[SOLVED] TNM 1.0.4 - General Protection Fault

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x51
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[SOLVED] TNM 1.0.4 - General Protection Fault

Post by x51 »

Hi there. I played this awesome mod without 1.0.4 patch, but now i install that and I start getting this Error (image clickable):
Image

Also I got this strings in log file:

Code: Select all

ScriptLog: Login: Player
Log: Possessed PlayerPawn: trestkon 20_WCFloor1.trestkon1
ScriptLog: All inventory from Player is accepted
ScriptLog: DeusExLevelInfo - Spawned new mission script 'TNM.tnmMission20'
Init: Initialized moving brush tracker for Level 20_WCFloor1.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
ScriptLog: **** InitStateMachine() - 20_WCFloor1.trestkon1 started mission state machine for 20_WCFLOOR1
Critical: AActor::ProcessState
Critical: Object WCSecurity 20_WCFloor1.WCSecurity11, Old State State TNM.TNMPawn.Patrolling, New State State TNM.TNMPawn.Patrolling
Critical: AActor::Tick
Critical: AScriptedPawn::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: XGameEngineExt::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/19/15 14:32:47
My pc info:

Code: Select all

CPU: Core 2 Duo E6750
RAM: 4GB
VGA: Intel GMA HD3150
OS: Slackware64-current, Wine version 1.6.2 (DX v1.112fm, VC2008 libs installed)
Last edited by x51 on Mon Jan 19, 2015 1:45 pm, edited 1 time in total.
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bjorn98009_91
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Re: TNM 1.0.4 - get General Protection Fault after patching

Post by bjorn98009_91 »

I recognize this issue. Sometimes the pathfinding just goes nuts, nobody can really explain it. It's similar to this: http://kentie.net/article/dxguide/laguardiacrash.png
I guess either restart/reload or killall WCSecurity.
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Re: TNM 1.0.4 - get General Protection Fault after patching

Post by Hanfling »

bjorn98009_91 wrote:I recognize this issue.
I was actually thinking exactly the same. Remember that HK MJ12 Lab savegame you sent me which crashed too?
Last edited by Hanfling on Mon Jan 19, 2015 1:44 pm, edited 1 time in total.
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x51
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Re: TNM 1.0.4 - get General Protection Fault after patching

Post by x51 »

I solved this problem by starting new game. This errors occurs when I trying to play saved games which saved before installing patch.
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bjorn98009_91
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Re: [SOLVED] TNM 1.0.4 - General Protection Fault

Post by bjorn98009_91 »

Hanfling wrote:
bjorn98009_91 wrote:I recognize this issue.
I was actually thinking exactly the same. Remember that HK MJ12 Lab savegame you sent me which crashed too?
Yeah exactly. There is some rare bug in the pathfinding code that under certain circumstances manifests itself, but due to the nature of the bug/lack of source it's hard to track down.
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Re: [SOLVED] TNM 1.0.4 - General Protection Fault

Post by Hanfling »

Yeah but this might have have also been such a savegame of a previous version.
I demand my DXE User ID back. Launcher for DeusEx, Rune, Nerf, Unreal & Botpack. HX on Mod DB. Revision on Steam.
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