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"Missing variable name in replication definition"... ...No?
Posted: Sat Oct 03, 2015 1:21 am
by PrinceOfFunky
Hello, today I discovered UCC lies me
I'm now offended but it doesn't want to tell me the truth :/ I've this little code(testing some replication features):
Code: Select all
class VariablesReplicator expands Actor;
var int NonReplicatedIntVar;
var int ReplicatedIntVar;
replication
{
reliable if (ROLE == ROLE_Authority)
{
ReplicatedIntVar;
}
}
function PostBeginPlay()
{
NonReplicatedIntVar = 15;
ReplicatedIntVar = 15;
Log("NonReplicatedIntVar FROM:SELF = "$NonReplicatedIntVar);
Log("ReplicatedIntVar FROM:SELF = "$ReplicatedIntVar);
}
defaultproperties
{
}
This is, instead, the error ucc gives to me:
Code: Select all
Error. Missing variable name in replication definition.
But the variable ReplicatedIntVar exists in the same class, so why lying? I see it is in the same class
Re: "Missing variable name in replication definition"... ...
Posted: Sat Oct 03, 2015 10:42 am
by sektor2111
Who is lying ?
Let's call police, right ?
First I would like to see you checking default codes and how is declared REPLICATION and then we can talk more about the rest... Now I can figure why at Moddb are only guess based works...
Re: "Missing variable name in replication definition"... ...
Posted: Sat Oct 03, 2015 5:17 pm
by PrinceOfFunky
sektor2111 wrote:Who is lying ?
Some.zip
Let's call police, right ?
First I would like to see you checking default codes and how is declared REPLICATION and then we can talk more about the rest... Now I can figure why at Moddb are only guess based works...
Oh oki, so the problem were the pharentesis on the "reliable if" structure, Thank you.
I'm use to use pharentesis when there's an "if" structure, I didn't notice "reliable if" structures worked without pharentesis, and I didn't read it anywhere :/
Re: "Missing variable name in replication definition"... ...
Posted: Sat Oct 03, 2015 6:51 pm
by sektor2111
PrinceOfFunky wrote:and I didn't read it anywhere :/
Neither me... Actor.uc is example after all.
===
I'm not finished with you, as long as you are toying with replication, and I like such toys a bit, I'll fire you into a homework: Figure IF that variable is reaching at client using a LOG
. It might works and might not works, it's up on you.
Re: "Missing variable name in replication definition"... ...
Posted: Sat Oct 03, 2015 7:24 pm
by PrinceOfFunky
sektor2111 wrote:PrinceOfFunky wrote:and I didn't read it anywhere :/
Neither me... Actor.uc is example after all.
===
I'm not finished with you, as long as you are toying with replication, and I like such toys a bit, I'll fire you into a homework: Figure IF that variable is reaching at client using a LOG
. It might works and might not works, it's up on you.
In fact I tried it: I made 2 actors:
- 1. An actor called "Server":
Code: Select all
class Server expands Actor;
function PostBeginPlay()
{
local VariablesReplicator VReplicator;
foreach AllActors(class'VariablesReplicator', VReplicator)
{
Log("NonReplicatedIntVar FROM:SERVER = "$VReplicator.NonReplicatedIntVar);
Log("ReplicatedIntVar FROM:SERVER = "$VReplicator.ReplicatedIntVar);
}
}
defaultproperties
{
}
- 2. The other actor you already saw.
Both of them, give 15 to all the variables
.
Probably it could be cause the function "PostBeginPlay()" is just an initialization, or cause the server is hosted inside the same machine .o.
Re: "Missing variable name in replication definition"... ...
Posted: Sun Oct 04, 2015 5:52 am
by sektor2111
PrinceOfFunky wrote:or cause the server is hosted inside the same machine .o.
This has the mostly 0 importance, Net stuff is Net stuff - however machine is processing things a bit more (or less, if you know what I mean else I'll give you valid examples). Since you have posted some server related info I was thinking that you have fired some game (testing old weaponry, dynamic lightning, sh!t projectiles with 0 net codes, etc. in order to see your options). I asure you, the server has the same Net troubles even fired up inside the same machine, simply some data doesn't reach in client-side and... you have 2 logs: server-log and client-log. Now... back... show me your variables inside client... the rest are just words and or useless lines processing nothings.
Re: "Missing variable name in replication definition"... ...
Posted: Mon Oct 05, 2015 8:33 pm
by PrinceOfFunky
sektor2111 wrote:PrinceOfFunky wrote:or cause the server is hosted inside the same machine .o.
This has the mostly 0 importance, Net stuff is Net stuff - however machine is processing things a bit more (or less, if you know what I mean else I'll give you valid examples). Since you have posted some server related info I was thinking that you have fired some game (testing old weaponry, dynamic lightning, sh!t projectiles with 0 net codes, etc. in order to see your options). I asure you, the server has the same Net troubles even fired up inside the same machine, simply some data doesn't reach in client-side and... you have 2 logs: server-log and client-log. Now... back... show me your variables inside client... the rest are just words and or useless lines processing nothings.
Well, you're right, I never cared about net code
I changed the codes to retry the values when triggered:
Code: Select all
class Server expands Variables;
function Trigger( actor Other, pawn EventInstigator )
{
local VariablesReplicator VReplicator;
foreach AllActors(class'VariablesReplicator', VReplicator)
{
Log("NonReplicatedIntVar FROM:SERVER = "$VReplicator.NonReplicatedIntVar);
Log("ReplicatedIntVar FROM:SERVER = "$VReplicator.ReplicatedIntVar);
}
}
defaultproperties
{
}
Code: Select all
class VariablesReplicator expands Variables;
var int NonReplicatedIntVar;
var int ReplicatedIntVar;
replication
{
reliable if (ROLE == ROLE_Authority)
ReplicatedIntVar;
}
function Trigger( actor Other, pawn EventInstigator )
{
NonReplicatedIntVar++;
ReplicatedIntVar++;
Log("NonReplicatedIntVar FROM:SELF = "$NonReplicatedIntVar);
Log("ReplicatedIntVar FROM:SELF = "$ReplicatedIntVar);
}
defaultproperties
{
}
Both of the actors, always give the correct value(starting from 0) to the Client.
Re: "Missing variable name in replication definition"... ...
Posted: Mon Oct 05, 2015 11:44 pm
by sektor2111
PrinceOfFunky wrote:... to the Client.
