Client crash v2
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Client crash v2
I haven't had an in-game client crash in several months. But I had one on each of the last two nights. Res said he is recently (last couple of days) seeing crashes frequently too. This is just an FYI that a recent change may have an issue. At least for me, this was not the result of an OS update of any kind. I didn't try flushing the cache. Do we still have to do that?
- captainsnarf
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Re: Client crash v2
It would be helpful if you copy your ut2004.log file off somewhere before restarting the game (which overwrites it). This will help a lot in tracking these type of issues down.
It was not long ago that there was an issue with a corrupted file on the server.
At the bottom of the log file, there will be many lines starting with "Critical: ... " This is the crash. Those lines along with any error lines directly above it will be helpful.
It was not long ago that there was an issue with a corrupted file on the server.
At the bottom of the log file, there will be many lines starting with "Critical: ... " This is the crash. Those lines along with any error lines directly above it will be helpful.
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Re: Client crash v2
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows NT 6.2 (Build: 9200)
CPU: AuthenticAMD Unknown processor @ 3394 MHz with 2047MB RAM
Video: NVIDIA GeForce RTX 3070 Ti (6636)
General protection fault!
History: UObject::execDelegateFunction <- (UT2K4GUIController Package.UT2K4GUIController @ Function XInterface.GUIController.PushMenu : 0129) <- UObject::ProcessEvent <- (XNEWTab_PlayerLoginControls Package.XNEWTab_PlayerLoginControls, Function GUI2K4.UT2K4Tab_PlayerLoginControls.ButtonClicked) <- UObject::ProcessDelegate <- UGUIComponent::MouseReleased <- (GUIButton Package.GUIButton) <- UGUIController::MouseReleased <- UGUIController::NativeKeyEvent::LeftMouseClick <- UGUIController::NativeKeyEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Torlan LinkerMadness <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

OS: Windows NT 6.2 (Build: 9200)
CPU: AuthenticAMD Unknown processor @ 3394 MHz with 2047MB RAM
Video: NVIDIA GeForce RTX 3070 Ti (6636)
General protection fault!
History: UObject::execDelegateFunction <- (UT2K4GUIController Package.UT2K4GUIController @ Function XInterface.GUIController.PushMenu : 0129) <- UObject::ProcessEvent <- (XNEWTab_PlayerLoginControls Package.XNEWTab_PlayerLoginControls, Function GUI2K4.UT2K4Tab_PlayerLoginControls.ButtonClicked) <- UObject::ProcessDelegate <- UGUIComponent::MouseReleased <- (GUIButton Package.GUIButton) <- UGUIController::MouseReleased <- UGUIController::NativeKeyEvent::LeftMouseClick <- UGUIController::NativeKeyEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level Torlan LinkerMadness <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free

- Anonymous.
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Re: Client crash v2
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- Posts: 173
- Joined: Sat Jun 04, 2022 12:28 am
Re: Client crash v2
Haven't seen any crashes in a few days now. I did clear out the cache more than once. Here are two I did see in the interim:
Code: Select all
Critical: Assertion failed: model [File:KScript.cpp] [Line: 78]
Code: Select all
