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Oddities on the Chicago Server

Posted: Tue Jan 30, 2007 6:49 pm
by DW_KarmaKat
I was fooling around this afternoon in the Chicago server...first playing on Tricked Out and later on the DW vs SVA private server. I got two general protection faults. Never have had any kind of those on any of the servers and I haven't changed anything on my local machine.

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
:flower:

Posted: Tue Jan 30, 2007 7:13 pm
by Bean
I blame monsters... Seriously. I never had any GPF's until i started playing Invasion.

Posted: Tue Jan 30, 2007 7:33 pm
by DW_Hornet
I have no clue what the solution is but im willing to trade computers with you.

Regardless i used to get them all the time and it turned out to by my onboard sound card. Fmallocerrors are hard to trace since all i can gather is its a memory allocation thing. I found some various posts about the issue and there was nothing clear cut. Other then that my only solution to you is to backup your inis and remove them and see if that helps. Also check for any thing weird in your system folder.

Posted: Tue Jan 30, 2007 8:27 pm
by DW_e_aLpHa
The errors can be cause by hardware itself , corrupted Ini files , etc .. but Well the reazon the GPF log shows those references to random access addresses is , because that's what It's involved , what it means is that a program or part of one , in this case Unreal Tournament , is trying to access or write some 'spots' on your system Memmory wich are been used by another applications wich will never be allowed , this happens as quick as a program as UT works , as its extremly cpu demanding, thus it's RAM usage is extremly big and the velocity of reading and / or writing to Ram is just extreme so that at some point if it might call an alocation on the memory wich does not belong to it , and then there you have th GPF .. what you can do , is make sure when you run UT you have the fewest apps runing possible if you see this problem , also you maight consider a ram upgrade (if your insanely having bunch of gpfs) , but well in most cases just a simple restart of the program or the OS will do ! .. Treat well your computers :) specially while running Unreal Tournament -

Posted: Wed Jan 31, 2007 1:22 am
by DW_ToxicWaste
My Chicago provider is having serious hardware issues at the moment. That would account for your wild experience in Tricked out. Should be back to normal tomorrow.

As for the GPFs..I have gotten a couple myself since playing on the monster server. Not a lot, but here and there.

Rich (TW)

Posted: Wed Jan 31, 2007 10:14 pm
by DW_KarmaKat
Many thanks everyone!

Chicago seems to have battled it's demons and was very nicely smooth this afternoon!

As for the GPF gremlins.....::shrug:: Just don't know what it is about the RPG mod....but in future I'll try to minimize the number of apps I've got running in the background and see if that solves the problem. Thanks for that idea, aLpHa!

KKat
:flower:

Posted: Wed Jan 31, 2007 10:20 pm
by DW_KarmaKat
DW_Hornet wrote:I have no clue what the solution is but im willing to trade computers with you.

Regardless i used to get them all the time and it turned out to by my onboard sound card. Fmallocerrors are hard to trace since all i can gather is its a memory allocation thing. I found some various posts about the issue and there was nothing clear cut. Other then that my only solution to you is to backup your inis and remove them and see if that helps. Also check for any thing weird in your system folder.
Trade?? Why which computer here do you want to trade for? The Vic20...the multiple C64s, an orignal IBM 8080 Personal PC, 3 or 4 flavors of Pentiums.... ;)

Yeah...memory allocation errors are the pits to pin down. I've got INI files backed up already...but I'm going to hold off on yanking them out until I see if there's going to be a continual problem with the GPFs...so far today, it's been a clean run.

KKat
:flower: