Hey guys,
Firstly, great work on an exciting new twist to the game. This is very addicting to play around with.
Now for the problem, everything seems fine when I run Skaarj Fest DM, but when I switch it over to Skaarj Fest INV, people keep crashing out of the server when they morph into other monsters. I have had this happen as well. Here is the text of the game crash. (What few times it actually pops up.)
Now since I didnt work on the project and have no idea how to do things like this I have no idea what is really causing it. My initial thought was that it has something to do with how the INV type treats it as team DM somehow. In normal invasion there are never team icons on the top of the HUD.
Also, my setup is on a dedicated server and the only thing running with SF was Zound4.6, Quad Jump, Regeneration, and satore 116. I tried my best to stay away from anything modifying the pawns or weapons so I did not use the monster config part of satore.
Firstly, great work on an exciting new twist to the game. This is very addicting to play around with.
Now for the problem, everything seems fine when I run Skaarj Fest DM, but when I switch it over to Skaarj Fest INV, people keep crashing out of the server when they morph into other monsters. I have had this happen as well. Here is the text of the game crash. (What few times it actually pops up.)
Code:
UT2004 Build UT2004_Patch_[2004-07-27_14.28]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2090 MHz with 511MB RAM
Video: RADEON 9800 XT (6467)
PawnTDMWTF DM-sHoK-PingPong]I[2k4.PawnTDMWTF (Function WtfSkaarj.PawnWTF.Tick:0822) Runaway loop detected (over 10000000 iterations)
History: FFrame::Serialize <- UObject::ProcessEvent <- (PawnTDMWTF DM-sHoK-PingPong]I[2k4.PawnTDMWTF, Function WtfSkaarj.PawnTDMWTF.Tick) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Ping Pong ]I[ <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
Now since I didnt work on the project and have no idea how to do things like this I have no idea what is really causing it. My initial thought was that it has something to do with how the INV type treats it as team DM somehow. In normal invasion there are never team icons on the top of the HUD.
Also, my setup is on a dedicated server and the only thing running with SF was Zound4.6, Quad Jump, Regeneration, and satore 116. I tried my best to stay away from anything modifying the pawns or weapons so I did not use the monster config part of satore.