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[HOW-TO] Fix LOTD Critical Errors

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[HOW-TO] Fix LOTD Critical Errors

Postby Dragosvr92 » 21 Oct 2011, 17:51

Well i have managed to come across a few Errors during the time, and i said to let everyone know how to fix them.
If you have any Critical Errors, post back here and maybe someone will be able to help you fix them.

01, 02, 03, 04, 05, 06, 07, 08, 09, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20

01.
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General protection fault!

History: LocalMapURL <- UGameEngine::Browse <- UGameEngine::Init <- InitEngine

This Error Appears When The map you are trying to Test Play is missing files. Remove the files, or find them to solve it.
It can also be displayed when you have just created files inside the Texture/Mesh Browser, and you have forgot to save the files into the Right folders.

02.
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Failed to find object 'Class DOTZGame.ilename to read from'

History: UObject::SafeLoadError <- UObject::StaticLoadClass <- InitGameInfo <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- UGameEngine::Init <- InitEngine

This Error sometime appears if you haven't Set a gametype to your map, and left the field blank.
To fix it, Goto View/Level Properties/LevelInfo/ and paste DOTZGame.DOTZInvasion into the DefaultGameType.

03.
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General protection fault!

History: FWaveModInfo::ReadWaveInfo <- callingGetPerioid <- 1 <- FSoundData::Load <- TLazyArray<< <- USound::Serialize <- LoadObject <- (Sound Autoplay.FootSteps.BFootstepDirt1 4113854==4113854/4661290 4113847 8) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Engine.Level None.MyLevel Autoplay.dz) <- LoadLevel <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- UGameEngine::Init <- InitEngine

This Error Shows up if you embed a sound (.uax) file onto a map while its set into a AmbientSound Actor.

04.
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Negative delta time!

History: UGameEngine::Tick <- UpdateWorld <- MainLoop

It Seems that this Error shows up if you are using a Dual-Core CPU.
To fix it, run the game under the Windows 98 Compability Mode.That way The game will be forced to run under only one core.
Thanks to eblade for making me aware on how to fix this.

05.
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Could not find a starting spot

History: UGameEngine::Init <- InitEngine

This one Is pretty Obvious...
To fix it, right click on a surface and Place a Add Player Start Here on your map.

06.
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General protection fault!

History: UALAudioSubsystem::RegisterSound <- UALAudioSubsystem::PlayMusic <- UObject::ProcessEvent <- (DOTZMenuGameType splash.DOTZMenuGameType0, Function DOTZGame.DOTZMenuGameType.PostLogin) <- ULevel::SpawnPlayActor <- UGameEngine::Init <- InitEngine

This error seems to appear if you are running The game under Windows Vista, or Windows 7, together with the Vista/7 Editor Fix. In order to fix this, Find LOTD.ini and set MusicVolume to 0.0 or Roll back to the main Core files.

07.
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Assertion failed: GObjBeginLoadCount==0 [File:.\UnObj.cpp] [Line: 1562]

History: UObject::StaticTick <- UEditorEngine::Tick <- UpdateWorld <- MainLoop
I've met this error while trying to open a .dz file which wasnt completley downloaded.
I think you may also get it while trying to access any broken/corrupt map file.

08.
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General protection fault!

History: CheckTag <- ULinkerLoad::ULinkerLoad <- UObject::StaticTick <- UEditorEngine::Tick <- UpdateWorld <- MainLoop

This Error accours when you try to open invalid files into the Editor. For example if you open .exe files, or if you by any chance try to open a .ogg file inside the Sounds tab, where you may only open .uax files

09.
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MountedWeaponA Save.MountedWeaponA1 (Function AdvancedEngine.AdvancedWeapon.NeedsToReload:0001) Runaway loop detected (over 1000000 iterations)

History: FFrame::Serialize <- UObject::ProcessEvent <- (MountedWeaponA Save.MountedWeaponA1, Function AdvancedEngine.AdvancedWeapon.Reloading.BeginState ) <- UObject::GotoState <- AActor::ProcessState <- Object MountedWeaponA Save.MountedWeaponA1, Old State State AdvancedEngine.AdvancedWeapon.Idle, New State State AdvancedEngine.AdvancedWeapon.Reloading <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

I haven't seen this error in action, but it looks to me that it is occurring if/when you get into the possession of the Machinegun/Minigun from either Level ch12a, aka Heavy Gunner, or in some cases if use the MINIGUN Cheat to get it.

