While in Tircked Out, there was a noticeable lag while in game...I'd run through a weapon locker or pickup and it either wouldn't register that I'd done so, or the visual and audio of the pickup was significantly delayed.
Had similar trouble while in the private server....and at one point I couldn't pick up anything at all. Vehicles worked, but not weapons, or if it did show I had weapons, I couldn't fire them.
In between playing on Tricked Out and the private server, I played two maps on Spam Vikings (RTS Kingdom and Dreamus-SVE) with minimal troubles...the funky video tearing I get on Dreamus (happens sometimes...but not critical) and I did get stuck once at the core on Dreamus when I spawned to start the second round. But no faults or lag happened on Spam Vikings.
Here's the fault from map Aridoom on Tricked Out:
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3595 MHz with 2046MB RAM
Video: RADEON X850 XT Platinum Edition (6490)
General protection fault!
History: RenderLevel <- ONS-Aridoom.myLevel <- FLevelSceneNode::Render <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Aridoom <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
And here's the one from map Torlan on the private server:
UT2004 Build UT2004_Build_[2005-11-23_16.22]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3595 MHz with 2046MB RAM
Video: RADEON X850 XT Platinum Edition (6490)
General protection fault!
History: FActorSceneNode::Render <- UCanvas::DrawActor <- UCanvas::execDrawActor <- (AssaultRifle ONS-Torlan.AssaultRifle @ Function Engine.Weapon.RenderOverlays : 0455) <- UObject::ProcessEvent <- (ONSPlusHUDOns ONS-Torlan.ONSPlusHUDOns, Function Engine.HUD.PostRender) <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- Level Torlan <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
The lag stuff I can understand...given the crappy routing I have from Dallas to Chicago...but the General Protection Faults are totally new! Any ideas, anyone?
KKat