I would like to see INSIDE client.
I think you misunderstood equation.
I said Client-Log not ServerGame-Log or StandAloneGame-Log. And let me see, your functions are not simulated and you did not mention anything about "Package", so client has nothing as long as bytes are discarded because they don't have a target. What you have is just a server-side and won't help any name like "variables" or such things for client because client doesn't know what happens in server. If you don't test these between A Server and A Client, then all that replications circus is useless. When I was toying with replication things I was using logs to see WHERE are located and HOW. Usually they should be seen in both LOGS - mainly is about Server.log and UnrealTournament.log - one is client the other is server.
Like I said a package fires an Info Actor or such owned by Player. That thing belongs to a package. Some simulated function occurs in both sides but... client needs values (THOSE are declared in replication). No package, no client participation.
Second thing doable is testing where is executed some code using an authoritative test. I did not see that, so you are still confused. Keep going...
Edit: I don't know if I have to write a small null mutator as example, we already have MapVote doing cute things. Mapvote runs as authority in server, is loaded as package and has several codes executed into client.
Mainly you can start working with more simple things rather that these replication related problems and try first to gain a bit of experience about how works this stuff.
Re: "Missing variable name in replication definition"... ...
Posted: Tue Oct 06, 2015 9:49 am
by PrinceOfFunky
I tried to check logs from "server.log" and "UnrealTournament.log" but they both gave me correct values for both the variables("NonReplicatedIntVar" and "ReplicatedInt").
Re: "Missing variable name in replication definition"... ...
Posted: Tue Oct 06, 2015 4:23 pm
by sektor2111
PrinceOfFunky wrote:I tried to check logs from "server.log" and "UnrealTournament.log" but they both gave me correct values for both the variables("NonReplicatedIntVar" and "ReplicatedInt").
Then you did the job, however some spoiler posted with both things won't hurt.
Edit: I'm curious about such test-code (if you have any)
Code: Select all
if ( Level.NetMode != NM_DedicatedServer )
{
DoStuffAndLog();
}
I want to see this test-code from an actor.
Re: "Missing variable name in replication definition"... ...
Posted: Tue Oct 06, 2015 8:46 pm
by PrinceOfFunky
sektor2111 wrote:PrinceOfFunky wrote:I tried to check logs from "server.log" and "UnrealTournament.log" but they both gave me correct values for both the variables("NonReplicatedIntVar" and "ReplicatedInt").
Then you did the job, however some spoiler posted with both things won't hurt.
Edit: I'm curious about such test-code (if you have any)
Code: Select all
if ( Level.NetMode != NM_DedicatedServer )
{
DoStuffAndLog();
}
I want to see this test-code from an actor.
I will do it.
Anyway, actually I did HALF of the job, cause I wanted the variable "NonReplicatedIntVar" to NOT to be replicated, but it is anyway, without being inside a replication struct!
EDIT: I did read what "ROLES" are used for, but I still don't have a clear view about them
Re: "Missing variable name in replication definition"... ...
Posted: Wed Oct 07, 2015 6:35 am
by sektor2111
PrinceOfFunky wrote:cause I wanted the variable "NonReplicatedIntVar" to NOT to be replicated, but it is anyway,
which means you did not do thing properly - I'm not sure if a variable is reaching in client from server so easy.... These only fragments aren't so helpful for debugging else I would like to see clearly what's happens.
Re: "Missing variable name in replication definition"... ...
Posted: Wed Oct 07, 2015 3:13 pm
by PrinceOfFunky
sektor2111 wrote:PrinceOfFunky wrote:cause I wanted the variable "NonReplicatedIntVar" to NOT to be replicated, but it is anyway,
which means you did not do thing properly - I'm not sure if a variable is reaching in client from server so easy.... These only fragments aren't so helpful for debugging else I would like to see clearly what's happens.
I touched the "VariablesReplicator" actor trice and then touched the "server" actor once.
Codes:
Code: Select all
//=============================================================================
// VariablesReplicator.
//=============================================================================
class VariablesReplicator expands Variables;
var int NonReplicatedIntVar;
var int ReplicatedIntVar;
replication
{
reliable if (ROLE == ROLE_Authority)
ReplicatedIntVar;
}
function Trigger( actor Other, pawn EventInstigator )
{
NonReplicatedIntVar++;
ReplicatedIntVar++;
Level.Game.BroadcastMessage("NonReplicatedIntVar FROM:SELF = "$NonReplicatedIntVar);
Level.Game.BroadcastMessage("ReplicatedIntVar FROM:SELF = "$ReplicatedIntVar);
Log("NonReplicatedIntVar FROM:SELF = "$NonReplicatedIntVar);
Log("ReplicatedIntVar FROM:SELF = "$ReplicatedIntVar);
}
defaultproperties
{
}
Code: Select all
//=============================================================================
// Server.
//=============================================================================
class Server expands Variables;
function Trigger( actor Other, pawn EventInstigator )
{
local VariablesReplicator VReplicator;
foreach AllActors(class'VariablesReplicator', VReplicator)
{
Level.Game.BroadcastMessage("NonReplicatedIntVar FROM:SERVER = "$VReplicator.NonReplicatedIntVar);
Level.Game.BroadcastMessage("ReplicatedIntVar FROM:SERVER = "$VReplicator.ReplicatedIntVar);
Log("NonReplicatedIntVar FROM:SERVER = "$VReplicator.NonReplicatedIntVar);
Log("ReplicatedIntVar FROM:SERVER = "$VReplicator.ReplicatedIntVar);
}
}
defaultproperties
{
}
NON Dedicated Server:
- UnrealTournament.log
Code: Select all
Log: Log file open, 10/07/15 16:09:46
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 436
Init: Compiled: Oct 24 2000 23:40:18
Init: Command line:
Init: Base directory: D:\Giochi\Unreal Tournament\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: FRANCESCOPC
Init: User: Francesco
Init: Memory total: Phys=4051388K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2261.033888 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Driver video primario)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Game class is 'UTIntro'
Log: Level is Level Entry.MyLevel
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: CityIntro.unr?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Log: LoadMap: CityIntro.unr?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 16408->16407; refs: 224634
Log: Game class is 'UTIntro'
Log: Level is Level CityIntro.MyLevel
Log: Bringing Level CityIntro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
ScriptLog: Base Mutator is CityIntro.Mutator1
Init: Initialized moving brush tracker for Level CityIntro.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 1
ScriptLog: Login: (LSD)PrinceOfFunky
Log: Possessed PlayerPawn: TMale1 CityIntro.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D10Drv.dll
Log: Initializing Direct3D 10 renderer.
