[HOW-TO] Fix LOTD Critical Errors
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Re: [HOW-TO] Fix LOTD Critical Errors
Post #31 » 1 decade 10 months ago (17 May 2013, 21:29)
Re: [HOW-TO] Fix LOTD Critical Errors
Post #32 » 1 decade 10 months ago (18 May 2013, 01:17)
tomixbngamer wrote:ase 3 dias estava jugando en un server llamado cosmos y al dia siguiente nome aperecian servers denuevo.volvi a instalar el LOTD y reinstale el parche y na da ¿k esta pasando?por fa ayudenme
amigo si se nos cayo a todos la lista si quieres entrar al server
cosmo lms 69.90.34.145
death or glory 69.90.34.136
rising-dead invasion 69.90.34.207
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Re: [HOW-TO] Fix LOTD Critical Errors
Post #33 » 1 decade 7 months ago (05 Aug 2013, 09:08)
so i decided to start an account here as soon as i found this site hoping someone here might know the fix to this problem
i read over the ways to fix this error and i tried the windows 98 in compatibility mode with no luck.Any suggestions
heres my error..No Label
OS: Windows 98 4.10 (Build: 67766446)
CPU: AuthenticAMD Unknown processor @ 1647 MHz with 255MB RAM
Video: AMD Radeon HD 6320 Graphics (1083)
DOTZMPFailed Transient.DOTZMPFailed3200 (Function GUI.GUIMultiComponent.Free:004B) Runaway loop detected (over 1000000 iterations)
History: FFrame::Serialize <- UObject::ProcessEvent <- (DOTZPlayerController MainMenu.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
But for some odd reason i can still join DM servers with no problems 0-o
- Dragosvr92
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Re: [HOW-TO] Fix LOTD Critical Errors
Post #34 » 1 decade 7 months ago (05 Aug 2013, 23:03)
Did you tried to install BladeIN_V12? This error occurs only when you download files from servers with a redirect.
As the DM servers run mostly the stock maps, you can enter the server with no problems.
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Re: [HOW-TO] Fix LOTD Critical Errors
Post #35 » 1 decade 7 months ago (06 Aug 2013, 03:53)
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Re: [HOW-TO] Fix LOTD Critical Errors
Post #36 » 1 decade 7 months ago (07 Aug 2013, 12:03)
change OverridePlayerController
to
BladeIN_V12.ZPlayerController
If your getting access denied after editing the .ini then overwriting (save) like i did then move your Groove games folder out of programs to somewhere else like the desktop then edit the ini , save over and then you should be good to go
Ineed of some help guys!
Post #37 » 1 decade 1 month ago (01 Feb 2014, 23:46)
---------- Can someone please me resolve this problem, please and thankyou--------
Code: Select all
No Label
OS: Windows NT 6.1 (Build: 7600)
CPU: GenuineIntel PentiumPro-class processor @ 2929 MHz with 2047MB RAM
Video: NVIDIA GeForce GTX 260 (1422)
General protection fault!
History: UObject::GetFullName <- TestReach <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7271) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7271) <- UStruct::SerializeBin <- (Class Engine.LiftExit PathList[0]) <- UObject::Serialize <- (LiftExit InTrinDayV102.LiftExit11) <- AActor::Serialize <- TestReach <- (LiftExit InTrinDayV102.LiftExit11) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7369) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7369) <- UStruct::SerializeBin <- (Class Engine.LiftExit PathList[0]) <- UObject::Serialize <- (LiftExit InTrinDayV102.LiftExit4) <- AActor::Serialize <- TestReach <- (LiftExit InTrinDayV102.LiftExit4) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7436) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7436) <- UStruct::SerializeBin <- (Class Engine.LiftCenter PathList[0]) <- UObject::Serialize <- (LiftCenter InTrinDayV102.LiftCenter0) <- AActor::Serialize <- TestReach <- (LiftCenter InTrinDayV102.LiftCenter0) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7441) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7441) <- UStruct::SerializeBin <- (Class Engine.LiftExit PathList[0]) <- UObject::Serialize <- (LiftExit InTrinDayV102.LiftExit6) <- AActor::Serialize <- TestReach <- (LiftExit InTrinDayV102.LiftExit6) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7359) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7359) <- UStruct::SerializeBin <- (Class Engine.LiftExit PathList[0]) <- UObject::Serialize <- (LiftExit InTrinDayV102.LiftExit5) <- AActor::Serialize <- TestReach <- (LiftExit InTrinDayV102.LiftExit5) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7381) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7381) <- UStruct::SerializeBin <- (Class Engine.LiftExit PathList[0]) <- UObject::Serialize <- (LiftExit InTrinDayV102.LiftExit3) <- AActor::Serialize <- TestReach <- (LiftExit InTrinDayV102.LiftExit3) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7387) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7387) <- UStruct::SerializeBin <- (Class Engine.LiftExit PathList[0]) <- UObject::Serialize <- (LiftExit InTrinDayV102.LiftExit2) <- AActor::Serialize <- TestReach <- (LiftExit InTrinDayV102.LiftExit2) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7228) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7228) <- UStruct::SerializeBin <- (Class Engine.LiftCenter PathList[0]) <- UObject::Serialize <- (LiftCenter InTrinDayV102.LiftCenter1) <- AActor::Serialize <- TestReach <- (LiftCenter InTrinDayV102.LiftCenter1) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7227) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7227) <- UStruct::SerializeBin <- (Class Engine.LiftExit PathList[0]) <- UObject::Serialize <- (LiftExit InTrinDayV102.LiftExit1) <- AActor::Serialize <- TestReach <- (LiftExit InTrinDayV102.LiftExit1) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7199) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7199) <- UStruct::SerializeBin <- (Class Engine.LiftCenter PathList[0]) <- UObject::Serialize <- (LiftCenter InTrinDayV102.LiftCenter2) <- AActor::Serialize <- TestReach <- (LiftCenter InTrinDayV102.LiftCenter2) <- UStruct::SerializeBin <- (Class Engine.ReachSpec End[0]) <- UObject::Serialize <- (ReachSpec InTrinDayV102.ReachSpec7198) <- TestReach <- (ReachSpec InTrinDayV102.ReachSpec7198) <- UStruct::Seri
Reason: Added code tags.
- Dragosvr92
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Re: Ineed of some help guys!
Post #38 » 1 decade 1 month ago (02 Feb 2014, 09:00)
There are actually 11 errors, in that one. I suspect there may be some corrupt file. Do you get this error on all servers, or just this one server ? If its just on this one, can you enter the server when it runs another map?
Re: [HOW-TO] Fix LOTD Critical Errors
Post #39 » 1 decade 1 month ago (03 Feb 2014, 00:49)
**LOTD-Domination.com TRINDAY** server.
Thats the server that I try to join when the error comes out, I know that it could be a corrupt file but I don't know which it could be.
- Dragosvr92
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Re: [HOW-TO] Fix LOTD Critical Errors
Post #40 » 1 decade 1 month ago (03 Feb 2014, 02:01)
Also rename or temporary rename your Cache folder. See if that works.
If if you are still having troubles, attach here your LOTD.ini file.