Client critical error!
Posted: Sat Jan 19, 2013 11:00 pm
Hi!
Client critical error messages:
2013.1.19 22:55:03
OS : Windows Vista 6.1 (Build: 7600)
CPU : AuthenticAMD AMD Athlon(tm) II X4 640 Processor @ 3014 MHz 4092MB RAM
Video : ATI Radeon HD 3800 Series (1129)
PosCode : LS1(87) 82167:147623:-3468 4/1 [462]
General protection fault!
History: ObjectTestReach <- (: ErrorNameNone) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial82) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial82) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector150) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector150) <- ULevelBase::Serialize <- ULevel::Serialize <- UMasterLevel::Serialize <- ObjectTestReach <- (MasterLevel Transient.MasterLevel0) <- UStruct::SerializeBinGC <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- ObjectTestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UMasterLevel::DetachLevel <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- UGameEngine::L2_Teleport <- UGameEngine::ScreenFadeDone <- UGameEngine::Tick <- UpdateWorld <- MainLoop
any to help ? and make this work ?
Client critical error messages:
2013.1.19 22:55:03
OS : Windows Vista 6.1 (Build: 7600)
CPU : AuthenticAMD AMD Athlon(tm) II X4 640 Processor @ 3014 MHz 4092MB RAM
Video : ATI Radeon HD 3800 Series (1129)
PosCode : LS1(87) 82167:147623:-3468 4/1 [462]
General protection fault!
History: ObjectTestReach <- (: ErrorNameNone) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial82) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial82) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector150) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector150) <- ULevelBase::Serialize <- ULevel::Serialize <- UMasterLevel::Serialize <- ObjectTestReach <- (MasterLevel Transient.MasterLevel0) <- UStruct::SerializeBinGC <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- ObjectTestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UMasterLevel::DetachLevel <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- UGameEngine::L2_Teleport <- UGameEngine::ScreenFadeDone <- UGameEngine::Tick <- UpdateWorld <- MainLoop
any to help ? and make this work ?