Ребят, я, конечно, понимаю, что у вас ОЧЕНЬ много работы, НО какого, извините за выражение, хрена, стало очень много дыр в геодате? почему на ровном месте проваливаешься под землю?
Это случается в городах, в местах спуска\подъема, в продолжение полета вылетает крит, и повторный заход возможен только после того как чар вылетит из игры.
Печально как то все вся эта тенденция ведет к уходам с серва, имхо.
вот один из критов:
2010.11.5 17:11:22
OS : Windows XP 5.1 (Build: 2600)
CPU : AuthenticAMD AMD Phenom(tm) 8450 Triple-Core Processor @ 2308 MHz 1022MB RAM
Video : NVIDIA GeForce 7600 GT (5896)
PosCode : LS1(216) -118311:42919:655 3/1 [386]
General protection fault!
History: phase3-2 <- phase3 <- phase1 <- Node BoundingBox Min(0.000000,0.000000,0.000000) Max(0.000000,0.000000,0.000001). Triangle Plane=(0.000000,0.000000,-1.000000,-107.372498) <- FSweptBoxCollisionCheck::Check <- NodeIndex=1370 <- phase3-1 <- phase3 <- phase1 <- Node BoundingBox Min(-0.544372,0.000000,0.838844) Max(77.910736,-0.000000,1.000000). Triangle Plane=(0.000000,0.000000,-1.000000,-107.372498) <- FSweptBoxCollisionCheck::Check <- NodeIndex=0 <- UStaticMesh::LineCheck <- Owner=StaticMeshActor 16_19.StaticMeshActor3 Name=spirit_island_manor_A End[-115169.000000 ,44156.000000, 488.000000] Start[-115169.000000 ,44156.000000, 573.000000] Extent[13.000000 ,13.000000, 25.000000] <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FCollisionOctree::ActorLineCheck <- SWCheckWithActors <- CheckWithActors <- ULevel::MultiLineCheck <- UMasterLevel::SingleLineCheck <- UGameEngine::OnNpcInfo <- NpcInfoPacket <- UNetworkHandler::Tick <- Function Name=NpcInfoPacket <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Это при заходе на этого чара:
2010.11.5 17:13:26
OS : Windows XP 5.1 (Build: 2600)
CPU : AuthenticAMD AMD Phenom(tm) 8450 Triple-Core Processor @ 2308 MHz 1022MB RAM
Video : NVIDIA GeForce 7600 GT (5896)
PosCode : LS1(216) -118104:42888:709 3/1 [386]
Create 00000000.0178ACE6 failed: Size=1764136 Pad=0 Align=8 NumLocked=1 BytesLocked=811220/4194304
History: FMemCache::Create <- UStaticMesh::GetCollisionNode <- FSweptBoxCollisionCheck::Check <- NodeIndex=0 <- UStaticMesh::LineCheck <- Owner=StaticMeshActor 16_19.StaticMeshActor230 Name=spirit_island_weapon_in_1 End[-115888.000000 ,43568.000000, 508.200256] Start[-115888.000000 ,43568.000000, 516.000000] Extent[13.000000 ,13.000000, 25.000000] <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FOctreeNode::ActorNonZeroExtentLineCheck <- FCollisionOctree::ActorLineCheck <- SWCheckWithActors <- CheckWithActors <- ULevel::MultiLineCheck <- UMasterLevel::SingleLineCheck <- APawn::physWalking <- K_M1_normal Transient.K_M1_normal0 Loc.X=-115888.000000 Y=43568.000000 Z=516.000000 Acc.X0.000000 Y=0.000000 Z=0.000000 Vel.X=0.000000 Y=0.000000 Z=0.000000 Delta.X=0.000000 Y=0.000000 Z=0.000000 <- APawn::performPhysics <- AActor::Tick <- Transient.K_M1_normal0 <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- UMasterLevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop