Why is your map called MH-!!![Space-Port]?
Mine's MH-Space-Port.
Is MH-Space-Port known for issues?
- EvilGrins
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Re: Is MH-Space-Port known for issues?
http://unreal-games.livejournal.com/
Smilies · viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
Re: Is MH-Space-Port known for issues?
I got the package »MH-Space-Port.rar« from Medors place. The content of that RAR archive isEvilGrins wrote:Why is your map called MH-!!![Space-Port]?
Code: Select all
size | date | file name
---------+--------------+------------------------------
169 | Jul 11 2011 | installation readme thingy.txt
2797188 | Jul 11 2011 | MH-!!![Space-Port].unr
20180854 | Jun 19 2011 | odesykilljoke.umx
1288270 | Jun 18 2011 | !!!spacehunt.utx
<EDIT-2016-07-06>
I got it: it was an object creation problem in my double linked list; the map itself was only the trigger.
FYI in detail: in case the number of a collection is not fixed at develop time I don't use static arrays but double linked list which can grow dynamically. I derived it from Object, not from Actor. If an object is created by the New Operator and its parent (=outer) is not given, the engine uses the object from where New is called as Outer. If always the last element of the list creates a new element, the parent chain gets longer and longer.
Example with log(self):
first element: MyMap.ListItem0
second element: MyMap.ListItem0.ListItem1
third element: MyMap.ListItem0.ListItem1.ListItem2
and so on.
On my test server I run a check for Actors with duplicate names where I create a list item for each unique Actor name. If there are enough Actors, the nesting level of outers seems to reach a level that the garbage collector cannot handle any more.
</EDIT>
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett