UE2 - UT2kX [Urgent]Tick bug crash,etc.....

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maxdamage

Unreal Series Fan for life!
Mar 2, 2012
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I have been having some serious crashes of UT2k4 lately.It seems one map which is VCTF-eTimberland-SE_009.ut2 that I had downloaded over a month ago keeps causing certain other maps to crash each time I try to play them and it gives the following error message:
UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.0 (Build: 6002)
CPU: AuthenticAMD Unknown processor @ 2104 MHz with 2047MB RAM
Video: NVIDIA GeForce 8200M G (6658)

General protection fault!

History: UObject::processEvent <- (WraithBomberPawn VCTF-APVerIII_DemoMap.WraithBomberPawn, Function APVerIII.WraithBomberPawn.Tick) <- AActor::Tick <- AVehicle::Tick <- AONSWeaponPawn::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level AirPower Demo Map <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

The Unreal 2 XMP weapons mutator would cause VCTF-eTimberland-SE_009 to crash as well???When I wanted to add the map to the VCTF maplist in-game it wouldn't let me as it had a infront of the map name just like for ONS maps.As it turns out in the editor the map has an ONSlinknode setup actor so I deleted it,added some more vehicle pathnodes,player starts,some more weapons to each compact base and I added the Halo Warthogs and Ghost to each team in the map to make it more authentic and renaming it to VCTF-eTimberland-SE_010.

However it still seemed to be causing other maps to crash after the "fix",etc.... I then kept the Unreal 2 XMP weapons mutator loaded and then tried a ctf map called CTF-Metro_Final it causes the game to crash but I can't access the ut2004.log file as it can be 100MB up to 500MB+. If I load another mutator like the Unreal Championship weapons mutator or the UT3 weapons b4 mutator the game doesn't crash?When I move VCTF-eTimberland-SE_010.ut2 out of the maps folder the game no longer experiencinces the Tick bug crash.

