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ASSIST, AMERICA'S ARMY COMMUNITY - RELIVE THE GLORY DAYS OF AMERICA'S ARMY 2.5

Author Topic: Critical Error  (Read 36846 times)

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Offline [SWISS]Merlin

Re: Critical Error
« Reply #105 on: Sunday, August 18, 2013, 21:28:14 PM »
thank you very much for the hard work you had with that.
great! love it to play again without CE's :)

Offline zoxee

Re: Critical Error
« Reply #106 on: Sunday, August 18, 2013, 21:55:01 PM »
It's the ongoing SAI problems. A new fix is coming in a few minutes.

ok thx  ;)
First time hot knifing hash oil, sent me to the moon, zombified. Not a whole lot of fun.

Offline LPS.James

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Re: Critical Error
« Reply #107 on: Sunday, August 18, 2013, 21:56:44 PM »
All seems to be working well now.  Post any C/E's you get, Although they should all be worked out.


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Offline ajinfla

Re: Critical Error
« Reply #108 on: Sunday, August 18, 2013, 22:07:46 PM »

Ok, I've observed when it typically happens. In my case it seems to be when a round ends and another is about to begin. I don't know if this will apply to all scenario's, but wanted to throw the observation out there.   :idea:


Build AmericasArmy_Build_[2004-06-01_02.01.01]
OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 2210 MHz with 1791MB RAM
Video: NVIDIA GeForce 6150SE nForce 430 (783)

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 SF Hospital <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 706D7564 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

 

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