Bug 1413 - Karma crashes in initial retail build.
Status: RESOLVED FIXED
Alias: None
Product: Unreal Tournament 2004
Classification: Unclassified
Component: client
Version: 3186 (Initial retail version)
Hardware: PC Linux
: P1 critical
Assignee: Ryan C. Gordon
QA Contact:
URL:
: 1411 1415 1417 1419 1423 1426 1434 1435 1443 1446 1449 1456 1457 1462 1463 1464 1465 1471 1474 1497 1501 1503 1504 1509 1512 1514 1515 1529 1532 1535 1547 1548 1557 1565 1567 1589 1609 1614 1670 1680
Depends on:
Blocks:
 
Reported: 2004-03-16 22:01 EST by Robert Hentosh
Modified: 2004-11-22 10:59:13 EST
68 users (show)

See Also:


Attachments
full UT2004.log from a KFarfield assertion failed crash.. (13.66 KB, text/plain)
2004-03-19 21:18 EST, D Holland
full TU2004.log from SIGSEGV [segmentation fault] crash (6.92 KB, text/plain)
2004-03-20 12:47 EST, Jamie McKnight
Crash from 03222004 binaries (63.04 KB, text/plain)
2004-03-22 15:24 EST, Tim Pope
Another log of a 03222004 crash (9.89 KB, text/plain)
2004-03-22 16:24 EST, Tim Pope
Yet another 03222004 crash log (3.64 KB, text/plain)
2004-03-22 16:51 EST, Tim Pope
Yet another 03222004 crash log (8.85 KB, text/plain)
2004-03-22 16:53 EST, Tim Pope
and64-03222004 crash log (14.28 KB, text/plain)
2004-03-22 17:43 EST, Tim Pope
log for SIGSEGV crash using 03222004 binaries (20.50 KB, text/plain)
2004-03-22 17:48 EST, Marcus Dean
crash log for latest version (4.34 KB, text/plain)
2004-03-22 20:42 EST, sibn
Log file from crash on new AMD64 bin. (7.87 KB, text/plain)
2004-03-22 21:53 EST, Kristopher Kersey
KIntersect w/ 03222004 (12.09 KB, text/plain)
2004-03-23 20:33 EST, Thomas R. (TRauMa)
New crash, mcdcontactsimplify (389.43 KB, text/plain)
2004-03-24 10:34 EST, Thomas R. (TRauMa)
Another crash in (6.60 KB, text/plain)
2004-03-24 13:35 EST, Lean Fuglsang
Another KIntersect crash (93.58 KB, text/plain)
2004-03-25 01:50 EST, Ryan Nickell
Kintersect/Karma Crash Log (51.64 KB, text/plain)
2004-03-25 18:01 EST, Michael Ossareh
Crash Log (10.27 KB, text/plain)
2004-03-26 19:13 EST, Michael Ossareh
Yet another AMD64 ut2004 crash with unofficial patch. (32.53 KB, text/plain)
2004-03-28 04:38 EST, Matthias Klostermann
Yet another AMD64 log from the crash. :) (8.47 KB, text/plain)
2004-04-01 00:25 EST, Scott
Crash log with new binaries and system libSDL (84.72 KB, text/plain)
2004-04-01 17:43 EST, Peter Chapman
Crash on new Bins (9.36 KB, text/plain)
2004-04-03 01:09 EST, Peter Fetterer
log of a crash with the new binary "kintersect-fix" (7.42 KB, application/gzip)
2004-04-03 15:42 EST, Sebastien Chaumat
Crash with KIntersect-fix binaries (77.90 KB, text/plain)
2004-04-03 18:18 EST, Tim Pope
Another Crash log with Newest Binaries (73.36 KB, text/plain)
2004-04-04 01:09 EST, Aaron Rusnak
Crash log with KIntersect-fix-2 (794.42 KB, text/plain)
2004-04-04 06:28 EDT, colinea1
Another Crash log with KIntersect-fix-2 (6.64 KB, text/plain)
2004-04-04 13:56 EDT, Nikolaus Krismer
This is the latest utlog file for new binaries. (633.88 KB, text/plain)
2004-04-04 14:21 EDT, Russell
crash with fix2 (10.19 KB, application/gzip)
2004-04-04 14:36 EDT, Sebastien Chaumat
log file net-play and single, some errors (104.00 KB, text/plain)
2004-04-04 15:56 EDT, c
duplicate:Ignore (104.00 KB, text/plain)
2004-04-04 15:56 EDT, c
Kintersect crash with fix-2 (542.36 KB, text/plain)
2004-04-04 16:20 EDT, Sebastian Sobolewski
Another KIntersect crash log (258.59 KB, text/plain)
2004-04-04 16:40 EDT, Daniel Kulp
Crash from Kintersect with Fix-2. (13.21 KB, text/plain)
2004-04-05 02:12 EDT, colinea1
Crash log with new patch (15.30 KB, text/plain)
2004-04-05 20:06 EDT, Jason Machacek
Crashed as soon soon as I joined a game (69.63 KB, text/plain)
2004-04-05 20:55 EDT, Jason Machacek
Several logs of crashes with the ut2004-kintersect-fix-2 on x86 (26.31 KB, application/octet-stream)
2004-04-06 22:59 EDT, Brian Daniels
Crash Log (9.04 KB, text/plain)
2004-04-07 15:54 EDT, Bob Levonius
another report (28.94 KB, application/octet-stream)
2004-04-17 16:46 EDT, udok
MdcContactSimplify logfile (122.68 KB, application/octet-stream)
2004-04-17 17:03 EDT, Guy Hutchison
Online McdContactSimplify crash with fix-2 binaries (73.77 KB, text/plain)
2004-04-22 21:38 EDT, Matthew Arnold
UT2004 Crash Log (407.54 KB, text/plain)
2004-04-22 23:00 EDT, Conrad Akier
UT2k4 Seg fault (13.85 KB, text/plain)
2004-04-23 00:01 EDT, colinea1
UT2004 McdContactSimplify crash log (33.64 KB, text/plain)
2004-04-24 04:24 EDT, Dane Elwell
Client crash with patched server and client (18.35 KB, text/plain)
2004-04-25 17:09 EDT, Tim Pope
Appears to be a Karma Kintersect crash. (76.73 KB, text/plain)
2004-04-30 01:43 EDT, Austin Gonyou
Crash Log (14.20 KB, text/plain)
2004-05-02 17:13 EDT, Bob Levonius
Crash Log (14.44 KB, text/x-log)
2004-05-09 10:34 EDT, Bob Levonius
Crash Log (35.92 KB, text/x-log)
2004-05-09 11:00 EDT, Bob Levonius
It rears it's ugly head in 3204 beta patch. (557.90 KB, application/octet-stream)
2004-05-14 06:40 EDT, colinea1
Crash Log (64.11 KB, text/x-log)
2004-05-14 18:26 EDT, Bob Levonius
Latest crash UT2004.log with KIntersect-fix-2 binaries (long) (37.31 KB, text/plain)
2004-05-16 17:32 EDT, Ezekiel Grave
3204 Beta Crash log (9.00 KB, text/plain)
2004-05-19 04:24 EDT, icculus

Description Robert Hentosh 2004-03-16 22:01:03 EST
Playing an Internet Onslaught game, game suddenly exited to shell prompt and
following error was above the prompt:

--------------------------------------------
RecvFrom returned SOCKET_ERROR 111
FailCode NEEDSTATS
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
aAssertion failed: p->model1 [File:KFarfield.cpp] [Line: 937]
                                                                                
History:
                                                                                
Exiting due to error
--------------------------------------------
Comment 1 relaxed 2004-03-18 00:43:27 EST
*** Bug 1417 has been marked as a duplicate of this bug. ***
Comment 2 Joe Tennies 2004-03-18 22:56:07 EST
yup.  happens a LOT actually (at least in onslaught).
Comment 3 Tino Schuettpelz 2004-03-19 05:40:09 EST
Happens in BR and CTF, too. Suppose it isn't gametype-related.
Comment 4 Phil Bordelon 2004-03-19 07:59:52 EST
It occurred when I was playing AS in Instant Action this morning.
Comment 5 Mark Warner 2004-03-19 15:16:51 EST
I have experienced this same bug at least 5 to 10 times in just one afternoons 
play. It's very irritating - occured in deathmatch; ctf and bombing run and 
maybe others. 
Comment 6 Thomas R. (TRauMa) 2004-03-19 19:44:22 EST
Some more crash cases here, seems like karma sucks under linux ^^

http://www.ataricommunity.com/forums/showthread.php?threadid=357447&perpage=30&pagenumber=2
Comment 7 D Holland 2004-03-19 21:18:48 EST
Created attachment 234 [details]
full UT2004.log from a KFarfield assertion failed crash..

Played a few Onslaught, then this occurred in the first CTF game. 

Specs: 
AMD 2x2600MP
Nvidia FX5900
1GB ECC Mem
Suse 9.0 Pro

Anything else you need, ask..
Comment 8 Jamie McKnight 2004-03-20 12:47:48 EST
Created attachment 238 [details]
full TU2004.log from  SIGSEGV [segmentation fault] crash

Attached my full UT2004.log from the  SIGSEGV [segmentation fault] type crash. 
System specs are:

2x AMD 2800+ MP
2gb Ram
Nvidia FX 5900
Suse 9.0 Pro

Willing to test any possible fixes.

I am also getting the KFarfield assertaion failed crashes from time to time as
well.
Comment 9 Dane Elwell 2004-03-20 13:22:58 EST
Same problem during online Assault play.

-----
Resolved ut2004master2.epicgames.com -> 207.135.145.7
Connection established.
RecvFrom returned SOCKET_ERROR 111
[repeated x14]
Assertion failed: p->model1 [File:KFarfield.cpp] [Line: 937]

History: 

Exiting due to error
-----

System:

Intel P4 2.53GHz
1024MB RAM
GeForce 4 Ti4600 w/ v4496 drivers
Running game in 1024x768x32
XFree 4.3.0
on Gentoo Linux
Comment 10 Jeffrey Baker 2004-03-21 13:32:21 EST
*** Bug 1457 has been marked as a duplicate of this bug. ***
Comment 11 Jeffrey Baker 2004-03-21 13:32:54 EST
*** Bug 1462 has been marked as a duplicate of this bug. ***
Comment 12 Ryan C. Gordon 2004-03-22 05:24:10 EST
Ok, the KIntersect crash and the p-model1 assertion appear to be two
manifestations of the same bug (which appears to be due to an uninitialized
block of memory inside the Karma physics library).

I'm about to flag a bunch of bugs as duplicates of this bug report, so sorry
about all the mail you might get CC'd on...

--ryan.

Comment 13 Ryan C. Gordon 2004-03-22 05:24:43 EST
*** Bug 1411 has been marked as a duplicate of this bug. ***
Comment 14 Ryan C. Gordon 2004-03-22 05:26:44 EST
*** Bug 1415 has been marked as a duplicate of this bug. ***
Comment 15 Ryan C. Gordon 2004-03-22 05:27:12 EST
*** Bug 1419 has been marked as a duplicate of this bug. ***
Comment 16 Ryan C. Gordon 2004-03-22 05:27:37 EST
*** Bug 1423 has been marked as a duplicate of this bug. ***
Comment 17 Ryan C. Gordon 2004-03-22 05:28:13 EST
*** Bug 1426 has been marked as a duplicate of this bug. ***
Comment 18 Ryan C. Gordon 2004-03-22 05:28:26 EST
*** Bug 1434 has been marked as a duplicate of this bug. ***
Comment 19 Ryan C. Gordon 2004-03-22 05:28:46 EST
*** Bug 1435 has been marked as a duplicate of this bug. ***
Comment 20 Ryan C. Gordon 2004-03-22 05:30:20 EST
*** Bug 1443 has been marked as a duplicate of this bug. ***
Comment 21 Ryan C. Gordon 2004-03-22 05:30:44 EST
*** Bug 1446 has been marked as a duplicate of this bug. ***
Comment 22 Ryan C. Gordon 2004-03-22 05:31:57 EST
*** Bug 1449 has been marked as a duplicate of this bug. ***
Comment 23 Ryan C. Gordon 2004-03-22 05:32:10 EST
*** Bug 1456 has been marked as a duplicate of this bug. ***
Comment 24 Ryan C. Gordon 2004-03-22 05:32:15 EST
*** Bug 1463 has been marked as a duplicate of this bug. ***
Comment 25 Ryan C. Gordon 2004-03-22 05:32:27 EST
*** Bug 1464 has been marked as a duplicate of this bug. ***
Comment 26 Ryan C. Gordon 2004-03-22 05:32:39 EST
*** Bug 1465 has been marked as a duplicate of this bug. ***
Comment 27 Ryan C. Gordon 2004-03-22 14:53:22 EST
Please try these binaries and see if they help:

   http://icculus.org/~icculus/tmp/ut2004-linux-x86-03222004.tar.bz2

Download them, unpack them in the retail game's System directory so they
overwrite ut2004-bin and ucc-bin, and go to town.

There's a few other fixes in there, too, but once we know they're better I'll
announce them publically. In the meantime, try not to spread them around too much.

--ryan.

Comment 28 Caleb Shay 2004-03-22 15:13:38 EST
Any chance of an amd64 version of these?
Comment 29 Tim Pope 2004-03-22 15:24:03 EST
Created attachment 247 [details]
Crash from 03222004 binaries

Thank you for addressing this so quickly.  Unfortunately, I got a KIntersect
error with the new binaries as well.  Log file attached.
Comment 30 Ryan C. Gordon 2004-03-22 15:28:39 EST
I'm building amd64 bins right now.

(But apparently the bug isn't fixed...grr...)

--ryan.

Comment 31 Aaron Rusnak 2004-03-22 15:40:15 EST
Seems to work for me. I played for a 1/2 hour. My original bug # was 1423, so 
maybe these errors are different. I'll keep posting if I have an problems 
here, but so far so good. 
Comment 32 Tim Pope 2004-03-22 16:24:24 EST
Created attachment 249 [details]
Another log of a 03222004 crash

Here's a second crash log, if that helps.

My test case is to load 32 bots up at instant action onslaught at maximum
display settings and spectate.	Only the demo has ever made it a full hour.
Comment 33 Tim Pope 2004-03-22 16:51:19 EST
Created attachment 250 [details]
Yet another 03222004 crash log

Okay, one more log, and then I'll stop CC spamming everyone.  This one's
interesting because it mentions p->model1 again.
Comment 34 Ryan C. Gordon 2004-03-22 16:52:10 EST
Here's an amd64 build (the crash is apparently still there but maybe reduced in
frequency, and there's a lot of other AMD64-specific fixes, like net
compatibility and no segfault when using webadmin, etc).

   http://icculus.org/~icculus/tmp/ut2004-linux-amd64-03222004.tar.bz2

--ryan.

Comment 35 Tim Pope 2004-03-22 16:53:10 EST
Created attachment 252 [details]
Yet another 03222004 crash log

Whoops, wrong log.  Here it is.
Comment 36 Tim Pope 2004-03-22 17:43:11 EST
Created attachment 253 [details]
and64-03222004 crash log

As one might have guessed, the 64-bit version crashes as well.	Here's a log.
Comment 37 Marcus Dean 2004-03-22 17:48:24 EST
Created attachment 254 [details]
log for SIGSEGV crash using 03222004 binaries

Took about 5 minutes for it to happen while playing ONS-Dawn. Thanks for the
speedy response to the problems.

Gentoo Linux
2.6.3-rc3-gentoo
XFree 4.3.0
Nvidia Drivers v1.0.4496
2500 Barton
Epox 8RDA+
512MB(256x2 Dual-Channeled) DDR3200 Corsair XMS
GeForce4 TI4600
SB Live! 5.1
Comment 38 Tim Pope 2004-03-22 17:55:02 EST
Comment on attachment 254 [details]
log for SIGSEGV crash using 03222004 binaries

Changed mimetype
Comment 39 sibn 2004-03-22 20:42:57 EST
Created attachment 255 [details]
crash log for latest version

uhmmm...  i'm out 1600c for challenging another team and the game crashing FOUR
POINTS from victory.  heh.
Comment 40 Kristopher Kersey 2004-03-22 21:53:18 EST
Created attachment 257 [details]
Log file from crash on new AMD64 bin.

Got these on the console:
FailCode NEEDPW 
Error, overrun: -32, trying to recover.
Error, overrun: -32, trying to recover.
Error, overrun: -32, trying to recover.
Error, overrun: -32, trying to recover.
Error, overrun: -32, trying to recover.
.
.
.
Error, overrun: -32, trying to recover.
Signal: SIGSEGV [segmentation fault]
Aborting.
Comment 41 Joe Tennies 2004-03-23 02:05:03 EST
*** Bug 1471 has been marked as a duplicate of this bug. ***
Comment 42 Xeno 2004-03-23 08:49:32 EST
On my machine at work I had no crashes with the original installation.
Since I upgraded to the 03222004 binaries I now get the bugs.
My colleges had the Karma bug, upgraded and now don't have crashes anymore.
Really strange behaviour.

I now have the original binaries and everything works fine at my work machine.
But the originals don't work at home. I'll try to upgrade at home and see if it
gets better...


Log: SET PLAYER!
Log: xPlayer setplayer SDLViewport
Log: Precaching: ONS-ArcticStronghold.LevelInfo0
Log: Static mesh batches: 6434568 vertex bytes, 793248 index bytes
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 476796 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Finished precaching geometry in 1.718 seconds
Log: Finished precaching textures in 3.678 seconds
Warning: xPlayer ONS-ArcticStronghold.xPlayer (Function
Engine.PlayerController.PlayerRocketing.PlayerMove:0006) Accessed None 'Pawn'
Warning: xPlayer ONS-ArcticStronghold.xPlayer (Function
Engine.PlayerController.PlayerRocketing.PlayerMove:0026) Accessed None 'Pawn'
Warning: xPlayer ONS-ArcticStronghold.xPlayer (Function
Engine.PlayerController.PlayerRocketing.PlayerMove:004F) Accessed None 'Pawn'
Warning: ONSAttackCraft ONS-ArcticStronghold.ONSAttackCraft (Function
Engine.Vehicle.TakeDamage:0291) Accessed None 'Game'
Log: 
Developer Backtrace:
Log: [ 1]  ./ut2004-bin [0x86c93ec]
Log: [ 2]  /lib/libpthread.so.0 [0x48ada405]
Log: [ 3]  /lib/libc.so.6 [0x48894708]
Log: [ 4] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x363) [0x81d3033]
Log: [ 5]  ./ut2004-bin [0x81d2a0e]
Log: [ 6] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x2ca) [0x81d2f9a]
Log: [ 7]  ./ut2004-bin [0x81d2a0e]
Log: [ 8] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x2ca) [0x81d2f9a]
Log: [ 9]  ./ut2004-bin [0x81d3170]
Log: [10] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0xdd) [0x81d32b9]
Log: [11]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d1243]
Log: [12]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x860330f]
Log: [13]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df11b]
Log: [14]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x8288a97]
Log: [15]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43]
Log: [16]  ./ut2004-bin(main+0x69bc) [0x815851c]
Log: [17]  /lib/libc.so.6(__libc_start_main+0xcc) [0x48880dcc]
Log: [18]  ./ut2004-bin(readdir+0x99) [0x814d3e1]
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KIntersectEach <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <-
TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld
<- MainLoop
Exit: Exiting.
Log: FileManager: Reading 0 GByte 285 MByte 444 KByte 1015 Bytes from HD took
61.019852 seconds (20.863617 reading, 40.156235 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Tue Mar 23 13:42:22 2004
Comment 43 Matthew Arnold 2004-03-23 14:02:38 EST
I've got a couple of logs with the KIntersect crash in them that I could add,
but it looks like you've got plenty :) Let me know if you want them. I cannot
reproduce the crash reliably.
Comment 44 Thomas R. (TRauMa) 2004-03-23 20:33:09 EST
Created attachment 262 [details]
KIntersect w/ 03222004