Log: Initializing Direct3D.
Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 2.627834 seconds
DevMusic: Load music: Music Uttitle.Uttitle
Log: URL: Adding default option Name=(LSD)PrinceOfFunky
Log: URL: Adding default option Class=BotPack.TMale1
Log: URL: Adding default option team=1
Log: URL: Adding default option skin=CommandoSkins.goth
Log: URL: Adding default option Face=CommandoSkins.Grail
Log: URL: Adding default option Voice=BotPack.VoiceMaleOne
Log: URL: Adding default option OverrideClass=
Log: Browse: Index.unr?entry?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Log: Fallito; ritorno all'oggetto
Init: Shut down moving brush tracker for Level CityIntro.MyLevel
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 1
ScriptLog: Login: (LSD)PrinceOfFunky
Log: Possessed PlayerPawn: TMale1 Entry.TMale1
DevAudio: Galaxy SetViewport: WindowsViewport0
ScriptLog: Creating root window: UMenu.UMenuRootWindow
DevMusic: Unregister music: Music Uttitle.Uttitle
DevMusic: Load music: Music utmenu23.utmenu23
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: I am Francesco-PC (192.168.1.76)
Log: Resolving unreal.epicgames.com...
Log: Resolved unreal.epicgames.com (199.255.40.174)
ScriptLog: Ping Timeout from 5.175.160.162. Attempt 1
ScriptLog: Ping Timeout from 217.163.31.110. Attempt 1
ScriptLog: Ping Timeout from 5.175.160.162. Attempt 1
ScriptLog: Ping Timeout from 130.89.163.70. Attempt 1
ScriptLog: Ping Timeout from 208.71.112.196. Attempt 1
ScriptLog: Ping Timeout from 81.30.156.60. Attempt 1
ScriptLog: Ping Timeout from 5.152.199.124. Attempt 1
ScriptLog: Ping Timeout from 5.231.47.224. Attempt 1
ScriptLog: Ping Timeout from 185.53.161.14. Attempt 1
ScriptLog: Ping Timeout from 85.25.95.99. Attempt 1
ScriptLog: Ping Timeout from 130.89.163.70 Giving Up
ScriptLog: Ping Timeout from 5.175.160.162 Giving Up
ScriptLog: Ping Timeout from 208.71.112.196 Giving Up
ScriptLog: Ping Timeout from 217.163.31.110 Giving Up
ScriptLog: Ping Timeout from 81.30.156.60 Giving Up
ScriptLog: Ping Timeout from 5.175.160.162 Giving Up
ScriptLog: Ping Timeout from 5.152.199.124 Giving Up
ScriptLog: Ping Timeout from 5.231.47.224 Giving Up
Warning: Caricamento fallito di 'Texture DM-Replication.Screenshot': Impossibile trovare l'oggetto 'Texture DM-Replication.Screenshot'
ScriptLog: Ping Timeout from 185.53.161.14 Giving Up
ScriptLog: Ping Timeout from 85.25.95.99 Giving Up
Log: URL: Adding default option Name=(LSD)PrinceOfFunky
Log: URL: Adding default option Class=BotPack.TMale1
Log: URL: Adding default option team=1
Log: URL: Adding default option skin=CommandoSkins.goth
Log: URL: Adding default option Face=CommandoSkins.Grail
Log: URL: Adding default option Voice=BotPack.VoiceMaleOne
Log: URL: Adding default option OverrideClass=
Log: Browse: DM-Replication.unr?Game=BotPack.DeathMatchPlus?Mutator=?Listen?Checksum=NoChecksum?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Log: LoadMap: DM-Replication.unr?Game=BotPack.DeathMatchPlus?Mutator=?Listen?Checksum=NoChecksum?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package CityIntro
Log: -0.0ms Unloading: Package city
Log: -0.0ms Unloading: Package ArenaTex
Log: -0.0ms Unloading: Package NaliCast
Log: -0.0ms Unloading: Package RainFX
Log: -0.0ms Unloading: Package GenIn
Log: -0.0ms Unloading: Package NaliFX
Log: -0.0ms Unloading: Package ShaneSky
Log: -0.0ms Unloading: Package AmbModern
Log: -0.0ms Unloading: Package AmbAncient
Log: -0.0ms Unloading: Package AmbOutside
Log: -0.0ms Unloading: Package Uttitle
Log: -0.0ms Unloading: Package openingwave
Log: -0.0ms Unloading: Package AdvSetGUI
Log: -0.0ms Unloading: Package MultiMesh
Log: -0.0ms Unloading: Package EpicCustomModels
Log: -0.0ms Unloading: Package INFECTION
Log: -0.0ms Unloading: Package lmsplusplus05
Log: -0.0ms Unloading: Package Soccer
Log: -0.0ms Unloading: Package UnrealRace
Log: Garbage: objects: 25744->23619; refs: 281492
Log: Game class is 'DeathMatchPlus'
Init: WinSock: Socket queue 131072 / 131072
DevNet: TcpNetDriver on port 7777
Log: Server Package: SoldierSkins
Log: Server Package: CommandoSkins
Log: Server Package: FCommandoSkins
Log: Server Package: SGirlSkins
Log: Server Package: BossSkins
Log: Server Package: Botpack
Log: Server Package: MultiMesh
Log: Server Package: Relics
Log: Server Package: EpicCustomModels
Log: Server Package: TCowMeshSkins
Log: Server Package: TNaliMeshSkins
Log: Server Package: TSkMSkins
Log: Server Package: De
Log: Spawning: IpDrv.UdpBeacon
Log: Spawning: IpServer.UdpServerQuery
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: UWeb.WebServer
Log: Level is Level DM-Replication.MyLevel
Log: Bringing Level DM-Replication.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=BotPack.DeathMatchPlus?Mutator=?Listen?Checksum=NoChecksum?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
ScriptLog: Base Mutator is DM-Replication.DMMutator0
ScriptLog: UdpServerQuery(crt): Port 7778 successfully bound.
Log: Resolving unreal.epicgames.com...
Log: Resolving master0.gamespy.com...
Log: Resolving master.mplayer.com...
