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VladTepz
1st November, 2002, 02:06 AM
I’m running a patched server and I’m experiencing random crashes. (I.e. different maps, player loads, etc.)

Here’s what I’m getting in the logs.

Log: Master server assigned our MatchID: 0
NetComeGo: Open myLevel 10/31/02 20:40:08 xx.xx.xxx.xx:4314
Log: Client netspeed is 5000
ScriptLog: Team 1
ScriptLog: Login: QASIM
Log: xPlayer got player TcpipConnection
ScriptLog: [Securing] QASIM
ScriptLog: START MATCH
Log: Opening user log PlayerJoin_7777_2002_10_31_20_38_41.txt
ScriptLog: Player QASIM has been secured
Log: Calling eventClientValidate for client xx.xx.xxx.xx:4314
Log: xPawn fell out of the world!
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FOctreeNode::ActorZeroExtentLineCheck
Critical: FCollisionOctree::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::SingleLineCheck
Critical: AController::LineOfSightTo
Critical: AController::CheckEnemyVisible
Critical: AController::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Log: Waiting for file streaming thread to finish...
Init: CPU FP precision changed from 53 to 24-bit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/31/02 20:44:14

This has never happened pre patch.

Any ideas guys?

Vlad