On console it said:
Press any key to attempt to continue. Or make an offering to The Unholy Lord
Satan to get your game back.
Comment 45 Robert Hentosh 2004-03-24 00:18:15 EST
With the new patch I am no longer receiving the Kintersect issue. I am however
getting a SIGSEGV crash (which also happened on the retail GOLD). Do you want a
seperate issue opened for the SIGSEGV? I think comment #42 is identical to the
log I have. The back trace is the same... just the libraries are a bit different
and some of the values.

I would like to leave this one open until the SIGSEGV is cleared just to make
sure that I have a long enough test run to say it is fixed.
Comment 46 Ryan C. Gordon 2004-03-24 04:29:01 EST
*** Bug 1474 has been marked as a duplicate of this bug. ***
Comment 47 Thomas R. (TRauMa) 2004-03-24 10:34:44 EST
Created attachment 263 [details]
New crash, mcdcontactsimplify

This one seems new to me.
Comment 48 Sebastien Chaumat 2004-03-24 12:14:30 EST
I noticed that the crash occured often when the program is under heavy input
load (cliking on 2 mouse buttons plus 1 key or 2 on the keyboard). 

Do the other in CC also noticed that ? Maybe this is relevant...maybe not.

SEb
Comment 49 Lean Fuglsang 2004-03-24 13:35:12 EST
Created attachment 264 [details]
Another crash in 

Another crash log, just to join the frey...
I know a lot of people who have a very unstable Linux version of ut2004.
Comment 50 Matthew Arnold 2004-03-24 14:35:19 EST
FWIW, I got a crash with the new binaries as well. This time, however, I had
"Log: KIntersect had a null p->model1" right before the backtrace information. I
didn't have that with the original binaries.
Comment 51 Oliver Feiler 2004-03-24 14:47:53 EST
Additional comment to Sebastien's, #48:

It's indeed more likely with much action on the screen. = many people/bots dying
-> many death animations, which is probably triggering the bug more often? I've
played ONS-Icarus a lot lately and it never crashed. In non-onslaught maps a
crash is certain, though.

I can't really confirm the "high input load" theory. It also happens if you load
up a small map with 32 bots and spectate for a while.
Comment 52 Bryan "Brain Murders" Meredith 2004-03-24 19:35:15 EST
This game is definitely borked at the moment - with retail or the patch release in this 
thread, I have trouble getting to the end of a map. 
 
Is there _anything_ else we can do to help you find the bug(s) in the karma engine 
Icculus??? 
Comment 53 Ryan Nickell 2004-03-25 01:50:39 EST
Created attachment 267 [details]
Another KIntersect crash

Man I hope this gets worked out.. =c(
Comment 54 Michael Ossareh 2004-03-25 18:01:04 EST
Created attachment 271 [details]
Kintersect/Karma Crash Log
Comment 55 Michael Ossareh 2004-03-26 19:13:52 EST
Created attachment 273 [details]
Crash Log

crashed again but with something new on the command line...

Assertion failed: type1 > kMcdGeometryTypeNull && type1 <
kMcdGeometryBuiltInTypes [File:KFarfield.cpp] [Line: 963]

Judging by the log this could possibly be a different bug?

I'm running the original binaries on linux 2.4.24 with a Geforce 2 mx
Comment 56 Tim Pope 2004-03-27 19:51:29 EST
*** Bug 1497 has been marked as a duplicate of this bug. ***
Comment 57 Matthias Klostermann 2004-03-28 04:38:08 EST
Created attachment 289 [details]
Yet another AMD64 ut2004 crash with unofficial patch.

If there ist any way we could help you with this bug, please, please, please
tell us.
Comment 58 Richard Freeman 2004-03-28 07:10:05 EST
See details from bug 1497 about my system.

Basically, I've applied the new patch and the stability is much worse. Never
lasts more than about 15mins or so.

Log: Finished precaching geometry in 1.337 seconds
Log: Finished precaching textures in 7.005 seconds
Log: KIntersect had a null p->model1
Log: KIntersect had a null p->model1
Log: 
Developer Backtrace:
Log: [ 1]  ./ut2004-bin [0x86c93ec]
Log: [ 2]  /lib/libpthread.so.0 [0x4003a183]
Log: [ 3]  /lib/libc.so.6 [0x40134378]
Log: [ 4]  ./ut2004-bin [0x81d3170]
Log: [ 5] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0xdd) [0x81d32b9]
Log: [ 6]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d1243]
Log: [ 7]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x234) [0x8603178]
Log: [ 8]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df11b]
Log: [ 9]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x8288a97]
Log: [10]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43]
Log: [11]  ./ut2004-bin(main+0x69bc) [0x815851c]
Log: [12]  /lib/libc.so.6(__libc_start_main+0xcb) [0x40120dcb]
Log: [13]  ./ut2004-bin(readdir+0x99) [0x814d3e1]
Log: Unreal Call Stack: KIntersect <- KIntersectEach <- KHandleCollisions <-
KUpdateContacts <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- TickLevel
<- UGame
Engine::Tick <- UpdateWorld <- MainLoop
Exit: Exiting.
Comment 59 Simon Williams 2004-03-28 09:52:22 EST
Another one for the records. 

System is :
P4 2.8
1Gb pc3500 
NVidia FX5950 
5336 drivers 



Log: KIntersect had a null p->model1
Log: KIntersect had a null p->model1
Log:
Developer Backtrace:
Log: [ 1]  ./ut2004-bin [0x86c93ec]
Log: [ 2]  [0xffffe420]
Log: [ 3] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x118)
[0x81d32f4]
Log: [ 4]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d1243]
Log: [ 5]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x234) [0x8603178]
Log: [ 6]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df11b]
Log: [ 7]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x8288a97]
Log: [ 8]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43]
Log: [ 9]  ./ut2004-bin(main+0x69bc) [0x815851c]
Log: [10]  /lib/tls/libc.so.6(__libc_start_main+0x108) [0x400d97b8]
Log: Unreal Call Stack: KHandleCollisions <- KUpdateContacts <- KTickLevelKarma
<- TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <-
UpdateWorld <- MainLoop
Exit: Exiting.
Comment 60 Daniel Kulp 2004-03-28 10:12:21 EST
 
This may be coincidental, but.... 
 
If I have the "Physics Detail" setting set to High, I'm lucky to make it to 
the end of map.  Last night, I changed to "Low" and was able to play for 
several hours.   It may be something for people to try as a temporary 
workaround.   I have no idea what affect it has on game play.  I didn't really 
notice much other than it not crashing. 
Comment 61 Stephan Wurm 2004-03-28 11:00:23 EST
Hm, maybe something did go wrong while installing ut?
I can remember at least two messages in console, but I'm not really sure...

When I'm back in my appartment I can check that out.

PS: I had all three mentioned errors several times now. Seems to be really 
random, cause sometimes I can play for hours, but I had a crash after few 
seconds on a server, too.

I'm running the unofficial binaries. My graphics details are set mostly to 
middle.
Comment 62 Waldo Nell 2004-03-28 13:00:06 EST
Just my two cents worth.  I am running Gentoo Linux 2.4.25, P4 3.2GHz, nVidia GeForce FX 5900 XT, 
768MB DDR266 RAM, Intel 865 Chipset, Intel ICH5 sound.  I am sure the hardware is stable.

I get two kinds of crashes randomly.

1) (Signal: SIGSEGV)
Log: [ 1]  ./ut2004-bin [0x86c915c]
Log: [ 2]  /lib/libpthread.so.0 [0x4003f335]
Log: [ 3]  /lib/libc.so.6 [0x40139fb8]
Log: [ 4]  ./ut2004-bin [0x81d30b0]
Log: [ 5]  ./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0xdd) [0x81d31f9]
Log: [ 6]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f) [0x81d11c3]
Log: [ 7]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x234) [0x8603028]
Log: [ 8]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df03b]
Log: [ 9]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889b7]
Log: [10]  ./ut2004-bin(SDL_SetVideoMode+0x83f) [0x814dac3]
Log: [11]  ./ut2004-bin(main+0x69bc) [0x815849c]
Log: [12]  /lib/libc.so.6(__libc_start_main+0xbf) [0x40126adf]
Log: [13]  ./ut2004-bin(getlogin+0xad) [0x814d361]
Log: Unreal Call Stack: KIntersect <- KIntersectEach <- KHandleCollisions <- KUpdateContacts <- 
KTickLevelKarma <- TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld 
<- MainLoop

2) The famous 

Assertion failed: p->model1 [File:KFarfield.cpp] [Line: 937]

This happens sometimes immediately, sometimes after 3 hours of play.  I am sure it is not hardware 
related as I stress tested my machine for 10 hours using cpuburn and it worked fine - also UT2003 
works flawlessly.