ScriptWarning: HS_WebChat Transient.HS_WebChat0 (Function ManyHS.HS_WebChat.Init:0012) Accessed None
ScriptLog: Initiating local logging...
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 1
ScriptLog: Login: (LSD)PrinceOfFunky
Log: Possessed PlayerPawn: TMale1 DM-Replication.TMale2
Init: Initialized moving brush tracker for Level DM-Replication.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Resolved unreal.epicgames.com (199.255.40.174)
ScriptLog: UdpServerUplink: Master Server is unreal.epicgames.com:27900
ScriptLog: UdpServerUplink: Port 7779 successfully bound.
Log: AInternetLink Resolve failed: Can't find host master0.gamespy.com (WSAHOST_NOT_FOUND)
ScriptLog: UdpServerUplink: Failed to resolve master server address, aborting.
Log: Resolved master.mplayer.com (98.124.198.1)
ScriptLog: UdpServerUplink: Master Server is master.mplayer.com:27900
ScriptLog: UdpServerUplink: Port 7779 successfully bound.
DevMusic: Unregister music: Music utmenu23.utmenu23
DevMusic: Load music: Music utmenu23.utmenu23
Warning: Caricamento fallito di 'Texture DM-Replication.Screenshot': Impossibile trovare l'oggetto 'Texture DM-Replication.Screenshot'
ScriptLog: NonReplicatedIntVar FROM:SELF = 1
ScriptLog: ReplicatedIntVar FROM:SELF = 1
ScriptLog: NonReplicatedIntVar FROM:SELF = 2
ScriptLog: ReplicatedIntVar FROM:SELF = 2
ScriptLog: NonReplicatedIntVar FROM:SELF = 3
ScriptLog: ReplicatedIntVar FROM:SELF = 3
ScriptLog: NonReplicatedIntVar FROM:SERVER = 3
ScriptLog: ReplicatedIntVar FROM:SERVER = 3
Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Engine.dll
Log: Unbound to Core.dll
Log: Unbound to Window.dll
Log: -0.0ms Unloading: Package Engine
Log: -0.0ms Unloading: Package Core
Exit: Game engine shut down
Log: Unbound to WinDrv.dll
Log: DirectDraw End Mode
Log: DirectDraw RestoreDisplayMode: DDERR_NOEXCLUSIVEMODE
Log: Flushing cache
Exit: DirectDraw released
Exit: Windows client shut down
Log: Unbound to Render.dll
Exit: Lighting subsystem shut down
Exit: Rendering shut down
Log: -0.0ms Unloading: Package Entry
Log: -0.0ms Unloading: Package Logo
Log: Unbound to Fire.dll
Log: -0.0ms Unloading: Package Fire
Log: -0.0ms Unloading: Package credits
Log: -0.0ms Unloading: Package Botpack
Log: -0.0ms Unloading: Package UnrealShare
Log: -0.0ms Unloading: Package UnrealI
Log: -0.0ms Unloading: Package Female2Voice
Log: -0.0ms Unloading: Package Male2Voice
Log: -0.0ms Unloading: Package Female1Voice
Log: -0.0ms Unloading: Package BossVoice
Log: -0.0ms Unloading: Package Male1Voice
Log: -0.0ms Unloading: Package UMenu
Log: -0.0ms Unloading: Package UWindow
Log: -0.0ms Unloading: Package UBrowser
Log: Unbound to IpDrv.dll
Log: -0.0ms Unloading: Package IpDrv
Log: -0.0ms Unloading: Package Announcer
Log: -0.0ms Unloading: Package Detail
Log: -0.0ms Unloading: Package GenFX
Log: -0.0ms Unloading: Package DecayedS
Log: -0.0ms Unloading: Package genfluid
Log: Direct3D 10 renderer exiting.
Log: Uninit.
Log: Bye.
Log: -0.0ms Unloading: Package UTMenu
Log: -0.0ms Unloading: Package LadderSounds
Log: Unbound to UWeb.dll
Log: -0.0ms Unloading: Package UWeb
Log: -0.0ms Unloading: Package UTServerAdmin
Log: -0.0ms Unloading: Package IpServer
Log: -0.0ms Unloading: Package LadrArrow
Log: -0.0ms Unloading: Package CommandoSkins
Log: Unbound to D3D10Drv.dll
Log: Unbound to Galaxy.dll
DevAudio: Galaxy SetViewport: NULL
DevMusic: Unregister music: Music utmenu23.utmenu23
Exit: Galaxy shut down
Log: -0.0ms Unloading: Package LadderFonts
Log: -0.0ms Unloading: Package UnrealRace
Log: -0.0ms Unloading: Package UWindowFonts
Log: -0.0ms Unloading: Package utmenu23
Log: -0.0ms Unloading: Package UTBrowser
Log: -0.0ms Unloading: Package Soccer
Log: -0.0ms Unloading: Package lmsplusplus05
Log: -0.0ms Unloading: Package INFECTION
Log: -0.0ms Unloading: Package ManyHS
Log: -0.0ms Unloading: Package de
Log: -0.0ms Unloading: Package TSkMSkins
Log: -0.0ms Unloading: Package TNaliMeshSkins
Log: -0.0ms Unloading: Package TCowMeshSkins
Log: -0.0ms Unloading: Package Relics
Log: -0.0ms Unloading: Package EpicCustomModels
Log: -0.0ms Unloading: Package MultiMesh
Log: -0.0ms Unloading: Package BossSkins
Log: -0.0ms Unloading: Package SGirlSkins
Log: -0.0ms Unloading: Package FCommandoSkins
Log: -0.0ms Unloading: Package SoldierSkins
Log: -0.0ms Unloading: Package DM-Replication
Log: -0.0ms Unloading: Package XbpFX
Log: -0.0ms Unloading: Package XFX
Log: -0.0ms Unloading: Package Palettes
Log: -0.0ms Unloading: Package Replication
Exit: WinSock shut down
Init: Shut down moving brush tracker for Level DM-Replication.MyLevel
Log: Garbage: objects: 24981->0; refs: 281492
Exit: Object subsystem successfully closed.
