I have a project in the works, it's a map, the gametype is Assault.
It seems to work fine when run offline and it's acceptable on listen servers, map change seems to work as well on listen servers, however, dedicated servers are driving me nuts.
Sometimes the map loads fine, but that's only the case, if there is no player. Once a player joins, the server crashes and there is a garbage collection error.
Whenever a mapchange is forced (through vote), it crashes the server (maybe because players join immediately) - yet again the same issue, garbage collection.
Here is what it says:
I read that this can happen on mapchange with Assault and Onslaught maps for whatever reason.
I'm trying several tricks to fix the map, it must have to do with it, every other map works just fine and it can't be there is no solution...
If anybody knows anything, I would be glad to hear a solution. The kind helper(s) will be credited in readme and a texture within the map.
If nobody knows a solution, does anybody at least have an idea what is considered garbage?
Could mover possibly be part of it? If that is the case, then I would try to change some stuff and remove some movers.
The map has a big wide room in it (with distance fog though), could big brushes possibly bug it? Other than that it contains multiple skyzones (those that Angel Mapper uses as well), however, I haven't heard of any issues with her PhaseShift map either concerning dedicated servers and garbage collection.
Other than that, I have hidden movers in my map and four camera actors (which actually do work except for displaying players, network camera actor).
My map is not finished yet, it is still considered alpha but for several reasons I was curious how it would run online and I would like to keep it somewhat private until it is done. On demand I might upload it though.
It seems to work fine when run offline and it's acceptable on listen servers, map change seems to work as well on listen servers, however, dedicated servers are driving me nuts.
Sometimes the map loads fine, but that's only the case, if there is no player. Once a player joins, the server crashes and there is a garbage collection error.
Whenever a mapchange is forced (through vote), it crashes the server (maybe because players join immediately) - yet again the same issue, garbage collection.
Here is what it says:
Code:
Warning: HoldObjective AS-LobbyVR2PMA7.HoldObjective0 (Function UnrealGame.HoldObjective.PostBeginPlay:0035) AS-LobbyVR2PMA7.HoldObjective0 MoverTag not defined!!! Log: MasterServerUplink: Resolved ut2004master2.epicgames.com as 199.255.40.171. Log: Resolved master0.gamespy.com (69.10.30.248) ScriptLog: UdpGameSpyUplink: Master Server is master0.gamespy.com:27900 ScriptLog: UdpGameSpyUplink: Port 7788 successfully bound. Log: MasterServerUplink: Connection to ut2004master2.epicgames.com established. Log: Approval APPROVED Log: Master server requests heartbeat 0 with code 1752 Log: Master server requests heartbeat 1 with code 1752 Log: Master server requests heartbeat 2 with code 1752 NetComeGo: Open myLevel 12/30/12 22:03:28 79.237.52.172:61228 Log: Client netspeed is 10000 ScriptLog: Pre: ?Name=Sly.?Class=Engine.Pawn?Character=Xan?team=1?Sex=M?Voice=BossVoice.BossVoice Log: Master server assigned our MatchID: 0 ScriptLog: New Player Sly. id=cbd22e782e66525f8834b0c2a845de88 ScriptLog: START MATCH ScriptLog: ASGameInfo::BeginRound ScriptLog: ResetLevel Log: Collecting garbage Critical: UObject::GetFullName Critical: TestReach Critical: UObject::GetFullName Critical: TArray<< Critical: UModel::Serialize Critical: TestReach Critical: (Model AS-LobbyVR2PMA7.Model15) Critical: ULevel::Serialize Critical: TestReach Critical: (Level AS-LobbyVR2PMA7.myLevel) Critical: UStruct::SerializeBin Critical: (Class Engine.GameEngine GLevel[0]) Critical: UObject::Serialize Critical: (GameEngine Package.GameEngine) Critical: UGameEngine::Serialize Critical: (GameEngine Package.GameEngine) Critical: UGameEngine::Serialize Critical: (GameEngine Package.GameEngine) Critical: TestReach Critical: (GameEngine Package.GameEngine) Critical: TArray<< Critical: UObject::SerializeRootSet Critical: UObject::CollectGarbage Critical: UObject::StaticExec Critical: UEngine::Exec Critical: UGameEngine::Exec Critical: AActor::execConsoleCommand Critical: UObject::ProcessEvent Critical: (ASGameInfo AS-LobbyVR2PMA7.ASGameInfo, Function UnrealGame.DeathMatch.PendingMatch.Timer) Critical: AActor::Tick Critical: TickAllActors Critical: ULevel::Tick Critical: (NetMode=1) Critical: TickLevel Critical: UGameEngine::Tick Critical: Level PlaceholderTitle Critical: UpdateWorld Critical: UServerCommandlet::Main Exit: Executing UObject::StaticShutdownAfterError Exit: Exiting. Log: FileManager: Reading 0 GByte 78 MByte 365 KByte 1009 Bytes from HD took 0.454999 seconds (0.347999 reading, 0.107000 seeking). Log: FileManager: 0.066000 seconds spent with misc. duties Uninitialized: Name subsystem shut down Uninitialized: Log file closed, 12/30/12 22:04:09
I'm trying several tricks to fix the map, it must have to do with it, every other map works just fine and it can't be there is no solution...
If anybody knows anything, I would be glad to hear a solution. The kind helper(s) will be credited in readme and a texture within the map.

If nobody knows a solution, does anybody at least have an idea what is considered garbage?
Could mover possibly be part of it? If that is the case, then I would try to change some stuff and remove some movers.
The map has a big wide room in it (with distance fog though), could big brushes possibly bug it? Other than that it contains multiple skyzones (those that Angel Mapper uses as well), however, I haven't heard of any issues with her PhaseShift map either concerning dedicated servers and garbage collection.
Other than that, I have hidden movers in my map and four camera actors (which actually do work except for displaying players, network camera actor).
My map is not finished yet, it is still considered alpha but for several reasons I was curious how it would run online and I would like to keep it somewhat private until it is done. On demand I might upload it though.
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