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Author Topic: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*  (Read 5920 times)

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Offline Rapture

Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
« Reply #30 on: Sunday, August 18, 2013, 18:25:11 PM »
another one. after fc m9 rd  i die. on spawn i crit

 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel Unknown processor @ 3476 MHz with 2047MB RAM
Video: ATI Radeon HD 2400 Series (1129)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


PasteBin Log
http://pastebin.com/d5znE4AE

Offline !Phon3^-

Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
« Reply #31 on: Sunday, August 18, 2013, 18:33:49 PM »
Code: [Select]
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2800 MHz with 1790MB RAM
Video: ATI Radeon HD 4200 (1077)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


ArmyOps with DeBug info (500k+ lines so just took last part): http://pastebin.com/Dj2DNsqq

Offline [SWISS]Merlin

Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
« Reply #32 on: Sunday, August 18, 2013, 18:48:17 PM »
sorry to say that and in good knowing that you are doing all you can by now:
please think about a rollback, I will help testing after that with all I can do to find the error.
but serious you should think about it.
thank you.

Offline Harddriver

Re: SAI v0.19 Update (CE Fix Attempt) *UPDATED*
« Reply #33 on: Sunday, August 18, 2013, 18:49:35 PM »
Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3511 MHz with 4095MB RAM
Video: NVIDIA GeForce GTX 680 (1422)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Bridge Crossing <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


http://pastebin.com/DqbAnCn9

Offline Rapture

Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #34 on: Sunday, August 18, 2013, 19:27:18 PM »
got a new one on border :)

 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel Unknown processor @ 3467 MHz with 2047MB RAM
Video: ATI Radeon HD 2400 Series (1129)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Border <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Pastebin Log
http://pastebin.com/S48vqfp3

Offline Spanky

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Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #35 on: Sunday, August 18, 2013, 19:27:46 PM »
We got him:

Code: [Select]
08/18/13 16:24:56 ScriptLog: Calling Function : private protected final Function SetFOV()
08/18/13 16:24:56 Critical: UObject::ProcessEvent
08/18/13 16:24:56 Critical: (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender)

Widescreen FOV function.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline Rapture

Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #36 on: Sunday, August 18, 2013, 19:37:06 PM »
?? me or someone else? lol.

Offline wolfttx

Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #37 on: Sunday, August 18, 2013, 19:41:27 PM »
Got One On Border, Assist Server


 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2111 MHz with 4094MB RAM
Video: NVIDIA GeForce GTS 450 (1106)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Border <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Pastebin Log
http://pastebin.com/YVMUpgPh

Offline Froster

Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #38 on: Sunday, August 18, 2013, 20:03:41 PM »
http://pastebin.com/19RVXHaH


 Build AmericasArmy_Build_[2004-06-01_02.01.01]

OS: Windows NT 6.1 (Build: 7601)
CPU: GenuineIntel PentiumPro-class processor @ 3393 MHz with 4095MB RAM
Video: AMD Radeon HD 7800 Series (1234)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- TickLevel <- UGameEngine::Tick <- Level Border <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

Offline Rapture

Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #39 on: Sunday, August 18, 2013, 20:04:48 PM »
didnt catch the crit in grey box, but just got this

http://pastebin.com/FPFA3Sb2

Offline Spanky

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Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #40 on: Sunday, August 18, 2013, 20:06:32 PM »
didnt catch the crit in grey box, but just got this

http://pastebin.com/FPFA3Sb2

You don't have the advanced logging enabled but that's ok, we don't really need anymore logs. Generally the whole server will get a critical within a round or two it seems like. ELiZ, James and me got criticals and between us we got the info needed. I'll post an update when a fix is pushed to the servers.
It's like shaving your pubes to make your junk look bigger.
Might look bigger, but it aint.....

Offline [SWISS]Merlin

Re: SAI v0.20 Update (CE Fix Attempt) *UPDATED AGAIN*
« Reply #41 on: Sunday, August 18, 2013, 20:13:04 PM »
congratulations !!!
good job, nice work.

 

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