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 1.074M / 0.805M
Uninitialized: Peak Memory 59.640M / 61.520M
Uninitialized: Allocs 47 Current / 1806743 Total
Uninitialized: Log file closed, 10/07/15 16:10:49
Dedicated Server:
- UnrealTournament.log
Code: Select all
Log: Log file open, 10/07/15 16:03:25
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 436
Init: Compiled: Oct 24 2000 23:40:18
Init: Command line:
Init: Base directory: D:\Giochi\Unreal Tournament\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: FRANCESCOPC
Init: User: Francesco
Init: Memory total: Phys=4051388K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2261.040491 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 6 10 1
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Driver video primario)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Game class is 'UTIntro'
Log: Level is Level Entry.MyLevel
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: CityIntro.unr?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Log: LoadMap: CityIntro.unr?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 16408->16407; refs: 224634
Log: Game class is 'UTIntro'
Log: Level is Level CityIntro.MyLevel
Log: Bringing Level CityIntro.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
ScriptLog: Base Mutator is CityIntro.Mutator1
Init: Initialized moving brush tracker for Level CityIntro.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 1
ScriptLog: Login: (LSD)PrinceOfFunky
Log: Possessed PlayerPawn: TMale1 CityIntro.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to D3D10Drv.dll
Log: Initializing Direct3D 10 renderer.
Log: Initializing Direct3D.
Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 2.372267 seconds
DevMusic: Load music: Music Uttitle.Uttitle
Log: URL: Adding default option Name=(LSD)PrinceOfFunky
Log: URL: Adding default option Class=BotPack.TMale1
Log: URL: Adding default option team=1
Log: URL: Adding default option skin=CommandoSkins.goth
Log: URL: Adding default option Face=CommandoSkins.Grail
Log: URL: Adding default option Voice=BotPack.VoiceMaleOne
Log: URL: Adding default option OverrideClass=
Log: Browse: Index.unr?entry?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Log: Fallito; ritorno all'oggetto
Init: Shut down moving brush tracker for Level CityIntro.MyLevel
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 1
ScriptLog: Login: (LSD)PrinceOfFunky
Log: Possessed PlayerPawn: TMale1 Entry.TMale1
DevAudio: Galaxy SetViewport: WindowsViewport0
ScriptLog: Creating root window: UMenu.UMenuRootWindow
DevMusic: Unregister music: Music Uttitle.Uttitle
DevMusic: Load music: Music utmenu23.utmenu23
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: I am Francesco-PC (192.168.1.76)
Warning: Caricamento fallito di 'Texture DM-Replication.Screenshot': Impossibile trovare l'oggetto 'Texture DM-Replication.Screenshot'
Log: URL: Adding default option Name=(LSD)PrinceOfFunky
Log: URL: Adding default option Class=BotPack.TMale1
Log: URL: Adding default option team=1
Log: URL: Adding default option skin=CommandoSkins.goth
Log: URL: Adding default option Face=CommandoSkins.Grail
Log: URL: Adding default option Voice=BotPack.VoiceMaleOne
Log: URL: Adding default option OverrideClass=
Log: Browse: 192.168.1.76/Index.unr?LAN?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
Init: WinSock: Socket queue 32768 / 32768
DevNet: Game client on port 0, rate 20000
DevNet: PendingLevel received: CHALLENGE VER=436 CHALLENGE=-810543986 STATS=0
DevNet: PendingLevel received: USES GUID=B4A773CF4FE334DC54183C9CFED9699D PKG=DM-Replication FLAGS=1 SIZE=27046 GEN=1 FNAME=DM-Replication.unr
DevNet: PendingLevel received: USES GUID=D18A7B9211D38F04100067B9F6F8975A PKG=Engine FLAGS=1 SIZE=1149858 GEN=17 FNAME=Engine.u
DevNet: PendingLevel received: USES GUID=4770B88411D38E3E100067B9F6F8975A PKG=Core FLAGS=1 SIZE=59233 GEN=10 FNAME=Core.u
DevNet: PendingLevel received: USES GUID=F717F4C611D38B66C00081B50A1E604F PKG=XbpFX FLAGS=1 SIZE=2431423 GEN=1 FNAME=XbpFX.utx
DevNet: PendingLevel received: USES GUID=1E90ACA811D1ED664544279700005453 PKG=Detail FLAGS=1 SIZE=1729964 GEN=1 FNAME=Detail.utx
DevNet: PendingLevel received: USES GUID=4770B88811D38E3E100067B9F6F8975A PKG=Fire FLAGS=1 SIZE=15248 GEN=10 FNAME=Fire.u
DevNet: PendingLevel received: USES GUID=1E90ACAE11D1ED664544279700005453 PKG=GenFluid FLAGS=1 SIZE=5510043 GEN=1 FNAME=GenFluid.utx
DevNet: PendingLevel received: USES GUID=1E90ACCF11D1ED664544279700005453 PKG=XFX FLAGS=1 SIZE=198416 GEN=1 FNAME=XFX.utx
DevNet: PendingLevel received: USES GUID=C47BBD4011D38CFBC00084B50A1E604F PKG=DecayedS FLAGS=1 SIZE=11846698 GEN=1 FNAME=DecayedS.utx
DevNet: PendingLevel received: USES GUID=1E90ACC111D1ED664544279700005453 PKG=Palettes FLAGS=1 SIZE=421024 GEN=1 FNAME=Palettes.utx
DevNet: PendingLevel received: USES GUID=1E90ACAF11D1ED664544279700005453 PKG=GenFX FLAGS=1 SIZE=2189510 GEN=1 FNAME=GenFX.utx