Developer Backtrace: Log: [ 1] ./ut2004-bin() [0xb29bad] Log: [ 2] /lib/x86_64-linux-gnu/libc.so.6(+0x3c050) [0x7f8328175050] Log: [ 3] ./ut2004-bin(_ZN7UObject20StaticAllocateObjectEP6UClassPS_5FNamejS2_P13FOutputDeviceS2_S2_+0x57) [0xb06137] Log: [ 4] ./ut2004-bin(_ZN7UObject21StaticConstructObjectEP6UClassPS_5FNamejS2_P13FOutputDeviceS2_+0x85) [0xb06835] Log: [ 5] ./ut2004-bin(_ZNK15UObjectProperty17CopyCompleteValueEPvS0_P7UObjecti+0x9e) [0xb169ce] Log: [ 6] ./ut2004-bin(_ZN7UObject14InitPropertiesEPhiP6UClassS0_iPS_S3_i+0x199) [0xafb329] Log: [ 7] ./ut2004-bin(_ZN7UObject20StaticAllocateObjectEP6UClassPS_5FNamejS2_P13FOutputDeviceS2_S2_+0x3e8) [0xb064c8] Log: [ 8] ./ut2004-bin(_ZN7UObject21StaticConstructObjectEP6UClassPS_5FNamejS2_P13FOutputDeviceS2_+0x85) [0xb06835] Log: [ 9] ./ut2004-bin(_ZN6ULevel10SpawnActorEP6UClass5FName7FVector8FRotatorP6AActoriiS6_P5APawni+0x31b) [0x6b965b] Log: [10] ./ut2004-bin(_ZN13UActorChannel13ReceivedBunchER8FInBunch+0x117c) [0x935e2c] Log: [11] ./ut2004-bin(_ZN8UChannel22ReceivedSequencedBunchER8FInBunch+0xf1) [0x932391] Log: [12] ./ut2004-bin(_ZN8UChannel16ReceivedRawBunchER8FInBunch+0x2a4) [0x932654] Log: [13] ./ut2004-bin(_ZN14UNetConnection14ReceivedPacketER10FBitReader+0x603) [0x942e33] Log: [14] ./ut2004-bin(_ZN14UNetConnection17ReceivedRawPacketEPvi+0xdf) [0x941caf] Log: [15] ./ut2004-bin(_ZN13UTcpNetDriver12TickDispatchEf+0x179) [0xbfed89] Log: [16] ./ut2004-bin(_ZN6ULevel4TickE10ELevelTickf+0x8b6) [0x6ebc16] Log: [17] ./ut2004-bin(_ZN11UGameEngine4TickEf+0x2c0) [0x6a0c40] Log: [18] ./ut2004-bin(_ZN9CMainLoop7RunLoopEv+0x123) [0x53d2a3] Log: [19] ./ut2004-bin() [0x53344f] Log: [20] ./ut2004-bin(main+0x33a0) [0x52f1a0] Log: [21] /lib/x86_64-linux-gnu/libc.so.6(+0x2724a) [0x7f832816024a] Log: [22] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x85) [0x7f8328160305] Log: [23] ./ut2004-bin(strcat+0xaa) [0x52bc2a] Log: Unreal Call Stack: UObject::StaticAllocateObject <- UObject::StaticConstructObject <- UObject::InitProperties <- UObject::StaticAllocateObject <- UObject::StaticConstructObject <- ULevel::SpawnActor <- InitialClientActor <- UActorChannel::ReceivedBunch <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Re: Client crash v2
I crashed today despite running ut2004-win64. It's odd, because in the log file there was this:
Critical: (ExtLinkedReplInfo ONS-MasterBath-Renovation-v5.ExtLinkedReplInfo @ Function ClanManager1h_6T.ExtLinkedReplInfo.CmdOnPlayer : 0085)
Critical: UObject::ProcessEvent
Critical: (ExtLinkedReplInfo ONS-MasterBath-Renovation-v5.ExtLinkedReplInfo, Function ClanManager1h_6T.ExtLinkedReplInfo.CmdOnPlayer)
CmdOnPlayer is a function that allows admins to execute client-side console commands, such as switching a player's team or entering spec.
Hopefully nothing nefarious going on.
Critical: (ExtLinkedReplInfo ONS-MasterBath-Renovation-v5.ExtLinkedReplInfo @ Function ClanManager1h_6T.ExtLinkedReplInfo.CmdOnPlayer : 0085)
Critical: UObject::ProcessEvent
Critical: (ExtLinkedReplInfo ONS-MasterBath-Renovation-v5.ExtLinkedReplInfo, Function ClanManager1h_6T.ExtLinkedReplInfo.CmdOnPlayer)
CmdOnPlayer is a function that allows admins to execute client-side console commands, such as switching a player's team or entering spec.
Hopefully nothing nefarious going on.
- captainsnarf
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Re: Client crash v2
My bad. The last time I tried to use sol tools to trade teams it crashed me, so I tried clan manager, and it crashed you
-leon-balancer

