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.
Randomizer maps still not right
Re: Randomizer maps still not right
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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― Mark Twain
- pooty
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Re: Randomizer maps still not right
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.
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Re: Randomizer maps still not right
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
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
- Provert
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Re: Randomizer maps still not right
Well, it's not an AMD issue...lol
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- Provert
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Re: Randomizer maps still not right
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.
- pooty
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Re: Randomizer maps still not right
Is is an AMD cpu issue?
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Re: Randomizer maps still not right
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.