DevNet: PendingLevel received: USES GUID=84DF4E5142681E3AA8BB7F844A969BD6 PKG=Replication FLAGS=1 SIZE=3895 GEN=1 FNAME=Replication.u
DevNet: PendingLevel received: USES GUID=4770B88C11D38E3E100067B9F6F8975A PKG=UnrealShare FLAGS=1 SIZE=22124694 GEN=1 FNAME=UnrealShare.u
DevNet: PendingLevel received: USES GUID=93CC0A8111D3888FE0006295BE341081 PKG=SoldierSkins FLAGS=1 SIZE=7184269 GEN=1 FNAME=SoldierSkins.utx
DevNet: PendingLevel received: USES GUID=E96BC96311D31D2F4F006B8CDE9A0349 PKG=CommandoSkins FLAGS=1 SIZE=4318050 GEN=1 FNAME=CommandoSkins.utx
DevNet: PendingLevel received: USES GUID=B7B49CA611D38BCDE0006395BE341081 PKG=FCommandoSkins FLAGS=1 SIZE=5093279 GEN=1 FNAME=FCommandoSkins.utx
DevNet: PendingLevel received: USES GUID=D4F6ABE111D385CAE0006295BE341081 PKG=SGirlSkins FLAGS=1 SIZE=7226959 GEN=1 FNAME=SGirlSkins.utx
DevNet: PendingLevel received: USES GUID=24E5A72411D321104F006B8CDE9A0349 PKG=BossSkins FLAGS=1 SIZE=1867811 GEN=1 FNAME=BossSkins.utx
DevNet: PendingLevel received: USES GUID=1C69657611D38F44100067B9F6F8975A PKG=BotPack FLAGS=1 SIZE=39016791 GEN=14 FNAME=BotPack.u
DevNet: PendingLevel received: USES GUID=4770B88D11D38E3E100067B9F6F8975A PKG=UnrealI FLAGS=1 SIZE=18549361 GEN=1 FNAME=UnrealI.u
DevNet: PendingLevel received: USES GUID=2DB53B0011D3E9001000D3B9F6F8975A PKG=MultiMesh FLAGS=1 SIZE=76545 GEN=8 FNAME=MultiMesh.u
DevNet: PendingLevel received: USES GUID=13F8255A11D3DBA01000CBB9F6F8975A PKG=EpicCustomModels FLAGS=1 SIZE=2408852 GEN=2 FNAME=EpicCustomModels.u
DevNet: PendingLevel received: USES GUID=D011F66E11D3E9B81000D5B9F6F8975A PKG=Relics FLAGS=1 SIZE=455370 GEN=9 FNAME=Relics.u
DevNet: PendingLevel received: USES GUID=2F84A16011D3E71FA000518AB12F18D2 PKG=TCowMeshSkins FLAGS=3 SIZE=613832 GEN=1 FNAME=TCowMeshSkins.utx
DevNet: PendingLevel received: USES GUID=2F84A16111D3E71FA000518AB12F18D2 PKG=TNaliMeshSkins FLAGS=3 SIZE=542925 GEN=1 FNAME=TNaliMeshSkins.utx
DevNet: PendingLevel received: USES GUID=2F84A16311D3E71FA000518AB12F18D2 PKG=TSkMSkins FLAGS=1 SIZE=4076854 GEN=1 FNAME=TSkMSkins.utx
DevNet: PendingLevel received: USES GUID=FB1EB2314D8BF569AE12C6BF1A08A2F7 PKG=de FLAGS=1 SIZE=72169 GEN=1 FNAME=De.u
DevNet: PendingLevel received: DLMGR CLASS=Engine.ChannelDownload PARAMS=Enabled COMPRESSION=0
DevNet: PendingLevel received: WELCOME LEVEL=DM-Replication LONE=0
DevNet: Welcomed by server: LEVEL=DM-Replication LONE=0
Log: LoadMap: 192.168.1.76/DM-Replication?LAN?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package CityIntro
Log: -0.0ms Unloading: Package city
Log: -0.0ms Unloading: Package ArenaTex
Log: -0.0ms Unloading: Package NaliCast
Log: -0.0ms Unloading: Package RainFX
Log: -0.0ms Unloading: Package GenIn
Log: -0.0ms Unloading: Package NaliFX
Log: -0.0ms Unloading: Package ShaneSky
Log: -0.0ms Unloading: Package AmbModern
Log: -0.0ms Unloading: Package AmbAncient
Log: -0.0ms Unloading: Package AmbOutside
Log: -0.0ms Unloading: Package Uttitle
Log: -0.0ms Unloading: Package openingwave
Log: -0.0ms Unloading: Package AdvSetGUI
Log: Garbage: objects: 22879->21409; refs: 249477
Log: Level is Level DM-Replication.MyLevel
Log: Bringing Level DM-Replication.MyLevel up for play (312)...
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 1
ScriptLog: Login: (LSD)PrinceOfFunky
Log: Possessed PlayerPawn: TMale1 Entry.TMale2
Init: Initialized moving brush tracker for Level DM-Replication.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: Possessed PlayerPawn: TMale1 DM-Replication.TMale3
DevMusic: Unregister music: Music utmenu23.utmenu23
DevMusic: Load music: Music utmenu23.utmenu23
Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Engine.dll
Log: Unbound to Core.dll
Log: Unbound to Window.dll
Log: -0.0ms Unloading: Package Engine
Log: -0.0ms Unloading: Package Core
Exit: Game engine shut down
Log: Unbound to WinDrv.dll
Log: DirectDraw End Mode
Log: DirectDraw RestoreDisplayMode: DDERR_NOEXCLUSIVEMODE
Log: Flushing cache
Exit: DirectDraw released
Exit: Windows client shut down
Log: Unbound to Render.dll
Exit: Lighting subsystem shut down
Exit: Rendering shut down
Log: -0.0ms Unloading: Package Entry
Log: -0.0ms Unloading: Package Logo
Log: Unbound to Fire.dll
Log: -0.0ms Unloading: Package Fire
Log: -0.0ms Unloading: Package credits
Log: -0.0ms Unloading: Package Botpack
Log: -0.0ms Unloading: Package UnrealShare
Log: -0.0ms Unloading: Package UnrealI
Log: -0.0ms Unloading: Package Female2Voice
Log: -0.0ms Unloading: Package Male2Voice
Log: -0.0ms Unloading: Package Female1Voice
Log: -0.0ms Unloading: Package BossVoice
Log: -0.0ms Unloading: Package Male1Voice
Log: -0.0ms Unloading: Package UMenu
Log: -0.0ms Unloading: Package UWindow
Log: -0.0ms Unloading: Package UBrowser
Log: Unbound to IpDrv.dll
Log: -0.0ms Unloading: Package IpDrv
Log: -0.0ms Unloading: Package Announcer
Log: -0.0ms Unloading: Package Detail
Log: -0.0ms Unloading: Package GenFX
Log: -0.0ms Unloading: Package DecayedS
Log: -0.0ms Unloading: Package genfluid
Log: Direct3D 10 renderer exiting.
Log: Uninit.
Log: Bye.