I tried the patch released on here, but it only changed the pointer p->model1 to have a null value, and 
not check the assertion, that is why I would get the "p->model1 is null" exception.  So I rolled back...

Any ETA on a fix?

Thanks so much for all your hard work.
Comment 63 Matthew Arnold 2004-03-28 15:14:48 EST
*** Bug 1504 has been marked as a duplicate of this bug. ***
Comment 64 Ryan C. Gordon 2004-03-29 05:17:00 EST
*** Bug 1501 has been marked as a duplicate of this bug. ***
Comment 65 Ryan C. Gordon 2004-03-29 05:20:02 EST
*** Bug 1503 has been marked as a duplicate of this bug. ***
Comment 66 Waldo Nell 2004-03-29 10:59:50 EST
Just a very silly suggestion - I have absolutely no idea what exactly the Karma code does (apart from 
the fact that it has something to do with the physics), but I would *much* more prefer me dying/
graphical glitch/stray bullet than the game crashing.

Therefore a suggestion for an interim solution is to (if at all possible) patch the code so that the 
assertion p->model1 != null does not fail, but that if it is null (which is obviously wrong), it does some 
graceful handling of the problem - such as skipping the request and resetting it as if it had performed 
the request.

This will only be a temporary solution, but will make the game playable.
Comment 67 Bob Levonius 2004-03-29 11:55:55 EST
Applied patch, similar problem with KIntersect. Single player. 
 
Log: Precaching: DOM-Conduit.LevelInfo0 
Log: Static mesh batches: 6877656 vertex bytes, 813192 index bytes 
Log: Allocating 32768 byte dynamic index buffer. 
Log: Allocating 65536 byte dynamic vertex buffer. 
Log: Finished precaching geometry in 3.124 seconds 
Log: Finished precaching textures in 0.753 seconds 
ScriptLog: START MATCH 
Log: (Karma:) Ragdoll Bounding Box invalid or outside world. 
Log: (Karma:) Ragdoll Bounding Box invalid or outside world. 
Log: (Karma:) Ragdoll Bounding Box invalid or outside world. 
Log: (Karma:) Ragdoll Bounding Box invalid or outside world. 
Log: (Karma:) Ragdoll Bounding Box invalid or outside world. 
Log: (Karma:) Ragdoll Bounding Box invalid or outside world. 
Log: 
Developer Backtrace: 
Log: [ 1]  ./ut2004-bin [0x86c93ec] 
Log: [ 2]  /lib/libpthread.so.0 [0x4003adfd] 
Log: [ 3]  /lib/libc.so.6 [0x40136b48] 
Log: [ 4]  ./ut2004-bin [0x81d3170] 
Log: 
[ 5]  ./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0xdd) 
[0x81d32b9] 
Log: [ 6]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f) 
[0x81d1243] 
Log: [ 7]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x234) [0x8603178] 
Log: [ 8]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df11b] 
Log: [ 9]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x8288a97] 
Log: [10]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43] 
Log: [11]  ./ut2004-bin(main+0x69bc) [0x815851c] 
Log: [12]  /lib/libc.so.6(__libc_start_main+0xa4) [0x40122bb4] 
Log: [13]  ./ut2004-bin(readdir+0x99) [0x814d3e1] 
Log: Unreal Call Stack: Types <- KIntersect <- KIntersectEach <- 
KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <- TickAllActors <- 
ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop 
Exit: Exiting. 
Log: FileManager: Reading 0 GByte 765 MByte 608 KByte 896 Bytes from HD took 
30.139791 seconds (16.693214 reading, 13.446577 seeking). 
Log: FileManager: 0.000000 seconds spent with misc. duties 
Uninitialized: Name subsystem shut down 
Uninitialized: Allocation checking disabled 
Uninitialized: Log file closed, Mon Mar 29 17:49:26 2004 
 
Comment 68 Ryan C. Gordon 2004-03-29 14:08:45 EST
*** Bug 1509 has been marked as a duplicate of this bug. ***
Comment 69 Ryan C. Gordon 2004-03-30 17:44:31 EST
*** Bug 1512 has been marked as a duplicate of this bug. ***
Comment 70 Ryan C. Gordon 2004-03-31 05:59:36 EST
*** Bug 1514 has been marked as a duplicate of this bug. ***
Comment 71 Ryan C. Gordon 2004-03-31 07:28:09 EST
*** Bug 1515 has been marked as a duplicate of this bug. ***
Comment 72 Sebastien Chaumat 2004-03-31 15:03:56 EST
Setting physics details to "low" helps but is not enough to prevent crash.
Comment 73 Scott 2004-04-01 00:25:52 EST
Created attachment 292 [details]
Yet another AMD64 log from the crash. :)
Comment 74 Lars Hugentobler 2004-04-01 04:31:07 EST
i apologize for producing two dupes, but i'd like to point out that the binaries
linked in comment 27 worked really well for me after switching to my system's
libSDL.
Comment 75 Robert Hentosh 2004-04-01 07:36:24 EST
After play with the patched version for a bit (from additional comment #27), I
noticed that this one doesn't detect "lock on's" correctly.  My vehical will get
a  lock on and then I can doc for cover and avoid the hit... and the lock on
will remain. I can get out of the vehical, run around for ages (in ut time :)
and jump in and lock on will come on immedately... even though no ememies are in
the area and I wait and no boom.  This didn't seem to happen with the retail
version.

Comment 76 Peter Chapman 2004-04-01 07:39:47 EST
Re: comment #75 ('doesn't detect lock ons correctly')

I have found this problem with the retail build, too - although it seems quite rare.
Comment 77 thomas 2004-04-01 08:11:43 EST
what about the amd64 version from comment #34? are there amd64 binaries without
the bug?
Comment 78 Bob Levonius 2004-04-01 16:46:31 EST
After reading comment #74 I thought I'd try my own SDL library too (with 
patch). Seems to be the best yet! I even managed to play a single player 
assault match all the way through! 
Comment 79 Peter Chapman 2004-04-01 17:43:06 EST
Created attachment 293 [details]
Crash log with new binaries and system libSDL

I've been playing with the new binaries (32 bit) and my own libSDL
(libSDL-1.2.so.0.7.0). I'm still crashing, but the stack trace is different.
It's similar now to attachment #263 [details], 'mcdcontactsimplify'.

Thanks for all your work, and please keep us posted...
Comment 80 Ryan C. Gordon 2004-04-02 05:58:45 EST
*** Bug 1532 has been marked as a duplicate of this bug. ***
Comment 81 Ohad Lutzky 2004-04-02 07:05:45 EST
Crashiness is low on my box with 03222004 binaries and symlinked libSDL 1.2.7
and openal 20040303, physics detail set to low. Kernel 2.6.3, if that's relevant.
Comment 82 Ohad Lutzky 2004-04-02 11:08:22 EST
I spoke too soon. KIntersect bug, several times in a row. Same server, team
deathmatch.
Comment 83 Ryan C. Gordon 2004-04-02 16:28:32 EST
Thank you all for your patience.

Here's a fixed build:

  http://icculus.org/~icculus/tmp/ut2004-kintersect-fix-x86.tar.bz2

amd64 build coming in an hour or so when I reboot/rebuild.

--ryan.

Comment 84 Bob Levonius 2004-04-02 17:24:26 EST
Still getting problems, even with the patch: 
 
Log: xPlayer setplayer SDLViewport 
Log: Precaching: ONS-TORLAN.LevelInfo0 
Log: Static mesh batches: 6743700 vertex bytes, 776538 index bytes 
Log: Allocating 32768 byte dynamic index buffer. 
Log: Allocating 182508 byte dynamic index buffer. 
Log: Preprocessing:  Vertex stream total vertices: 180 Orig wedges: 180 
Log: Allocating 65536 byte dynamic vertex buffer. 
Log: Finished precaching geometry in 2.274 seconds 
Log: Finished precaching textures in 17.631 seconds 
Warning: MinigunAttachment ONS-TORLAN.MinigunAttachment (Function 
XWeapons.MinigunAttachment.ThirdPersonEffects:00B1) Accessed None 'ViewTarget' 
Log: 
Developer Backtrace: 
Log: [ 1]  ./ut2004-bin [0x86c932c] 
Log: [ 2]  /lib/libpthread.so.0 [0x4003adfd] 
Log: [ 3]  /lib/libc.so.6 [0x40142b48] 
Log: 
[ 4]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x301) 
[0x81d2fe1] 
Log: [ 5]  ./ut2004-bin [0x81d2a1e] 
Log: 
[ 6]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) 
[0x81d2f54] 
Log: [ 7]  ./ut2004-bin [0x81d2a1e] 
Log: 
[ 8]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) 
[0x81d2f54] 
Log: 
[ 9]  ./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x178) 
[0x81d31bc] 
Log: [10]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f) 
[0x81d1243] 
Log: [11]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb)sect Function <- 
Types <- KIntersect <- KAggregateGenericIntersect <- Inte 
rsect Function <- Types <- KIntersect <- KIntersectEach <- KHandleCollisions <- 
KUpdateContacts <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- 
TickLevel <- UGameEngine:: 
Tog: [12]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df05b] 
ick <- UpdateWorld <- MainLoop 
Exit: Exiting. 
Log: FileManager: Reading 0 GByte 421 MByte 140 KByte 87 Bytes from HD took 
75.063299 seconds (45.564873 reading, 29.498426 seeking). 
Log: FileManager: 0.000000 seconds spent with misc. duties 
Uninitialized: Name subsystem shut down 
Uninitialized: Allocation checking disabled 
Uninitialized: Log file closed, Fri Apr  2 23:22:40 2004 
~ 
 
Comment 85 Russell 2004-04-02 17:25:06 EST
Just tried new build by Ryan in comment #83 replaced bins with new copys, system still 
crashs.  This is with Physical detail set to low. 
 
