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EggSuckingLeech
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Anyone have a clue what this is? I was playing fine for a while. Now, after restarts, it appears that UTComp 1.6 is causing this problem. It's map independent and it goes away if I disable UTComp 1.6. I have no idea what's going on:
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2796 MHz with 1022MB RAM
Video: RADEON 9800 PRO (6512)
DMMutator DM-Curse4.DMMutator (Function Engine.Mutator.CheckRelevance:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (SniperRiflePickup) <- UObject::ProcessEvent <- (NewNet_SniperRiflePickup DM-Curse4.NewNet_SniperRiflePickup, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (NewNet_SniperRiflePickup) <- UObject::ProcessEvent <- (SniperRiflePickup DM-Curse4.SniperRiflePickup, Fun
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| 03/18/05 18:35 |
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EggSuckingLeech
Posts: 0
Joined: 12/15/2004
Credibility: 0 pts
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oh - now I'm upset...
I tried copying over a backup of my user.ini and ut2004.ini. It worked. Problem gone. Thinking that the problem was some manual ini edits I made, I went in through the UT interface and I (lets see if I remember):
1) turned on netcode
2) Colored my name
3) Changed the brightskin to green
I think that's it. and damn it, now I'm getting that error again. UNFORTUNATELY, when I copied over my ini backups I in fact moved them and I no longer have my backups. Oh, I could shoot myself. Someone please help!
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| 03/18/05 18:55 |
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EggSuckingLeech
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Credibility: 0 pts
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Oh, I also enabled autodemorec and autoscreenshot...
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| 03/18/05 18:55 |
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EggSuckingLeech
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this is odd... if I disable the Arena mutator, the error goes away (I was doing LG Arena with bots).
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| 03/18/05 19:08 |
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EggSuckingLeech
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Joined: 12/15/2004
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so can anyone "in the know" confirm that this is a bug?
sorry for the 5 posts in the row but it was my real time debugging. In summary, I get the above log if running UTcomp 1.6 in IA with LG arena enabled. I have an easy workaround until this is fixed so it's not urgent. But a confirmation/declination would be good... Thanks.
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| 03/22/05 12:58 |
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nohairs
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I blew my chance to capture the information from the log file (I'll capture it next time) but have been getting the same crash with error "Infinite script recursion (250 calls) detected". Until it happens again I'm diagonising it from the "outside". First thought it was a reaction to some player skins but happens with original skins. It did not happen before I enabled the hitsounds CPMA pitch modifier but i'll have to test more without that enabled. Has not happened when I join a game on-line. Only when playing local instant action. A-ha!? I dont have the Arena mutator activated but do use MapMixer when playing locally. I'll test without that.
Leech, was there anything else to your workaround?
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| 03/23/05 17:25 |
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nohairs
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OK, so the problem does not happen when I disable Mapmixer. Could this be a general conflict between UTComp and other mutators? EggSuckingLeech experienced the same error with a different mutator enabled. I'm testing consistently across a group of 7 or so standard/common ONS maps and the error has happened on different maps in (seemingly) different gameplay situations. Below are the UT2k4 generated error messages that occured after two instances of the crash during two seperate test runs; one occured on Dria and the other on Red Planet. My log file seemed to do something odd with the formating of this web page so I've deleted it except for the part which seems to be the focal point. My next test will be in a fresh install of UT2k4 with fresh installations of CBPs, 3335 patch, ECE bonus pack and MapMixer, and with no funky player skins in the mix.
From UT2004.log:
~~~~~~~~~~~~~~~~~~~~~`
"Log: (Karma:) Excessive Joint Error. Destroying RagDoll.
Critical: MutUTComp ONS-RedPlanet.MutUTComp (Function utcompv16.MutUTComp.CheckReplacement:0000) Infinite script recursion (250 calls) detected"
UT2k4 error messages (generated upon crash):
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows 2000 5.0 (Build: 2195)
CPU: GenuineIntel Unknown processor @ 3058 MHz with 510MB RAM
Video: NVIDIA GeForce4 MX 440 (5216)
MutUTComp ONS-Dria.MutUTComp (Function utcompv16.MutUTComp.CheckReplacement:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (PawnCollisionCopy ONS-Dria.PawnCollisionCopy, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (PawnCollisionCopy) <- AActor::ProcessState <- Object UTComp_xBot ONS-Dria.UTComp_xBot, Old State State UnrealGame.Bot.Fallback, New State State UnrealGame.Bot.Fallback <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Dria <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
UT2004 Build UT2004_Build_[2005-02-15_17.02]
OS: Windows 2000 5.0 (Build: 2195)
CPU: GenuineIntel Unknown processor @ 3058 MHz with 510MB RAM
Video: NVIDIA GeForce4 MX 440 (5216)
MutUTComp ONS-RedPlanet.MutUTComp (Function utcompv16.MutUTComp.CheckReplacement:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (PawnCollisionCopy ONS-RedPlanet.PawnCollisionCopy, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (PawnCollisionCopy) <- AActor::ProcessState <- Object UTComp_xBot ONS-RedPlanet.UTComp_xBot, Old State State UnrealGame.Bot.Fallback, New State State UnrealGame.Bot.Fallback <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Red Planet <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
***THIS POST HAS BEEN EDITED***
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| 03/24/05 09:43 |
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EggSuckingLeech
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sorry - haven't revisted this thread in awhile.
My workaround was simply to use 1.5a when playing IA with LG Arena (enhanced netcode unnecessary). For me, this wasn't critical but an obvious problem with 1.6 that I wanted to report so it can be patched next time around. I use a few other mutatators with 1.6 in our server (e.g. NoSuperWeapons) but not many. And I don't play Onslaught really.
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| 03/24/05 13:37 |
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nohairs
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Thanks Egg..., That was very helpfull. I started using UTComp at version 1.6, and never tested locally with version 1.5a. I'll try 1.5a. Thanks again.
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| 03/24/05 15:57 |
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nohairs
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For what it is worth, the crash occured with same recursion error even without Mapmixer enabled. I have a fairly standard slate of UT2k4 stuff installed.
CBP1
CBP2-1
CBP2-2
ECE bonus pack
3355 patch
Mapmixer also added all of the Single Player tournament teams and players to the global bot roster but I dont see how that could be causing this. I'd like to try the aforementioned workaround but can't find UTComp15. Is there any way to get that version?
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| 03/27/05 15:38 |
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