Log: -0.0ms Unloading: Package UTMenu
Log: -0.0ms Unloading: Package LadderSounds
Log: Unbound to UWeb.dll
Log: -0.0ms Unloading: Package UWeb
Log: -0.0ms Unloading: Package UTServerAdmin
Log: -0.0ms Unloading: Package IpServer
Log: -0.0ms Unloading: Package LadrArrow
Log: -0.0ms Unloading: Package CommandoSkins
Log: Unbound to D3D10Drv.dll
Log: Unbound to Galaxy.dll
DevAudio: Galaxy SetViewport: NULL
DevMusic: Unregister music: Music utmenu23.utmenu23
Exit: Galaxy shut down
Log: -0.0ms Unloading: Package LadderFonts
NetComeGo: Close TcpipConnection0 10/07/15 16:04:25
Log: -0.0ms Unloading: Package UWindowFonts
Log: -0.0ms Unloading: Package MultiMesh
Log: -0.0ms Unloading: Package EpicCustomModels
Log: -0.0ms Unloading: Package utmenu23
Log: -0.0ms Unloading: Package UTBrowser
Log: -0.0ms Unloading: Package DM-Replication
Log: -0.0ms Unloading: Package XbpFX
Log: -0.0ms Unloading: Package XFX
Log: -0.0ms Unloading: Package Palettes
Log: -0.0ms Unloading: Package Replication
Exit: WinSock shut down
Log: -0.0ms Unloading: Package SoldierSkins
Log: -0.0ms Unloading: Package FCommandoSkins
Log: -0.0ms Unloading: Package SGirlSkins
Log: -0.0ms Unloading: Package BossSkins
Log: -0.0ms Unloading: Package Relics
Log: -0.0ms Unloading: Package TCowMeshSkins
Log: -0.0ms Unloading: Package TNaliMeshSkins
Log: -0.0ms Unloading: Package TSkMSkins
Log: -0.0ms Unloading: Package de
Init: Shut down moving brush tracker for Level DM-Replication.MyLevel
Log: Garbage: objects: 21447->0; refs: 249477
Exit: Object subsystem successfully closed.
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 1.070M / 0.746M
Uninitialized: Peak Memory 59.640M / 61.520M
Uninitialized: Allocs 46 Current / 668484 Total
Uninitialized: Log file closed, 10/07/15 16:04:25
- server.log
Code: Select all
Log: Log file open, 10/07/15 16:03:21
Init: Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7601)
Init: Version: 436
Init: Compiled: Oct 24 2000 23:40:18
Init: Command line: DM-Replication.unr?Game=BotPack.DeathMatchPlus?Mutator=?Listen -lanplay -server log=server.log
Init: Base directory: D:\Giochi\Unreal Tournament\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer: FRANCESCOPC
Init: User: Francesco
Init: Memory total: Phys=4051388K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2261.025687 MHz
Init: CPU Page size=4096, Processors=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Init: Unreal engine initialized
Log: Browse: DM-Replication.unr?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=?Game=BotPack.DeathMatchPlus?Mutator=?Listen
Log: LoadMap: DM-Replication.unr?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=?Game=BotPack.DeathMatchPlus?Mutator=?Listen
Log: Bound to Fire.dll
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 5658->5658; refs: 53352
Log: Bound to IpDrv.dll
Log: Game class is 'DeathMatchPlus'
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: Socket queue 131072 / 131072
Init: WinSock: I am Francesco-PC (192.168.1.76)
DevNet: TcpNetDriver on port 7777
Log: Server Package: SoldierSkins
Log: Server Package: CommandoSkins
Log: Server Package: FCommandoSkins
Log: Server Package: SGirlSkins
Log: Server Package: BossSkins
Log: Server Package: Botpack
Log: Server Package: MultiMesh
Log: Server Package: Relics
Log: Server Package: EpicCustomModels
Log: Server Package: TCowMeshSkins
Log: Server Package: TNaliMeshSkins
Log: Server Package: TSkMSkins
Log: Server Package: De
Log: Spawning: IpDrv.UdpBeacon
Log: Spawning: IpServer.UdpServerQuery
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: UWeb.WebServer
Log: Bound to UWeb.dll
Log: Level is Level DM-Replication.MyLevel
Log: Bringing Level DM-Replication.MyLevel up for play (35)...
ScriptLog: InitGame: ?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=?Game=BotPack.DeathMatchPlus?Mutator=?Listen
ScriptLog: Base Mutator is DM-Replication.DMMutator0
ScriptLog: UdpServerQuery(crt): Port 7778 successfully bound.
Log: Resolving unreal.epicgames.com...
Log: Resolving master0.gamespy.com...
Log: Resolving master.mplayer.com...
ScriptWarning: HS_WebChat Transient.HS_WebChat0 (Function ManyHS.HS_WebChat.Init:0012) Accessed None
ScriptLog: Initiating local logging...
Init: Game engine initialized
Log: Startup time: 0.979861 seconds
Log: Resolved unreal.epicgames.com (199.255.40.174)
ScriptLog: UdpServerUplink: Master Server is unreal.epicgames.com:27900
ScriptLog: UdpServerUplink: Port 7779 successfully bound.
Log: AInternetLink Resolve failed: Can't find host master0.gamespy.com (WSAHOST_NOT_FOUND)
ScriptLog: UdpServerUplink: Failed to resolve master server address, aborting.
Log: Resolved master.mplayer.com (98.124.198.1)
ScriptLog: UdpServerUplink: Master Server is master.mplayer.com:27900
ScriptLog: UdpServerUplink: Port 7779 successfully bound.
DevNet: NotifyAcceptingConnection: Server MyLevel accept
NetComeGo: Open MyLevel 10/07/15 16:03:34 192.168.1.76:55033
DevNet: NotifyAcceptingChannel Control 0 server Level DM-Replication.MyLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=400 VER=436
DevNet: Level server received: NETSPEED 20000
Log: Client netspeed is 20000
DevNet: Level server received: LOGIN RESPONSE=1049385480 URL=Index.unr?LAN?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
DevNet: Login request: Index.unr?LAN?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
DevNet: Level server received: JOIN
DevNet: Join request: Index.unr?LAN?Name=(LSD)PrinceOfFunky?Class=BotPack.TMale1?team=1?skin=CommandoSkins.goth?Face=CommandoSkins.Grail?Voice=BotPack.VoiceMaleOne?OverrideClass=
ScriptLog: Team 1
ScriptLog: Login: (LSD)PrinceOfFunky
Log: Possessed PlayerPawn: TMale1 DM-Replication.TMale0
DevNet: Join succeeded: (LSD)PrinceOfFunky
ScriptLog: NonReplicatedIntVar FROM:SELF = 1
ScriptLog: ReplicatedIntVar FROM:SELF = 1
ScriptLog: NonReplicatedIntVar FROM:SELF = 2
ScriptLog: ReplicatedIntVar FROM:SELF = 2
ScriptLog: NonReplicatedIntVar FROM:SELF = 3
ScriptLog: ReplicatedIntVar FROM:SELF = 3
ScriptLog: NonReplicatedIntVar FROM:SERVER = 3
ScriptLog: ReplicatedIntVar FROM:SERVER = 3
NetComeGo: Close TcpipConnection0 10/07/15 16:04:24
Log: Closing by request
Log: appRequestExit(0)
Exit: Preparing to exit.