Below is tail of .ut2004.log file. 
 
Log: [ 1]  ./ut2004-bin [0x86c932c] 
Log: [ 2]  /lib/libpthread.so.0 [0x4002e815] 
Log: [ 3]  /lib/libc.so.6 [0x4012b4a8] 
Log: [ 4]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x30 
1) [0x81d2fe1] 
Log: [ 5]  ./ut2004-bin [0x81d2a1e] 
Log: [ 6]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x27 
4) [0x81d2f54] 
Log: [ 7]  ./ut2004-bin [0x81d2a1e] 
Log: [ 8]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x27 
4) [0x81d2f54] 
Log: [ 9]  ./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x 
178) [0x81d31bc] 
Log: [10]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f) 
[0 
x81d1243] 
Log: [11]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x860324f] 
Log: [12]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df05b] 
Log: [13]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889d7] 
Log: [14]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43] 
Log: [15]  ./ut2004-bin(main+0x69bc) [0x815851c] 
Log: [16]  /lib/libc.so.6(__libc_start_main+0xc6) [0x40117dc6] 
Log: [17]  ./ut2004-bin(readdir+0x99) [0x814d3e1] 
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <- KAggregateG 
enericIntersect <- Intersect Function <- Types <- KIntersect <- KAggregateGeneri 
cIntersect <- Intersect Function <- Types <- KIntersect <- KIntersectEach <- KHa 
ndleCollisions <- KUpdateContacts <- KTickLevelKarma <- TickAllActors <- ULevel: 
:Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop 
Exit: Exiting. 
Log: FileManager: Reading 0 GByte 170 MByte 430 KByte 689 Bytes from HD took 12. 
168933 seconds (4.870482 reading, 7.298451 seeking). 
Log: FileManager: 0.000000 seconds spent with misc. duties 
Uninitialized: Name subsystem shut down 
Uninitialized: Allocation checking disabled 
Uninitialized: Log file closed, Fri Apr  2 16:11:27 2004 
 
This is updated for orginal retail bins, I did not use the early builds as they were know 
to be less stable.  My suggestion is stick with retail until someone has better stability. 
 
Rthoreau 
 
Comment 86 Ryan C. Gordon 2004-04-02 18:11:03 EST
Well this is scary, because it used to trigger reliably for me, and now it
doesn't at all. I guess the hunt continues.  :(


amd64 users can try their luck with these binaries:

   http://icculus.org/~icculus/tmp/ut2004-kintersect-fix-amd64.tar.bz2

--ryan.

Comment 87 Tim Pope 2004-04-02 20:24:31 EST
Okay, I have been torturing the new binaries for the last several hours under a
variety of conditions, and I have yet to see a single crash.  At a minimum, the
latest patch is a tremendous improvement over the previous two versions.  Thank
you, Ryan.

To the people actually having crashes, could you please post the entire log
file, system specifications, and perhaps the game conditions (gametype. number
of players. etc.) when the crash occurred?
Comment 88 Peter Chapman 2004-04-02 22:13:47 EST
I've been playing using the binaries in comment #83 for several hours this 
evening and not a single crash - previously I'd be seeing 8 or 10 in the same 
time. (still using my own libSDL though.) 
 
Great improvement for me at least (fingers crossed, touch wood). Thanks a lot. 
 
Kernel 2.6.4 
libSDL 1.2.7 
XFree86-4.4 
nVidia binary drivers 5336 
Comment 89 B. Allyn 2004-04-03 00:55:18 EST
I just put a couple of hours with the new amd64 binaries into an online
20-player ons-severance match without a single crash... woohoo! My system libSDL
is identical to the one in the kit (amd64 gentoo running 2.6.4-bk4). Thanks so
much for all your hard work on this, Ryan. 
Comment 90 Peter Fetterer 2004-04-03 01:09:35 EST
Created attachment 298 [details]
Crash on new Bins

Crash on new Bins.. as of 4/2/2003 

Developer Backtrace:
Log: [ 1]  ./ut2004-bin [0x86c932c]
Log: [ 2]  /lib/libpthread.so.0 [0x40037d69]
Log: [ 3]  /lib/libc.so.6 [0x40143bf8]
Log: [ 4] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x301)
[0x81d2fe1]
Log: [ 5]  ./ut2004-bin [0x81d2a1e]
Log: [ 6] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274)
[0x81d2f54]
Log: [ 7]  ./ut2004-bin [0x81d2a1e]
Log: [ 8] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274)
[0x81d2f54]
Log: [ 9] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x178)
[0x81d31bc]
Log: [10]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d1243]
Log: [11]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x860324f]
Log: [12]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df05b]
Log: [13]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889d7]
Log: [14]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43]
Log: [15]  ./ut2004-bin(main+0x69bc) [0x815851c]
Log: [16]  /lib/libc.so.6(__libc_start_main+0xcc) [0x40130c3c]
Log: [17]  ./ut2004-bin(readdir+0x99) [0x814d3e1]
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KIntersectEach <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <-
TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld
<- MainLoop
Exit: Exiting.
Log: FileManager: Reading 0 GByte 274 MByte 452 KByte 214 Bytes from HD took
41.435196 seconds (20.176291 reading, 21.258905 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Sat Apr  3 00:46:42 2004

Took a while for the crash to happen at lest.. 

P4 3.2Ghz/512MB Gentoo 2004.0 Nvidia GeforeFx5700 ultra
libSDL 1.2.7 (CVS as of 3-29-2004)
Running Kde 3.2 in background.
Comment 91 Daniel Pierce 2004-04-03 01:11:02 EST
Crashed with comment 83 binaries.  Using own libSDL and openal on Gentoo, kernel
2.6.3-mm2.  System is Athlon 2400, geforce4 ti4400, 512 ram.  Map was 28 player
Ons-Icarus, internet server.  Physics detail is set to Normal, all other
settings towards the high end.  Made it through two 60 kill limit TDM instant
action matches though...

Developer Backtrace:
Log: [ 1]  ./ut2004-bin [0x86c932c]
Log: [ 2]  /lib/libpthread.so.0 [0x4003b693]
Log: [ 3]  [0xffffd420]
Log: [ 4] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x301) [0x81d2fe1]
Log: [ 5]  ./ut2004-bin [0x81d2a1e]
Log: [ 6] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) [0x81d2f54]
Log: [ 7]  ./ut2004-bin [0x81d2a1e]
Log: [ 8] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) [0x81d2f54]
Log: [ 9] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x178)
[0x81d31bc]
Log: [10]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d1243]
Log: [11]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x860324f]
Log: [12]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df05b]
Log: [13]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889d7]
Log: [14]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43]
Log: [15]  ./ut2004-bin(main+0x69bc) [0x815851c]
Log: [16]  /lib/libc.so.6(__libc_start_main+0xc1) [0x4016ac81]
Log: [17]  ./ut2004-bin(readdir+0x99) [0x814d3e1]
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KIntersectEach <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <-
TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld
<- MainLoop
Exit: Exiting.
Comment 92 Thomas Stein 2004-04-03 05:31:30 EST
Hello 
 
Just tried the new amd64 binaries and can confirm there a no crashes anymore. Played 4 
hours last night. Thank you Ryan. 
 
Thomas 
Comment 93 Peter Chapman 2004-04-03 06:42:53 EST
I just had a crash with the most recent binaries, exactly the same as 
described in comment #91. They are still a huge improvement though - perhaps 
we are now talking about a different bug? 
Comment 94 Kristopher Kersey 2004-04-03 10:52:22 EST
Worked 100% on AMD64 last night over several hours.  No crashes at all.  Seems
like the new crash is fairly rare.
Comment 95 Matthew Arnold 2004-04-03 12:55:18 EST
FWIW, I played for several hours last night on a variety of maps using the new
x86 binaries with the physics set on "high" and never crashed. I especially used
maps that involve a lot of rag-dolling when you die (like on BR-Anubis). The new
binaries seem to have lessened this bug's severity at least. I'm using a heavily
modified version of Slackware 9.0 with the 2.6.3 kernel and an NVIDIA GeForce FX
5700 Ultra with the 5336 drivers. I'm using the game's libSDL and openal.so.
Comment 96 Russell 2004-04-03 14:45:17 EST
This is the full log that was requested due to crashing with the new bins.     
     
Bugzilla says I cannot post whole log file, so will shorten it a bit.  Still cannot post   
whole log file.  I get this from bugzillz "Comments cannot be longer than 65,535  
characters".   
  
    
System$ cat UT2004.log      
Log: Log file open, Fri Apr  2 16:06:25 2004     
Init: Name subsystem initialized     
Log: Your locale: [ANSI_X3.4-1968].     
     