10.
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Assertion failed: &Mips(MipLevel).DataArray(0) [File:UnTex.cpp] [Line: 1146]

History: UTexture::ConvertDXT

This seems to occur only in SP if you have a Graphics card under 64 MB of RAM.

11.
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DOTZMPFailed Transient.DOTZMPFailed8780 (Function GUI.GUIMultiComponent.Free:004B) Runaway loop detected (over 1000000 iterations)

History: FFrame::Serialize <- UObject::ProcessEvent <- (DOTZPlayerController splash.DOTZPlayerController0, Function Engine.PlayerController.SetProgressMessage) <- UGameEngine::SetProgress <- ULevelBase::NotifyProgress <- UDownload::ReceiveData <- UHTTPDownload::Tick <- TickDownload <- UNetConnection::Tick <- UNetDriver::TickFlush <- UNetPendingLevel::Tick <- TickPending <- UGameEngine::Tick <- UpdateWorld <- MainLoop

This is a bug in the engine which occurs on servers which use a web redirect. The redirect system was broken when the game was released, and not even the devs that created the game werent much informed how good it works. To fix it, just Download eblade's BladeIN_V12.

12.
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Can't find 'ini:Engine.Engine.GameEngine' in configuration file

History: UObject::SafeLoadError <- UObject::StaticLoadClass <- InitEngine

The error appears if the group [Engine.Engine] is missing from your LOTD.ini file.
To fix it, just delete the file, and run the game. The game will re-create the original stash file.

13.
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<?int?Engine.Errors.FailedMD5Load?>

History: UGameEngine::Init <- InitEngine

The error appears if the group [Core.System] is missing from your LOTD.ini file.
To fix it, just delete the file, and run the game. The game will re-create the original stash file.
PS: This error, and the one above(12) has to do a bit with the game itself, as it doesnt know how re add them into the file.
Other groups are added in the file, if missing.

14.
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Critical: Assertion failed: Bitmap.LoadFile(Filename) [File:..\..\Engine\Inc\UnEngineWin.h] [Line: 39]
Critical: Windows GetLastError: The system cannot find the file specified. (2)
Exit: Executing UObject::StaticShutdownAfterError

This error will be showing in the LOTD.ini file, and not on the popup window, as the other errors in this topic.
The error shows that the Logo.bmp image is missing from the Help folder, and it will make the game unable to start.
To fix it, put the original image in there, or just place any file named Logo.bmp

15.
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Editor requires desktop set to 32 bit resolution

This error appears when you try to run the Editor, if your pc uses 16bit, and doesn't support 32 bit, or, you have set the compability mode to run into 256 colours.

16.
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General protection fault!
History: UObject::GetFullName <- UObject::IsValid <- UObject::GetFullName <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop

This error appears when you try to join game, from xfire. To fix it, check the Xfire Fix in this topic.
Everybody should install this to get rid of the starting animations :)

17.
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Assertion failed: GObjBeginLoadCount==0 [File:UnObj.cpp] [Line: 1562]

History: UObject::StaticTick <- UEditorEngine::Tick <- UpdateWorld <- MainLoop

That error shows if you are trying to load all your Textures folder, or if you are trying to load more files at once, than the editor can handle. Just load fewer files, like 30 now, 30 later. But i dont see why you would open hundreds of GBbytes of textures.

18.
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Can't find 'ini:Engine.Engine.GameEngine' in configuration file

History: UObject::SafeLoadError <- UObject::StaticLoadClass <- InitEngine

Error appears if the server configuration ini file is missing.
If you create a new ini file with the LOTD Server Config Tool, and you dont save it, the error will pop up. Always save your ini file after making changes, before running your server.

