LAD Issues

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IronMonkey

Moi?
Apr 23, 2005
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Got the following playing offline.

I didn't realise until later that I had Monster Manager selected as a mutator. Also, as this is the machine that I usually use to play on LB's server, FHIv4 is in the base set of paths (as you will see from the attached log). I will now carry on playing minus MM!



UT2004 Build UT2004_Build_[2005-02-15_17.02]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1915 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5600 (6693)

LADMC LAD-Streets.LADMC (Function Engine.Controller.GetTeamNum:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (L
 

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  • LADMod.zip
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IronMonkey

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Apr 23, 2005
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This time without MM.

I had just taken www.zen37847.zen.co.uk/Justbeforecrash.bmp when the error happened.

UT2004 Build UT2004_Build_[2005-02-15_17.02]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1915 MHz with 1023MB RAM
Video: NVIDIA GeForce FX 5600 (6693)

xPlayer LAD-Streets.xPlayer (Function Engine.PlayerController.BeyondViewDistance:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (LayerFlesh) <- UObject::processEvent <- (LayerFlesh LAD-Streets.LayerFlesh, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel

Also, (always remembering that this is a test map!), there is a small HOM effect here: www.zen37847.zen.co.uk/HOM.bmp

I haven't had a chance to look at it in the editor but are there any explict bot paths set up in the map as team member bots just sit around in the rooms that they spawn in?

Full log attached.
 

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  • LADMod.zip
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IronMonkey

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Apr 23, 2005
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If you run an offline server with the timelimit set to zero then the game displays the overtime message and plays the music for that when the player joins the match. If the game is started with a small time period (eg 3 minutes) then the countdown voice starts when the player enters. Standard instant action DM does neither of these.

Neither of these is serious.
 

IronMonkey

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Apr 23, 2005
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And if I allow the match to run out of time (without, as it happens, achieving any of my objectives) then I get a "flawless victory" message.

BTW Have I mentioned that several times I have "jumped out of my skin" whilst playing. The creepy horror bit is certainly working!
 

IronMonkey

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Apr 23, 2005
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If you set the game time limit to 0 then you get the overtime message (as previously mentioned). The first monster that is killed is sufficient to cause a game win situtation. Seems to be in some sort of default DM situation.
 

IronMonkey

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Apr 23, 2005
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DeathAdder said:
ya, for RPG, the zombies take on the lowest level players abilities. People really like the new weapons in this mod.
Interesting. I do like them but I think they need some balancing in terms of the weapon effect vs the damage caused by the weapon. Huge, spectacular explosions (I like them!) sometimes only cause mild damage. It's a little disconcerting :).

At last! A grenade launcher that fires in an almost straight line. Hurrah!
 

IronMonkey

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Apr 23, 2005
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I've just also had the server "almost" die. It sat there, still in memory, consuming zero CPU and not responding to web admin. Other than the usual zillion titan errors there was nothing in the log. The only recourse was to kill the process.
 

DeathAdder

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Jul 8, 2001
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Parser,

I looked at my ut2004rpg.ini file. It does have AutoAdjust set to false.

[UT2004RPG.MutUT2004RPG]
SaveDuringGameInterval=60
StartingLevel=99
PointsPerLevel=5
InfiniteReqEXPOp=0
InfiniteReqEXPValue=5
LevelDiffExpGainDiv=2.000000
MaxLevelupEffectStacking=5
EXPForWin=100
StatCaps[0]=200
StatCaps[1]=-1
StatCaps[2]=-1
StatCaps[3]=-1
StatCaps[4]=-1
StatCaps[5]=-1
WeaponModifierChance=0.500000
Version=20
bMagicalStartingWeapons=False
bAutoAdjustInvasionLevel=False
bFakeBotLevels=True
bIronmanMode=False
bNoUnidentified=False
bReset=False
bUseOfficialRedirect=True
InvasionAutoAdjustFactor=0.300000
bAllowMagicSuperWeaponReplenish=False
 

IronMonkey

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Apr 23, 2005
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Found this is the log of a dead server. Server was empty (or had not yet logged someone's attempt to join) at the time of the failure:

Critical: LADMC LAD-Streets.LADMC (Function Engine.Controller.GetTeamNum:0000) Infinite script recursion (250 calls) detected
Exit: Executing UObject::StaticShutdownAfterError
 

IronMonkey

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Apr 23, 2005
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Test version 2 issues

I think the spectating bot bug is more serious than you thought. :(

I deleted the old LADMod directory on both server and local (LAN) client before installing LAD V2. (WinXPSP2 client/SL Linux V4 server).

I ran the server up once to let the LADMod.ini be generated and then edited the .ini *only* to alter things like server name and web admin port (which has an annoying habit of reverting to 80).

So the server was using whatever defaults were there from the underlying base game instance.

I then tried to connect to the server but got a message "waiting for other players[1]".

Adding bots made no difference (in effect, they didn't add).

Changing min players (bots) to 1 or zero (from 6) made no difference.

Changing spectators to zero does allow the client to get a "The match is about to begin...3" message and you can hear the ticking but essentially the client is still a spectator. Zooming around the level, you can now see the monsters fighting each other.

I also (later) changed min net players to zero (as I was a LAN based client) but that didn't seem to make any difference.

As always, user error is a possibility!

Let me know if you need any more info.

Given that it is exam season, no one is in any rush!
 

DeathAdder

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Jul 8, 2001
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Parser asked if I could put it on my server for testing with RPG. I said sure. I have my server ut2vote setup for FHI as usual, and the LAD gametype option to vote for.

People really really like LAD. The weapons mainly, and the objectives. And they like it with RPG.

I really am very appreciative as well as the other players in my little server community for taking the extra effort for making it compatible with RPG. I know it is a pain in the ass at times. Believe, me I know, even from the server admin side that it is a pain in the ass. But, I really do like RPG and I am willing to spend oodles of extra time to make it work.

/me bows to the FH team. Great guys all of you.
 
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