Init: Version: 3186 (127.29)     
Init: Compiled: Apr  2 2004 09:17:44     
Init: Command line:      
Init: (This is Linux patch version 3186.1)     
Init: Character set: Unicode     
Init: Base directory: /usr/local/games/ut2004/System/     
Init: Ini:UT2004.ini   UserIni:User.ini     
Init: Build label: UT2004 Build UT2004_Build_[2004-03-03_02.42]     
Init: Object subsystem initialized     
Warning: Missing Class Class Editor.TransBuffer     
Log: Initializing OpenGLDrv...     
Log: binding libGL.so.1     
Log: Global MD5: [3986c4774f86cab155ff9f5432b89282]     
Log: Game class is 'GameInfo'     
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 7.987421...     
ScriptLog: GameInfo::InitGame : bEnableStatLogging False     
Log: Browse:     
NvidiaLogo.ut2?Name=_Claudent_?Class=Engine.Pawn?Character=Kane?tea     
m=255?Sex=M     
Log: Collecting garbage     
Log: Purging garbage     
Log: Garbage: objects: 32782->32781; refs: 339619     
Log: Game class is 'CinematicGame'     
Log: Bringing Level NvidiaLogo.myLevel up for play (0) appSeconds: 9.815889...     
ScriptLog: GameInfo::InitGame : bEnableStatLogging False     
Log: Created and initialized a new SDL viewport.     
Log: ALAudio: Using ALC_EXT_capture to record audio.     
Log: SET PLAYER!     
ScriptLog: New Player _Claudent_ id=7b8a5d30559948d0b9c932185793d2fd     
Log: TTS: No output filename specified.     
Log: Enter SetRes: 800x600 Fullscreen 0     
Log: OpenGL     
Log: GL_VENDOR     : NVIDIA Corporation     
Log: GL_RENDERER   : GeForce FX 5600 Ultra/AGP/SSE/3DNOW!     
Log: GL_VERSION    : 1.4.1 NVIDIA 53.36     
Log: OpenGL: Device supports: GL     
Log: OpenGL: Device supports: GL_EXT_bgra     
Log: OpenGL: Device supports: GL_ARB_texture_compression     
Log: OpenGL: Device supports: GL_EXT_texture_compression_s3tc     
Log: OpenGL: Device supports: GL_ARB_texture_cube_map     
Log: OpenGL: Device supports: GL_ARB_texture_env_combine     
Log: OpenGL: Device supports: GL_NV_texture_env_combine4     
Log: OpenGL: Device supports: GL_EXT_texture_lod_bias     
Log: OpenGL: Device supports: GL_ARB_multitexture     
Log: OpenGL: Device supports: GL_NV_vertex_array_range     
Log: OpenGL: Device supports: GL_NV_vertex_array_range2     
Log: OpenGL: Device supports: GL_ARB_multisample     
Log: OpenGL: Device supports: GL_NV_multisample_filter_hint     
Log: OpenGL: Device supports: GL_EXT_texture_filter_anisotropic     
Log: OpenGL: Device supports: GL_ARB_vertex_buffer_object     
Log: OpenGL: C32 RGB888 Z24 S8     
Log: OpenGL: Level of anisotropy is 1.000000 (max 8.000000).     
Log: OpenGL: Have 0 multisamples buffers, 0 samples.     
Log: OpenGL: Failed to get a multisample GL context     
Log: OpenGL: allocated 32 MByte of AGP memory     
Log: Startup time: 11.675080 seconds     
Log: Precaching: NvidiaLogo.LevelInfo0     
Log: Static mesh batches: 508608 vertex bytes, 110460 index bytes     
Log: Allocating 32768 byte dynamic index buffer.     
Log: Allocating 65536 byte dynamic vertex buffer.     
Log: Finished precaching geometry in 0.145 seconds     
Log: Finished precaching textures in 0.140 seconds     
Log: URL: Adding default option Name=_Claudent_     
Log: URL: Adding default option Class=Engine.Pawn     
Log: URL: Adding default option Character=Kane     
Log: URL: Adding default option team=255     
Log: Browse:     
Index.ut2?disconnect?Name=_Claudent_?Class=Engine.Pawn?Character=Ka     
ne?team=255     
Log: Failed; returning to Entry     
Log: GP=FALSE     
Log: Spawning new actor for Viewport SDLViewport     
Log: SET PLAYER!     
ScriptLog: New Player _Claudent_ id=7b8a5d30559948d0b9c932185793d2fd     
Log: MatchViewportsToActors: GUI2K4.UT2K4MainMenu     
Debug: Option(0): disconnect     
Debug: Option(1): Name=_Claudent_     
Debug: Option(2): Class=Engine.Pawn     
Debug: Option(3): Character=Kane     
Debug: Option(4): team=255     
Debug: UT2k4MainMenu.Opened()   Sender:Package.UT2k4MainMenu     
Log: Static mesh batches: 0 vertex bytes, 0 index bytes     
IRC: 2 Servers 1 Channels     
ScriptLog: UT2k4Browser_ServerListPageFavorites Spawned new ServerQueryClient 'E     
ntry.ServerQueryClient'     
Log: Resolving ut2004master1.epicgames.com...     
Log: Resolved ut2004master1.epicgames.com -> 207.135.145.6     
Log: Connection established.     
Debug: Received Response APPROVED     
Debug: Sending GlobalMD5 of 3986c4774f86cab155ff9f5432b89282     
Log: Allocating 92880 byte dynamic vertex buffer.     
Log: Resolving ut2004master2.epicgames.com...     
Log: Allocating 94608 byte dynamic vertex buffer.     
Log: Resolved ut2004master2.epicgames.com -> 207.135.145.7     
Log: Connection established.     
Debug: Received Response APPROVED     
Debug: Sending GlobalMD5 of 3986c4774f86cab155ff9f5432b89282     
D  
     
Debug: #### Received server Data UT2004 Server ONSOnslaughtGame     
Log: ALAudio: AL_INVALID_NAME in PlaySound END     
Debug: UT2k4MainMenu.Opened()   Sender:None     
ScriptLog: PreClientTravel     
Log: URL: Adding default option Name=_Claudent_     
Log: URL: Adding default option Class=Engine.Pawn     
Log: URL: Adding default option Character=Kane     
Log: URL: Adding default option team=255     
Log: Browse:     
67.18.8.154/Index.ut2?Name=_Claudent_?Class=Engine.Pawn?Character=K     
ane?team=255     
ScriptLog: UT2k4Browser_ServerListPageFavorites Destroying ServerQueryClient 'Se     
rverQueryClient'     
Log: NetMode now NM_Client     
Log: Collecting garbage     
Log: Purging garbage     
Log: (Karma): Level Karma Terminated.     
Log: Garbage: objects: 47498->46950; refs: 620024     
Log: Bringing Level ONS-Severance.myLevel up for play (90) appSeconds: 113.10355     
3...     
Log: Spawning new actor for Viewport SDLViewport     
Log: SET PLAYER!     
ScriptLog: New Player _Claudent_ id=7b8a5d30559948d0b9c932185793d2fd     
Log: Collecting garbage     
Log: Purging garbage     
Log: Garbage: objects: 47727->47727; refs: 629421     
Log: SET PLAYER!     
Log: AntiTCCSecurePlayer setplayer SDLViewport     
Warning: ONSPRV ONS-Severance.ONSPRV (Function     
Onslaught.ONSPRV.DrivingStatusCha     
nged:0023) Accessed None 'PlayerReplicationInfo'     
Log: Precaching: ONS-Severance.LevelInfo0     
Log: Static mesh batches: 11898972 vertex bytes, 1078176 index bytes     
Log: Allocating 32768 byte dynamic index buffer.     
Log: Allocating 694656 byte dynamic index buffer.     
Log: Allocating 65536 byte dynamic vertex buffer.     
Log: Allocating 68096 byte dynamic vertex buffer.     
Log: Allocating 101388 byte dynamic vertex buffer.     
Log: Allocating 104720 byte dynamic vertex buffer.     
Log: Allocating 105196 byte dynamic vertex buffer.     
Log: Finished precaching geometry in 2.015 seconds     
Log: Finished precaching textures in 1.704 seconds     
Log: Opening user log ../UserLogs/AntiTCC_ClientConsoleLog.log     
AntiTCC:       
AntiTCC:     
==================================================     
AntiTCC:  Anti TCC v1.12Lite build 2004-03-27 12:43     
AntiTCC:  Copyright (c) 2003-2004 Wormbo     
AntiTCC:     
==================================================     
AntiTCC:       
AntiTCC:  * Your unique ID is [ 7b8a5d30-559948d0-b9c93218-5793d2fd ]     
AntiTCC:  * Player ID logging is enabled     
AntiTCC:    Use 'Whois' to view other players' alias names.     
AntiTCC:  * Check Timeout: 60 seconds     
AntiTCC:  * Reaction to insecurities: Kick     
AntiTCC:  * Integrity check passed     
AntiTCC:  * Verified map ONS-Severance     
AntiTCC:  * Verified package HumanMaleA     
AntiTCC:  * Verified package HumanFemaleA     
AntiTCC:  * Verified package Jugg     
AntiTCC:  * Verified package Aliens     
AntiTCC:  * Verified package Bot     
AntiTCC:  * Verified package SkaarjAnims     
AntiTCC:  * Verified package XanRobots     
AntiTCC:  * Verified package ThunderCrash     
AntiTCC:  * Verified package Hellions     
AntiTCC:  * Verified package NewNightmare     
AntiTCC:  * Verified package PlayerSkins     
AntiTCC:  * Verified package UT2004PlayerSkins     
AntiTCC:  * Verified package DemoPlayerSkins     
AntiTCC:  * Verified package BrightPlayerSkins     
AntiTCC:  * Verified file AntiTCC112Lite.u     
AntiTCC:  * Verifying skins...     
Log: Octree Warning (AddActor): ONSManualGunPawn Outside World.     
   
