Critical Error on teleport
Posted: Wed Sep 29, 2010 7:26 pm
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L2J Revision 4416:
L2JDP Revision 7663:
Yesterday on my server i started to make some nice NPC like : Holy brazer with no name and upper of it a NPC for buffer/gk/shop w/e.
And they are using some nice effects. Now i have a problem that when players teleport in that town and the NPC are near they get error 4/5.
If i move the teleport point at 2 houses away(gludio) i get error about 1/2 1/3 but i still get and i dont understand why. The error is in client but do you any idea how to solve it?
Is any way to solve this..?
» Find Revision
L2J Revision 4416:
L2JDP Revision 7663:
Yesterday on my server i started to make some nice NPC like : Holy brazer with no name and upper of it a NPC for buffer/gk/shop w/e.
And they are using some nice effects. Now i have a problem that when players teleport in that town and the NPC are near they get error 4/5.
If i move the teleport point at 2 houses away(gludio) i get error about 1/2 1/3 but i still get and i dont understand why. The error is in client but do you any idea how to solve it?
Code: Select all
2010.9.29 12:26:01OS : Windows Vista 6.1 (Build: 7600)CPU : AuthenticAMD AMD Athlon(tm) II X2 250 Processor @ 3028 MHz 4095MB RAMVideo : NVIDIA GeForce GT 220 (9745)PosCode : LS1(152) -84155:244576:-3725 2/1 [667] General protection fault! History: UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial13) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial13) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector13) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector13) <- 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