Log: Purging garbage
Log: Unbound to Engine.dll
Log: Unbound to Core.dll
Log: Unbound to Window.dll
Log: -0.0ms Unloading: Package Engine
Log: -0.0ms Unloading: Package Core
Exit: Game engine shut down
Log: -0.0ms Unloading: Package DM-Replication
Log: -0.0ms Unloading: Package XbpFX
Log: -0.0ms Unloading: Package Detail
Log: Unbound to Fire.dll
Log: -0.0ms Unloading: Package Fire
Log: -0.0ms Unloading: Package GenFluid
Log: -0.0ms Unloading: Package XFX
Log: -0.0ms Unloading: Package DecayedS
Log: -0.0ms Unloading: Package Palettes
Log: -0.0ms Unloading: Package GenFX
Log: -0.0ms Unloading: Package Replication
Log: -0.0ms Unloading: Package UnrealShare
Exit: WinSock shut down
Log: -0.0ms Unloading: Package BotPack
Log: -0.0ms Unloading: Package UnrealI
Log: -0.0ms Unloading: Package Female2Voice
Log: -0.0ms Unloading: Package Male2Voice
Log: -0.0ms Unloading: Package Female1Voice
Log: -0.0ms Unloading: Package BossVoice
Log: -0.0ms Unloading: Package Male1Voice
Log: -0.0ms Unloading: Package UMenu
Log: -0.0ms Unloading: Package UWindow
Log: -0.0ms Unloading: Package UBrowser
Log: Unbound to IpDrv.dll
Log: -0.0ms Unloading: Package IpDrv
Log: -0.0ms Unloading: Package Announcer
Log: -0.0ms Unloading: Package SoldierSkins
Log: -0.0ms Unloading: Package CommandoSkins
Log: -0.0ms Unloading: Package FCommandoSkins
Log: -0.0ms Unloading: Package SGirlSkins
Log: -0.0ms Unloading: Package BossSkins
Log: -0.0ms Unloading: Package MultiMesh
Log: -0.0ms Unloading: Package EpicCustomModels
Log: -0.0ms Unloading: Package Relics
Log: -0.0ms Unloading: Package TCowMeshSkins
Log: -0.0ms Unloading: Package TNaliMeshSkins
Log: -0.0ms Unloading: Package TSkMSkins
Log: -0.0ms Unloading: Package de
Log: -0.0ms Unloading: Package IpServer
Log: Unbound to UWeb.dll
Log: -0.0ms Unloading: Package UWeb
Log: -0.0ms Unloading: Package ManyHS
Log: -0.0ms Unloading: Package UTMenu
Log: -0.0ms Unloading: Package LadderSounds
Log: -0.0ms Unloading: Package UTServerAdmin
Log: -0.0ms Unloading: Package LadrArrow
Log: -0.0ms Unloading: Package INFECTION
Log: -0.0ms Unloading: Package lmsplusplus05
Log: -0.0ms Unloading: Package Soccer
Log: -0.0ms Unloading: Package UnrealRace
Log: Garbage: objects: 18116->0; refs: 53352
Exit: Object subsystem successfully closed.
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Memory Allocation Status
Uninitialized: Curr Memory 0.042M / 0.742M
Uninitialized: Peak Memory 14.217M / 15.855M
Uninitialized: Allocs 46 Current / 229541 Total
Uninitialized: Log file closed, 10/07/15 16:04:43
Re: "Missing variable name in replication definition"... ...
Posted: Wed Oct 07, 2015 5:27 pm
by sektor2111
That "Non Dedicated" is client, and... it looks like I was right. You have that replicator logs in server but not in client, so how did you drew conclusion for them as reaching in client since log doesn't show them? You have them only in Server.log. Try to understand difference between NonDedicated Server, Dedicated Server, and a Client.
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In my first days I was firing only Non_Dedicated servers - it's a story related to some old weaponry which I was able to use but not clients joined... eh... in that moment I was slapped in face with these amazing Net codes... finally I realized what craps were posting people in different locations saying about "testing a map", they didn't test anything properly.
I gotta think if I'm willing enough to setup a mutator which is able to screw Client in classic game if TimeDilation is bugged in purpose to align client at server TimeDilation. You might understand how replication works... This thing I have implemented in my games so my desire to recreate it different is not so powerful... But I gave you idea for a simple thing which might be helpful at a moment. After fully understanding it you might do your mod correctly.
Re: "Missing variable name in replication definition"... ...
Posted: Thu Oct 08, 2015 6:35 pm
by Wormbo
Replication is a tricky thing and understanding network roles of actors is part of mastering replication. Try reading some replication articles again carefully. It's all mentioned in most of them, but you need to get used to the specific wording before you can fully understand the consequences of each detail the various articles.
Generally, a network client swaps Role and RemoteRole of any actors it received. Role is the role an actor has locally, RemoteRole is the role the actor has on the other side of the virtual replication channel. A server always has ROLE_Authority where it was originally created and some role less than ROLE_Authority, i.e. ROLE_AutonomousProxy, ROLE_SimulatedProxy, ROLE_DumbProxy or even ROLE_None for non-replicated mapper-placed static/no-delete actors.
No not confuse roles with network modes. An Unreal Engine instance can run in any of four modes: NM_Standalone (no networking), NM_DedicatedServer (just the server side, no local "viewport", i.e. window to view the action), NM_ListenServer (a network server with a local viewport) and NM_Client (only a network client). The first three will usually only have Role==ROLE_Authority actors, while the last one will usually have mostly Role<ROLE_Authority actors, except for those spawned locally.
Replication conditions tell about the "source side" of the replication channel. A condition has to be true on the server for variables or function calls to be replicated to the client, while it has to be true on the (owning) client for function calls to be replicated to the server.
This all has been documented in various (but usually good) detail in the many replication articles and tutorials out there, but it really takes time to understand. Allow yourself that time to let the concepts settle in your mind.