AntiTCC: [INSECURE CLIENT] PCPManiac [ daabdd50-be64d9b9-1aa579f9-a1d449eb ]     
has     
 a modified Anti TCC package     
Log:      
Developer Backtrace:     
Log: [ 1]  ./ut2004-bin [0x86c932c]     
Log: [ 2]  /lib/libpthread.so.0 [0x4002e815]     
Log: [ 3]  /lib/libc.so.6 [0x4012b4a8]     
Log: [ 4]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x30     
1) [0x81d2fe1]     
Log: [ 5]  ./ut2004-bin [0x81d2a1e]     
Log: [ 6]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x27     
4) [0x81d2f54]     
Log: [ 7]  ./ut2004-bin [0x81d2a1e]     
Log: [ 8]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x27     
4) [0x81d2f54]     
Log: [ 9]  ./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x     
178) [0x81d31bc]     
Log: [10]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)     
[0     
x81d1243]     
Log: [11]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x860324f]     
Log: [12]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df05b]     
Log: [13]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889d7]     
Log: [14]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43]     
Log: [15]  ./ut2004-bin(main+0x69bc) [0x815851c]     
Log: [16]  /lib/libc.so.6(__libc_start_main+0xc6) [0x40117dc6]     
Log: [17]  ./ut2004-bin(readdir+0x99) [0x814d3e1]     
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <- KAggregateG     
enericIntersect <- Intersect Function <- Types <- KIntersect <- KAggregateGeneri     
cIntersect <- Intersect Function <- Types <- KIntersect <- KIntersectEach <- KHa     
ndleCollisions <- KUpdateContacts <- KTickLevelKarma <- TickAllActors <- ULevel:     
:Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop     
Exit: Exiting.     
Log: FileManager: Reading 0 GByte 170 MByte 430 KByte 689 Bytes from HD took 12.     
168933 seconds (4.870482 reading, 7.298451 seeking).     
Log: FileManager: 0.000000 seconds spent with misc. duties     
Uninitialized: Name subsystem shut down     
Uninitialized: Allocation checking disabled     
Uninitialized: Log file closed, Fri Apr  2 16:11:27 2004     
rcall@Raiz_mpx:~/.ut2004/System$      
     
This crashed 5 minutes after installing the new bins, then I restarted the game and ran     
about 15 minutes before the next crash.  I am using kernel 2.4.25 have a Geforce 5600     
ultra on a dual smp system with 1.2 gig Athlon MPs.     
     
Russell     
Comment 97 Tim Pope 2004-04-03 14:55:00 EST
Russell, to post an entire log file, create a new attachment.  Although I think
you included enough.

It's disappointing that some people are still crashing.  It might possibly help
to purge your ~/.ut2004 directory and try again.
Comment 98 Sebastien Chaumat 2004-04-03 15:42:11 EST
Created attachment 299 [details]
log of a crash with the new binary "kintersect-fix"

Crash with new binary (not exactly the same as before)

Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect 

Look at his log  : there is a strange constantly repeating warning (the log is
300k!) :

Log: Octree Warning (AddActor): ONSManualGunPawn Outside World.
Log: Octree Warning (RemoveActor): ONSManualGunPawn moved without proper
hashing

----
Kernel 2.4.24
debian sid SDL 1.2
sblive OSS
athlon 2500 512Mo
Comment 99 Ryan Nickell 2004-04-03 16:04:59 EST
"
Log: Octree Warning (AddActor): ONSManualGunPawn Outside World.
Log: Octree Warning (RemoveActor): ONSManualGunPawn moved without proper
hashing
"

I saw that in some of my crashes with the retail build as well.
Just an fyi.
-Ryan N.
Comment 100 Tim Pope 2004-04-03 18:18:07 EST
Created attachment 300 [details]
Crash with KIntersect-fix binaries

I finally got a crash with the newest binaries.  Once in a dozen hours of play
is still a much better ratio, though.
Comment 101 Clayton 2004-04-03 18:35:09 EST
I was getting the same error that originally started bug 1413, but when I
applied the patches I also get the same log file as <a
href="https://bugzilla.icculus.org/show_bug.cgi?id=1413#c96">Comment #96</a> . 
The stability seems to be better with the retail version.  The patches that I
applied seem to be more unstable and the error in #96 seems to occur more
frequently than the original bug.  
Comment 102 Ryan C. Gordon 2004-04-04 00:49:24 EST
I'm currently of the opinion that the x86 build box didn't pick up all of the
source changes, or at least didn't recompile everything, thus reducing the
frequency but not erradicating the bug...human error.

This is just a guess, though. I'm rebuilding x86 to see if this helps.

amd64 was built by hand from scratch, which might be why no one has reported any
crashes, but that might just be a matter of less testers.

--ryan.

Comment 103 Aaron Rusnak 2004-04-04 01:09:16 EST
Created attachment 302 [details]
Another Crash log with Newest Binaries

Seems to crash more often for me with the new binaries. About every 3 minutes.
Doesn't seem like it was like the old crashes though, as it isn't when people
around me are dying. This is kind of more random I guess. Created an
attachment, and here's the output from the console.

<console>
WARNING: ALC_EXT_capture is subject to change!
Resolved ut2004master2.epicgames.com -> 207.135.145.7
Connection established.
Resolved ut2004master2.epicgames.com -> 207.135.145.7
Connection established.
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
SendTo: 67.167.43.130:7778 returned -1: 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
SendTo: 65.39.83.116:7778 returned -1: 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
RecvFrom returned SOCKET_ERROR 111
Signal: SIGSEGV [segmentation fault]
Aborting.


Crash information will be saved to your logfile.
</console>
Comment 104 Aaron Rusnak 2004-04-04 01:18:47 EST
Didn't see your last post Ryan. I may have been too quick to post 
Comment 105 Ryan C. Gordon 2004-04-04 03:40:16 EDT
This is a sanity-check complete rebuild to make sure the build box didn't screw
up. This is x86 only; amd64 users should have a sane build already.

My stress test, which crashed reliably in minutes, has been running for over an
hour (but the last build, which people had trouble with, ran all night here, so
take it for what it's worth).

   http://icculus.org/~icculus/tmp/ut2004-kintersect-fix-2-x86.tar.bz2

--ryan.

Comment 106 Ryan C. Gordon 2004-04-04 03:42:14 EDT
*** Bug 1548 has been marked as a duplicate of this bug. ***
Comment 107 Aaron Rusnak 2004-04-04 05:16:55 EDT
Yep, still crashes after about 2 minutes into playing. Refer to my comment 
#103 above and attachment (id=302) 
Comment 108 Ryan C. Gordon 2004-04-04 06:22:54 EDT
*** Bug 1529 has been marked as a duplicate of this bug. ***
Comment 109 Ryan C. Gordon 2004-04-04 06:27:15 EDT
*** Bug 1535 has been marked as a duplicate of this bug. ***
Comment 110 colinea1 2004-04-04 06:28:22 EDT
Created attachment 305 [details]
Crash log with KIntersect-fix-2
Comment 111 Matthias Klostermann 2004-04-04 10:34:02 EDT
Tested the AMD64 build with 32 Bots (Godlike) on ONS-Icarus for some hours. No
crash yet, unlikely to see one. I would say AMD64 build ist stable now, thx. Ryan :)
Comment 112 Nikolaus Krismer 2004-04-04 13:56:13 EDT
Created attachment 306 [details]
Another Crash log with KIntersect-fix-2

Game crashed 10min after it was first started with the new binaries
OS here is Gentoo Linux
Comment 113 Russell 2004-04-04 14:21:59 EDT
Created attachment 307 [details]
This is the latest utlog file for new binaries.

Played the new binaries here is the crash log for Fix 2 as an atachment.

Russell
Comment 114 Sebastien Chaumat 2004-04-04 14:36:16 EDT
Created attachment 308 [details]
crash with fix2

Crash with fix2.

VARSize was 64. Lots of GL_OUT_OF_MEMORY and other errors in the log.
Comment 115 c 2004-04-04 15:51:51 EDT
I tried the new binaries. So far no crash. Single and Multi player.

2.6.3-4mdk
Comment 116 c 2004-04-04 15:56:38 EDT
Created attachment 310 [details]
log file net-play and single, some errors
Comment 117 c 2004-04-04 15:56:55 EDT
Created attachment 311 [details]
duplicate:Ignore
Comment 118 Sebastian Sobolewski 2004-04-04 16:20:15 EDT
Created attachment 313 [details]
Kintersect crash with fix-2

about 30 minutes of play. Even with fix-2. ( Linux DEMO never crashed )

System:
Distro: Mandrake Linux 9.2
Kernel: 2.4.22-10mdksmp #1 SMP
P4 3.0Ghz ( Hyperthreading enabled )
512MB Ram
GeForce2 GTS/Pro ( 64MB )

Comments:
	Bug seems to trigger faster on servers with more players.  I can
typically play for several hours on servers with less then 16 players. Over 18
in about 30 min.  32+ 10 min max.
	I've hit this on pretty much every map.
Comment 119 Daniel Kulp 2004-04-04 16:40:48 EDT
Created attachment 314 [details]
Another KIntersect crash log
Comment 120 c 2004-04-04 21:40:43 EDT
ran 2 1/2 hours in spectate mode, followed by normal gameplay: No crash.
New binary runs OK here. 
Console returns:
RecvFrom returned SOCKET_ERROR 111


Comment 121 colinea1 2004-04-05 02:12:26 EDT
Created attachment 315 [details]
Crash from Kintersect with Fix-2.

