Randomizer maps still not right

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trans_lux
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Re: Randomizer maps still not right

Post by trans_lux »

I see the same/similar issue with the game crashing on maps with randomizer.
Happened last night 8/21
Only solution is to delete offending map with a cache manager and let reload.
I’ll grab some additional info next time it happens.
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Enyo
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Re: Randomizer maps still not right

Post by Enyo »

trans_lux wrote: Sun Aug 22, 2021 11:05 am I see the same/similar issue with the game crashing on maps with randomizer.
Happened last night 8/21
Only solution is to delete offending map with a cache manager and let reload.
I’ll grab some additional info next time it happens.
I stand corrected, we've had a couple other players say they've had issues with randomizer maps now. Maybe it's because of the frequent updates being made to these maps crossing up with cached files? Why does that happen with a few players and not others? My game seems to always re-download new maps every time I play them and never (knock on wood) seems to have any problems loading them.
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pooty
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Re: Randomizer maps still not right

Post by pooty »

And part of the reason when I update a map, it gets a new name, so we don't have to worry about UT getting its versions crossed.
Terminator
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Re: Randomizer maps still not right

Post by Terminator »

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.2 (Build: 9200)
CPU: AuthenticAMD Unknown processor @ 3794 MHz with 2047MB RAM
Video: NVIDIA GeForce RTX 2060 SUPER (5671)

General protection fault!

History: UObject::ConditionalDestroy <- UObject::GetFullName <- DispatchDestroy <- DispatchDestroys <- UObject::PurgeGarbage <- UObject::CollectGarbage <- UObject::StaticExec <- UEngine::Exec <- UGameEngine::Exec <- UPlayer::Exec <- UViewport::Exec <- UWindowsViewport::Exec <- APlayerController::execConsoleCommand <- (ExtendedConsole Package.ExtendedConsole @ Function Engine.Console.Tick : 002C) <- UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_Tick) <- UInteractionMaster::MasterProcessTick <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 10910191 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
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Provert
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Re: Randomizer maps still not right

Post by Provert »

Well, it's not an AMD issue...lol
Terminator
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Re: Randomizer maps still not right

Post by Terminator »

Provert wrote: Mon Aug 23, 2021 7:36 pm Well, it's not an AMD issue...lol
Why?
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Provert
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Re: Randomizer maps still not right

Post by Provert »

Terminator wrote: Mon Aug 23, 2021 8:17 pm
Provert wrote: Mon Aug 23, 2021 7:36 pm Well, it's not an AMD issue...lol
Why?
I know this game is mostly a CPU usage game, but his card is an Nvidia card. Mine is an AMD card. If you watcht he statistics of your system, the games does use up some GPU usage.
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pooty
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Re: Randomizer maps still not right

Post by pooty »

Is is an AMD cpu issue?
Terminator
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Re: Randomizer maps still not right

Post by Terminator »

pooty wrote: Thu Aug 26, 2021 9:14 am Is is an AMD cpu issue?
AMD better than Intel
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captainsnarf
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Re: Randomizer maps still not right

Post by captainsnarf »

I see terminator and I have the exact same error. I have AMD threadripper + nvidia 2070. Now I'm curious what's happening at extendedconsole->tick:2C.
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