Log: Log file open, 02/02/17 19:14:53
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.0 (Build: 6002)
Init: Version: 3369 (128.29)
Init: Compiled: Nov 23 2005 16:23:34
Init: Command line:
Init: Character set: Unicode
Init: Base directory: C:\UT2004\System\
Init: Ini:UT2004.ini UserIni:User.ini
Init: Build label: UT2004 Build UT2004_Build_[2005-11-23_16.22]
Init: Object subsystem initialized
Log: Splash screen filename is '..\Help\UT2004Logo.bmp'
Log: nvd3dum.dll/NVIDIA GeForce 8200M G
Log: Game class is 'GameInfo'
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 3.496000...
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: Browse: NvidiaLogo.ut2?Name=maxdamage?Class=Engine.Pawn?Character=Sobek?team=0?Sex=M?Voice=UC2Sobek.UC2Sobek
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 27913->27913; refs: 283940
Log: Game class is 'CinematicGame'
Log: Bringing Level NvidiaLogo.myLevel up for play (0) appSeconds: 4.856000...
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Warning: Failed to load 'Material DeadSpaceMiller.miller_ui': Failed to find object 'Material DeadSpaceMiller.miller_ui'
Log: Failed to load 'Material DeadSpaceMiller.miller_ui': Failed to find object 'Material DeadSpaceMiller.miller_ui'
Warning: Failed to load 'Material UC2PlayerPictures.NecrisFemale_Portrait': Failed to find object 'Material UC2PlayerPictures.NecrisFemale_Portrait'
Log: Failed to load 'Material UC2PlayerPictures.NecrisFemale_Portrait': Failed to find object 'Material UC2PlayerPictures.NecrisFemale_Portrait'
Progress: Exporting VCTF-eTimberland-SE_010...
Log: Exporting VCTF-eTimberland-SE_010.....Successful!
Progress: Loading Blaster...
Warning: Failed to load 'SniperShaders': Can't find file for package 'SniperShaders'
Warning: Failed to load 'Blaster': Can't find file for package 'SniperShaders'
Warning: Failed loading package: Can't find file for package 'SniperShaders'
Warning: Error loading Blaster !!!
Log: ALAudio: Using DirectSound to record audio.
ScriptLog: New Player maxdamage id=8865aa99217f01a0a3cf2a421759779a
Log: Opened viewport
Log: Enter SetRes: 1024x768 Fullscreen 1
Log: Using back-buffer format 22(32-bit)
Log: Using depth-buffer format 77(32-bit)
Log: Creating device
Log: xD3DHelper::Init (QuadEmulation)
Log: Startup time: 14.192000 seconds
Log: Precaching: NvidiaLogo.LevelInfo0
Log: Static mesh batches: 508608 vertex bytes, 110460 index bytes
Log: Allocating 16384 byte dynamic index buffer.
Log: Finished precaching geometry in 0.067 seconds
Log: Finished precaching textures in 0.395 seconds
Debug: UT2k4MainMenu.Opened() Sender:package.UT2k4MainMenu
Log: URL: Adding default option Name=maxdamage
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Sobek
Log: URL: Adding default option team=0
Log: URL: Adding default option Voice=UC2Sobek.UC2Sobek
Log: Browse: Index.ut2?disconnect?Name=maxdamage?Class=Engine.Pawn?Character=Sobek?team=0?Voice=UC2Sobek.UC2Sobek
Log: Failed; returning to Entry
ScriptLog: UT2k4MainMenu NotifyLevelChange PendingConnection:False
Log: GP=FALSE
Log: Spawning new actor for Viewport WindowsViewport
ScriptLog: New Player maxdamage id=8865aa99217f01a0a3cf2a421759779a
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Warning: Gametype APVerIV.AirPowerDogFightGame found but it has no maps
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Material None.': Can't resolve package name
Debug: UT2k4MainMenu.Opened() Sender:None
ScriptLog: Attempting to close a non-existing menu page
Log: URL: Adding default option Name=maxdamage
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Sobek
Log: URL: Adding default option team=0
Log: URL: Adding default option Voice=UC2Sobek.UC2Sobek
Log: Browse: VCTF-APVerIII_DemoMap?BonusVehicles=false?Game=XGame.xVehicleCTFGame?Mutator=UT2003ExtraAnnouncements.MutUT2003ExtraAnnouncements,UT2003Style.MutShockCoreFix,UT2003Style.MutEndCelebrate,U2Species.MutU2SpeciesFix,IonCannon2k3.MutUT2003IonCannon?bAutoNumBots=True?Name=maxdamage?Class=Engine.Pawn?Character=Sobek?team=0?Voice=UC2Sobek.UC2Sobek
Warning: Missing Function Function Engine.Vehicle.Tick
Log: Collecting garbage
Log: Purging garbage
Log: (Karma): Level Karma Terminated.
Log: Garbage: objects: 61411->58911; refs: 779487
Log: Game class is 'xVehicleCTFGame'
Log: Bringing Level VCTF-APVerIII_DemoMap.myLevel up for play (0) appSeconds: 47.460000...
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
ScriptLog: Mutators UT2003ExtraAnnouncements.MutUT2003ExtraAnnouncements,UT2003Style.MutShockCoreFix,UT2003Style.MutEndCelebrate,U2Species.MutU2SpeciesFix,IonCannon2k3.MutUT2003IonCannon
ScriptLog: No IonCannon in map, UT2003-style ion cannons disabled.
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
ScriptLog: bAutoNumBots: True
Log: SR: Loaded grammar file ../Speech\CTF.xml
Warning: Missing Shader Shader UC2PlayerSkins.Skaarj.Szalor_Blade_Shader
Log: Spawning new actor for Viewport WindowsViewport
ScriptLog: New Player maxdamage id=8865aa99217f01a0a3cf2a421759779a
Log: Precaching: VCTF-APVerIII_DemoMap.LevelInfo0
Log: Static mesh batches: 9658928 vertex bytes, 1421322 index bytes
Log: Allocating 16384 byte dynamic index buffer.
Log: Allocating 489792 byte dynamic index buffer.
Log: Preprocessing: Vertex stream total vertices: 319 Orig wedges: 319
Log: Preprocessing: Vertex stream total vertices: 542 Orig wedges: 542
Log: Finished precaching geometry in 1.322 seconds
Log: Finished precaching textures in 6.291 seconds
ScriptLog: START MATCH
Warning: PredatorAttackHelicopter VCTF-APVerIII_DemoMap.PredatorAttackHelicopter (Function APVerIII.PredatorAttackHelicopter.Tick:04E2) Accessed None 'blades'
Warning: PredatorAttackHelicopter VCTF-APVerIII_DemoMap.PredatorAttackHelicopter (Function APVerIII.PredatorAttackHelicopter.Tick:04F4) Accessed None 'blades'
Critical: UObject::processEvent
Critical: (WraithBomberPawn VCTF-APVerIII_DemoMap.WraithBomberPawn, Function APVerIII.WraithBomberPawn.Tick)
Critical: AActor::Tick
Critical: AVehicle::Tick
Critical: AONSWeaponPawn::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: Level AirPower Demo Map
Critical: UpdateWorld
Critical: MainLoop
Critical: FMallocWindows::Free
Critical: FMallocWindows::Realloc
Critical: 10910191 0 FArray
Critical: FArray::Realloc
Critical: 0*2
Critical: FMallocWindows::Free
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: Waiting for file streaming thread to finish...
Exit: OpenAL Audio subsystem shut down.
Localization: No localization: Window.IDDIALOG_CrashBox.IDC_CrashBox (int)
Exit: Exiting.
Log: FileManager: Reading 0 GByte 366 MByte 837 KByte 753 Bytes from HD took 23.745023 seconds (23.559023 reading, 0.186000 seeking).
Log: FileManager: 8.797017 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/02/17 19:17:40

I have the same post at the Unreal Playground forums in the hopes the problem can be solved asap.

Thanks.

[edit] CTF-Oribtal-Classic2k3 also causes the Tick based crash with the Unreal2 XMP weapons mutator... :(
 
Last edited:

maxdamage

Unreal Series Fan for life!
Mar 2, 2012
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South Africa
List of maps that cause the Tick bug based crash with the Unreal2 XMP weapons mutator:
VCTF-APVerIII_DemoMap
CTF-Metro_Final(not sure?)
CTF-Oribtal-Classic2k3
List will be updated as I encounter more Tick bug base crashes.

[edit] Forgot to mention that there is a weird graphical glitch that happens when playing with the Unreal 2 XMP weapons mutator in maps that have lots of brush adds in like:
CTF-Orodruin.
Some of the brushes become semi-solid as you can actually partially walk into the wall and see through it and maybe fall below as well.I tried CTF-Orodruin without the Unreal2 XMP weapon mutator and the walls are completely solid???

WTH?

[update]It seems almost all the maps I have tried with the Unreal2 XMP weapons mutator which causes the graphical bugs with the brushes in the maps....
 
Last edited:

maxdamage

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Mar 2, 2012
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[Update]

I have been having quite a number of tick bug crashes with the VCTF-APVerIII_DemoMap.ut2, certain other maps,certain voice packs and models as mentioned here on this thread.

When I opened the VCTF-APVerIII_DemoMap.ut2 map a popup appears with the following missing package:
Code:
Function Engine.Vehicle.Tick

All I did for now is rebuild the map's pathing and saved it which should have removed the missing Function Engine.Engine.Tick resource but it is still there.The other problems I have been experiencing are still there?Is there a solution other than to delete the UTDropShip or the Wraith Bomber in the map and will it help?
 

maxdamage

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Mar 2, 2012
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My idea with the map did not work at all.Still crashes the game.I then decided to remove the Wraith Fighter\Bomber(the black jet with the cloak) the one listed in the error message and replaced them with the Valkyrie Fighter and the map no longer crashes the game but when I open the fixed map in the editor I still get this error message:
Code:
Function Engine.Vehicle.Tick

Also fixed the default game type from XGame.xCTFGame to xGame.xVehicleCTFGame.
 

maxdamage

Unreal Series Fan for life!
Mar 2, 2012
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Another Air Power III map VCTF-AP_Incursion(2.58MB) has the same error message
Code:
Function Engine.Vehicle.Tick
when I open it in the editor but it has the Wraith Fighter\Bomber in the map but doesn't cause the tick bug crash in-game.:confused:

Both maps have a weird bug at the end when you have captured the enemy flag three times and instead of the camera fixed on the general area by your flag or by you it is fixed by the flag and you can still control your character and fire any of the weapons you have until the maps ends and starts to load the next map.
 

meowcat

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Jun 7, 2001
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Those errors all sound like someone either embedded code content in the maps (which usually breaks all kinds of compatibility with other mods, mutators, gametypes very easily). So does the bug still occur when you don't use the Unreal II XMP mutator?
 

maxdamage

Unreal Series Fan for life!
Mar 2, 2012
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Those errors all sound like someone either embedded code content in the maps (which usually breaks all kinds of compatibility with other mods, mutators, gametypes very easily). So does the bug still occur when you don't use the Unreal II XMP mutator?