19.
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History: UALAudioSubsystem::RegisterSound <- UALAudioSubsystem::PlayMusic <- UObject::ProcessEvent <- (TrinV3StandardIN IN-Ankh.TrinV3StandardIN0, Function TrinInvasionV3.TrinV3StandardIN.PostLogin) <- ULevel::SpawnPlayActor <- UGameEngine::Init <- InitEngine



20.
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Failed to enter Entry: Cannot connect to 'Entry'

History: UGameEngine::Init <- InitEngine

The error appears if you are missing the Entry.dz file from the Levels folder. To fix it, put the file back from your LOTD Disk.
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Re: [HOW-TO] Fix General Errors

Postby DarthTemplar312 » 21 Feb 2012, 07:44

I think I found a new one... recently I reinstalled my game and I get this demon:

Code: Select all
No Label

OS: Windows 98 4.10 (Build: 67766446)
CPU: GenuineIntel Unknown processor @ 2935 MHz with 503MB RAM
Video: Intel(R) 82915G/GV/910GL Express Chipset Family (3943)

Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.

History: FMallocWindows::Malloc <- FMallocWindows::Realloc <- 00000000 -391243664 FArray <- FArray::Realloc <- 487965454*8 <- FUnrealfileSummary<< <- LoadSummary <- ULinkerLoad::ULinkerLoad <- UObject::GetPackageLinker <- UObject::StaticLoadObject <- (Engine.Level None.MyLevel Ch01.dz) <- VerifyPackages <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop


This only occurs when I play singleplayer, when I play multiplayer it seems fine. Any suggestions? o.o
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Re: [HOW-TO] Fix General Errors

Postby Dragosvr92 » 22 Feb 2012, 02:44

The message is pretty obvious. You got out of virtual memory.
How much freespace do you have on your hard drive? Were you having other programs opened, like Firefox or something else?
Those may have ate RAM memory, i see you have only 503 MB of ram.
Do you really run under Windows 98 !? o-O'
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Re: [HOW-TO] Fix General Errors

Postby DarthTemplar312 » 22 Feb 2012, 02:49

Actually no Lol, I fixed it by replacing the campaign levels with the original, which was able to work. O.o
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Re: [HOW-TO] Fix General Errors

Postby Dragosvr92 » 22 Feb 2012, 02:53

DarthTemplar312 wrote:Actually no Lol, I fixed it by replacing the campaign levels with the original, which was able to work. O.o

humm.. thats weird. So the error was..... ooh.... well, those LOTD_X MODs have lots more of zombies, so your computer seems to have too little RAM to process every zombie with their fast movements. You should try getting some more ram, it got pretty cheap.
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Re: [HOW-TO] Fix General Errors

Postby DarthTemplar312 » 22 Feb 2012, 03:00

Eh.... true the X3 mod does take up a lot of ram, that's' the reason why I uninstalled it. I do try to free up my ram, but the video card update ate 9 MB of my ram, that kinda forced me to uninstall and the video card did causes blue screen on lots of games.

Before Update:
Halo
Star Wars Empire at War
Star Wars Force of Corruption

After Update:
Ate 9 MB of my ram
Halo - Blue Screen
Star Wars Empire at War - Blue Screen
Star Wars Forces of Corruption - Blue Screen
Basically the update would cause almost all the games I own would result into a blue screen which kinda pissed me off.
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Re: [HOW-TO] Fix General Errors

Postby Dragosvr92 » 22 Feb 2012, 03:07

Why do you care about Single Player anyways?
I havent played it in ages, in a time i had the levels deleted as i didnt need them.
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Re: [HOW-TO] Fix General Errors

Postby DarthTemplar312 » 22 Feb 2012, 03:10

I don't know.... I just have to finish the single player first before I play online, same with other games, finish the campaign, understand the story line, understand the characters etc etc, beat the games, then multiplayer. Plus you can understand the maps from singleplayer.
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Re: [HOW-TO] Fix LOTD Critical Errors

Postby Destroy » 13 Jun 2012, 01:15

hi there i have an critical error evrey time i connect directly to a server with xfire

Code: Select all
History: UObject::GetFullName <- UObject::IsValid <- UObject::GetFullName <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop



someone knows what i should do to fix it? :O
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Re: [HOW-TO] Fix LOTD Critical Errors

Postby Dragosvr92 » 13 Jun 2012, 01:42

That happens because you dont have the Xfire Fix installed.
I think its because of the starting animations that have to play, and then send you in game server..
Fixed it over Teamviever and added it under the number 16th, on the main list.
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