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Go Back   The Unreal Admins Page > Forums > Unreal Admins > Unreal Tournament > UT Server - Windows Specific

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  #21  
Unread 6th October, 2005, 08:47 PM
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Quote:
Originally Posted by Dingus
We were getting it only sporadically before because the other error (HandleStream) was happening so often. Now, it is our most prevalent error.


What is your guys most prevalent error....and how often does it occur?

D
Well, I loaded MapvoteLA13 last night, and got the Handlestream error again. Sooo, I disabled the popup menu again and all was fine. I think its a conflict with our anticheat and the mapvote. Who knows
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  #22  
Unread 7th October, 2005, 06:51 PM
[BSC]MasterJohnny [BSC]MasterJohnny is offline
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strange.
i have never got handlestream error before with mapvotela12 but now i get it sometimes with la13
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  #23  
Unread 9th October, 2005, 07:58 PM
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Our server gets the following error message to often:

Anyone got an idea what is causing this !

Quote:
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: UObject:rocessEvent
Critical: (TMale2 DM-SarastroPark.TMale611, Function Engine.PlayerPawn.ServerMove)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor TMale611)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/02/05 17:44:16
OR

Quote:
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: APawn::physWalking
Critical: APawn::performPhysics
Critical: UObject:rocessEvent
Critical: (TMale2 DM-KitchenPunkysSnipeHuntA[EMB].TMale366, Function Engine.PlayerPawn.ServerMove)
Critical: RemoteCall
Critical: HandleStream
Critical: UActorChannel::ReceivedBunch
Critical: (Actor TMale366)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: UServerCommandlet::Main
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/09/05 20:38:23
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  #24  
Unread 10th October, 2005, 06:09 PM
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possible link:
http://www.unrealadmin.org/forums/showthread.php?t=8990

Ding
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  #25  
Unread 12th October, 2005, 07:14 PM
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Quote:
Originally Posted by Baiter
Well, I loaded MapvoteLA13 last night, and got the Handlestream error again. Sooo, I disabled the popup menu again and all was fine. I think its a conflict with our anticheat and the mapvote. Who knows
We installed MapvoteLA13 also...got now more often the HandleStream Errors.
What popup menu do you mean ?
Setting in the MapvoteLa.INI ??

We have ut version 4.40 and also use UTDC...No PURE.
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  #26  
Unread 12th October, 2005, 10:55 PM
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bEntryWindows=False
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  #27  
Unread 13th October, 2005, 08:13 AM
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Quote:
Originally Posted by Baiter
bEntryWindows=False
Thanks Baiter.
I will try that !!
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  #28  
Unread 16th October, 2005, 06:44 PM
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Today our Server run good for 82 hours. That is a new Record for Us.

But when it crashed i got this error :

Code:
Critical: AActor::TestCanSeeMe
Critical: AActor::PlayerCanSeeMe
Critical: UObject::ProcessEvent
Critical: (TFemale1Carcass DM-Fantazy2.TFemale1Carcass1309, Function Botpack.UTHumanCarcass.Dead.Timer)
Critical: AActor::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.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/16/05 19:27:59
This map has some animals in them.
From expirience i know, that when i remove the Animals from the Map, this error will not occure in this map again.
So i have changed a few maps, by deleting all the animals in them.
(BitterFishSchool, NaliRabbits, SwarmFly's etc. etc.)

But what could be the Problem ?
I think it is maybe related to our SniperGun, but i am not sure.
Does anyone else got this message before ??
And if YES what did you do about it !!

Any Help or Advice is much appreciated !
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  #29  
Unread 16th October, 2005, 07:26 PM
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It was a Map related Error.
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  #30  
Unread 16th October, 2005, 10:53 PM
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True.

But it happens only to those Maps which have the animals in them.
This should not happen.
Guess it is a Conflict of some kind.

I know that some clans dont have any problems.
At least i think they dont have any problems.

Someone told me last the Following.
If you put in a baby cow. you have to put in a mother Cow also.
OR
If you put in DeadBodySwarm, you have to put in a Dead Body.

I dont know if this is True. But who knows !
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  #31  
Unread 31st October, 2005, 10:25 AM
Cratos Cratos is offline
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1) "AActor::TestCanSeeMe"
That is caused by a map design error, when actors (animals) dying in a bad formatted zone

2) "Handlestream": Never had this on my server, seems to have to do with some kind of mods

2) "Assertion failed: NumInRec<=RELIABLE_BUFFER [File:R:\Projects\nacput\Ut436\Engine\Src\UnChan.cp p]"
Thats an error that is in all mapvotes I know of. I spotted the error and can even reproduce it on purpose. It's fixed in MapVoteLA13 and my server never crashed again with this message.
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