried exporting the enire level, importing it into a new level, and rebuilding. No good reason, it just seemed like something to try.
Any tips/insights would be greatly appreciated. I've got to get this mod out the door - its killing my productivity. FYI, its like CTF4, only a bit more flexible. It can be played like CTF, or all the flags can be replaced with Dom style control points. Depending on the map loaded, you can have 2,3, or 4 teams, and as many flags per team as you like. Enough pimpage, please help me!
When I load my map in a practice session, it works fine.
I went to test the net code of the mod I'm working on, and I don't have access to an outside server, so I started up a standalone server on my machine, then started a client and connected through localhost. Doing this when one of Epic's maps works fine, so I know the method is sound. However, when I try this with my map, the client crashes when loading and gives the following error message:
Assertion failed: GetLevel()->Actors(0)!=NULL [File C:\UTDev\Engine\Src\UnScript.cpp][Line: 223]
History: AActor::InitExecution <- (Mover dtf-a.Mover3) <- BeginPlay <- UGameEngine::LoadMap <- AttemptLoadPending <- TickPending <- UGameEngine::Tick <- UpdateWorld <- MainLoop
In this example, it crashes on Mover3 - by fooling around with deleting and reordering objects, I've come to the conclusion that it halts on whatever object it encounters first - i.e. when I delete all the movers, it starts halting on lights, then ZoneInfos and on and on. I know that it isn't my code that's doing it, as I also tried deleting all of my novel navigation points and loading it as a simple deathmatch map. I also tried exporting the enire level, importing it into a new level, and rebuilding. No good reason, it just seemed like something to try.
Any tips/insights would be greatly appreciated. I've got to get this mod out the door - its killing my productivity. FYI, its like CTF4, only a bit more flexible. It can be played like CTF, or all the flags can be replaced with Dom style control points. Depending on the map loaded, you can have 2,3, or 4 teams, and as many flags per team as you like. Enough pimpage, please help me!