The weird graphical glitch with the brushes in the maps becoming semi-solid in which you can walk into the wall for example, if I don't use the Unreal II XMP weapons mutator that doesn't happen as the wall is solid.I might get around and take a screenshot of the bug in action with the Unreal II XMP weapons mutator. The graphical bug really is weird but it is concerning as it appears in almost every map that uses brushes????

Here is a screenshot of the bug at the end of the match in VCTF-APVerIII_DemoMap and VCTF-AP_Incursion.

As you can see at the end of the match the camera is fixed from the flag and you can still move around and select any weapon and fire it.You can even see the 1st person version of the weapon as well.
 
Last edited:

meowcat

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Jun 7, 2001
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hmm.... that sounds like the XMP weapons mutator is either messing with the Pawn and Controller class, or with the game scoring. I once made a mutator that randomly spawned my own subclass of monster pawns; these monster pawns (or rather their existence in the game instance) then caused the game to no longer pause/freeze all players when the game ended/score limit reached, I was never quite sure why, the last bug you mention after the screenshot sounds like the same effect.
 

maxdamage

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Mar 2, 2012
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@meowcat

Just to clarify the Unreal 2 XMP weapons mutator graphical glitch\bug is not related to the Air Power v3.2 tick bug crash and CTF flag bug in those two VCTF AP maps.
 

maxdamage

Unreal Series Fan for life!
Mar 2, 2012
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Here is the screenshot of the Unreal 2 XMP weapons mutator graphical bug shortly before I was kicked out of the wall in VCTF-RT-TrainCrossing-V2:
 

meowcat

take a chance
Jun 7, 2001
803
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So maxdamage, can you still glitch into that wall when you don't use the U2XMP mutator (just playing normal UT2k4)? (I know you said that it didn't in the post above, but that sure seems strange)

I'm not even sure where to begin searching for a cause as I don't readily know of any way to selectively disable BSP brush created CSG collision for the semisolids, though you might be able to override some of the collision notifications in a custom pawn class.... maybe. Or maybe the mutator is messing with the "polyflags" variable of the brush (though I don't know if that would actually affect collision or rendering at run-time). If you used the "showdebug" console command I'd be interested to see what it says for the class of pawn, class of playercontroller, and the collision properties (bCollideActor, world, zero and non-zero extend traces, and Collision Height and Radius etc.) as compared to the standard xPawn properties. Also, if you turn on the visible collision cylinder (console command "rend collision") does it look like the pawn collision is actually moving into the wall, or just the player's view? At this point it does not look like something you could fix without recompiling the mutator.

For the Airpower mod, are the vehicles embedded in the map, or are they in a separate .u package? (it sounds like they were embedded in the map) That Engine.Vehicle.Tick bug sounds like maybe some content serialization error (where the various memory pointers to variables, properties, or functions in a .uXX package are off by some amount, or have the wrong parameters) which *I think* could occur if the version of your game does not match the version that the map was compiled/saved for with embedded code content in it.

Also, I love the TrainCrossing map, but boy was did the conversion contain gobs of content and it cause my computer to crawl (though UnShame did a very nice recreation job). I ended up making my own fully optimized version of it complete with lots of lower poly models (that matched the UT3 version), and was able to drop it down to about 59 Mb and peaks out at ~120k triangles in view.
 

maxdamage

Unreal Series Fan for life!
Mar 2, 2012
170
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South Africa
@meowcat

It appears to be only in first person view mode only that I can walk into the walls,etc.... as you can see as only with the Unreal 2 XMP weapons mutator...

Regarding the Airpower III mod the fact that I can have the Wraith Bomber in the other APIII map and it doesn't cause the map to crash even though both maps generate tick bug error messages in the ut2004.log file????Weird???

Regarding UnShame's TrainCrossing map that map is so cool.Don't really any problems with the map performance wise.Only when using some of the custom vehicles that can't get out of the "garages" because of the vehicle blocking "sheets" if you know what I mean? Tempted to use the static meshes that I ported from UT3 that I was going to use in the UT2k4 port of VCTF-Suspense in the TrainsCrossing map to see what it would look like?

What happened to Unshame's website?Tried to go there a while ago and it is down as I wanted to download some more maps,etc... from it.I did contact him at moddb but no response yet.