Cleared the system folder completely out of the .ut2004 folder. No difference.
Crash from Kintersect with Fix-2.

Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KIntersectEach <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <-
TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld
<- MainLoop
Comment 122 Ryan C. Gordon 2004-04-05 11:55:02 EDT
*** Bug 1547 has been marked as a duplicate of this bug. ***
Comment 123 Ryan C. Gordon 2004-04-05 15:56:30 EDT
*** Bug 1557 has been marked as a duplicate of this bug. ***
Comment 124 Jason Machacek 2004-04-05 20:06:08 EDT
Created attachment 316 [details]
Crash log with new patch

I've crashed twice in an hour while testing the new patch in Onslaught mode
online.  Here's my log file for the 2nd crash.
Comment 125 Jason Machacek 2004-04-05 20:55:35 EDT
Created attachment 317 [details]
Crashed as soon soon as I joined a game

This time UT2004 crashed as soon as I joined the game, with a much messier
variant on the KIntersect bug.	Could it have something to do with me just
installing the Anti-TCC stuff?	Log is attached.
Comment 126 Ryan C. Gordon 2004-04-06 14:46:13 EDT
*** Bug 1565 has been marked as a duplicate of this bug. ***
Comment 127 Brian Daniels 2004-04-06 22:59:32 EDT
Created attachment 319 [details]
Several logs of crashes with the ut2004-kintersect-fix-2 on x86

Three crash logs with the ut2004-kintersect-fix-2 version on x86.  RedHat 9
system, with locally built SDL-1.2.7-1 from SRPM. GeForce4 Ti4400. AthlonXP
1800+, 1GB ram.  Locally-built 2.4.20-30.9 kernel.  

In two of them, I was able to play for a while before crashing.  In the instant
one, it crashed as soon as the map loaded.  Still very hard to isolate, I
played several rounds yesterday without a crash but crashed multiple times
today.	All were in onslaught.
Comment 128 Mina Naguib 2004-04-07 00:18:48 EDT
First let me say THANK YOU for your time looking into this.

I just tried the binaries from ut2004-kintersect-fix-2-x86.tar.bz2

Played 3-4 maps then it crashed:

Developer Backtrace:
Log: [ 1]  ./ut2004-bin [0x86c915c]
Log: [ 2]  /lib/libpthread.so.0 [0x49b39405]
Log: [ 3]  /lib/libc.so.6 [0x499fa708]
Log: [ 4]  ./ut2004-bin [0x81d30b0]
Log: [ 5] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0xdd) [0x81d31f9]
Log: [ 6]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d11c3]
Log: [ 7]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x234) [0x8603028]
Log: [ 8]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df03b]
Log: [ 9]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889b7]
Log: [10]  ./ut2004-bin(SDL_SetVideoMode+0x83f) [0x814dac3]
Log: [11]  ./ut2004-bin(main+0x69bc) [0x815849c]
Log: [12]  /lib/libc.so.6(__libc_start_main+0xcc) [0x499e6dcc]
Log: [13]  ./ut2004-bin(getlogin+0xad) [0x814d361]
Log: Unreal Call Stack: Types <- KIntersect <- KIntersectEach <-
KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <- TickAllActors <-
ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Exit: Exiting.
Comment 129 Matthew Arnold 2004-04-07 00:26:32 EDT
I've been playing quite a bit with the fix-2 binaries since they were released
and I have not yet gotten a crash, even with the physics set on "high". FWIW,
I'm using the stock libSDL and openal.so.
Comment 130 donald.mueller 2004-04-07 01:34:00 EDT
I too have been playing with the fix-2 and no problems tonight with onslaught
online. So far no crashes!

Thanks for the help Ryan. Ill keep you posted.
Comment 131 Ryan C. Gordon 2004-04-07 10:17:43 EDT
*** Bug 1567 has been marked as a duplicate of this bug. ***
Comment 132 Bob Levonius 2004-04-07 15:54:58 EDT
Created attachment 320 [details]
Crash Log

Onslaught. Crashed in under 5 minutes. Very few players online. Stock SDL.
Slackware 9.1, 2.4.25 kernel.
Comment 133 Guy Hutchison 2004-04-07 22:38:12 EDT
Have been playing with fix-2 since monday.  Crashes are less frequent, and occur
with a different signature.

Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <- ...

My machine has recompiled libSDL and openal.
Comment 134 Hajo Simons 2004-04-13 14:57:10 EDT
Maybe valgrind could help tracking down the bug - should be 
relatively easy as UT runs on Linux. 
 
Hajo 
 
Comment 135 Ryan C. Gordon 2004-04-14 03:11:27 EDT
*** Bug 1589 has been marked as a duplicate of this bug. ***
Comment 136 udok 2004-04-17 16:46:08 EDT
Created attachment 339 [details]
another report

if I can help more, tell me
a patch soon ? it crashes really often here
Comment 137 Guy Hutchison 2004-04-17 17:03:13 EDT
Created attachment 340 [details]
MdcContactSimplify logfile

Logfile for crash with "Unreal Call Stack: McdContactSimplify <- ..."

Log is using ut2004-kinsersect-fix2.  Replaced locally-compiled openal and
libSDL with original shipping versions (i.e. reverted to original); this
improved reliability somewhat, but game still crashes about once every half an
hour.
Comment 138 georgel 2004-04-20 22:25:22 EDT
So I have got the second binary with my own openal et libSDL on my centrino 1.4
& Geforce FX 5200

Kernel 2.6.4-gentoo-r1 & lastest Nvidia ...

And still crash a lot on internet but not in solo ..

Log: [ 1]  ./ut2004-bin [0x86c932c]
Log: [ 2]  /lib/libpthread.so.0 [0x400343b5]
Log: [ 3]  /lib/libc.so.6 [0x401377d8]
Log: [ 4] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x301) [0x81d2fe1]
Log: [ 5]  ./ut2004-bin [0x81d2a1e]
Log: [ 6] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) [0x81d2f54]
Log: [ 7]  ./ut2004-bin [0x81d2a1e]
Log: [ 8] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) [0x81d2f54]
Log: [ 9] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x178)
[0x81d31bc]
Log: [10]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d1243]
Log: [11]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x860324f]
Log: [12]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df05b]
Log: [13]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889d7]
Log: [14]  ./ut2004-bin(SDL_SetVideoMode+0x83b) [0x814db43]
Log: [15]  ./ut2004-bin(main+0x69bc) [0x815851c]
Log: [16]  /lib/libc.so.6(__libc_start_main+0xcb) [0x40123dcb]
Log: [17]  ./ut2004-bin(readdir+0x99) [0x814d3e1]
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KIntersectEach <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <-
TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld
<- MainLoop
Exit: Exiting.
Log: FileManager: Reading 0 GByte 264 MByte 601 KByte 903 Bytes from HD took
66.364603 seconds (27.213491 reading, 39.151112 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Tue Apr 20 20:09:05 2004
Comment 139 udok 2004-04-21 18:37:14 EDT
I get this problem ver often
The first report was made more than one month ago
Is there any chance that we have a patch some day ?
It's not like it is not reproductible : many people have this bug.
I can be a bit patient, but understand that it's a bit annoying when we can't
finish a game because a bug occurs in the middle of it :/
Comment 140 Chris B. Pye 2004-04-21 22:07:29 EDT
I just had a KIntersect crash while spectating online. 
 
 
Developer Backtrace: 
Log: [ 1]  ./ut2004-bin [0x86caafc] 
Log: [ 2]  /lib/libpthread.so.0 [0x4003ac45] 
Log: [ 3]  /lib/libc.so.6 [0x40144988] 
Log: 
[ 4]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x396) 
[0x81d3126] 
Log: [ 5]  ./ut2004-bin [0x81d2a46] 
Log: 
[ 6]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x2c0) 
[0x81d3050] 
Log: [ 7]  ./ut2004-bin [0x81d2a46] 
Log: 
[ 8]  ./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x2c0) 
[0x81d3050] 
Log: [ 9]  ./ut2004-bin [0x81d3363] 
Log: 
[10]  ./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0xfd) 
[0x81d34d9] 
Log: [11]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x67d) 
[0x81d1a41] 
Log: [12]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x8604a1f] 
Log: [13]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82e082b] 
Log: [14]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x828a1a7] 
Log: [15]  ./ut2004-bin(SDL_SetVideoMode+0x837) [0x814e653] 
Log: [16]  ./ut2004-bin(main+0x69bc) [0x815902c] 
Log: [17]  /lib/libc.so.6(__libc_start_main+0xc6) [0x40130d06] 
Log: [18]  ./ut2004-bin(readdir+0x95) [0x814def1] 
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <- 
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <- 
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <- 
KIntersectEach <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <- 
TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld 
<- MainLoop 
Exit: Exiting. 
Log: FileManager: Reading 0 GByte 444 MByte 978 KByte 1014 Bytes from HD took 
33.416720 seconds (19.345865 reading, 14.070855 seeking). 
Log: FileManager: 0.000000 seconds spent with misc. duties 
Uninitialized: Name subsystem shut down 
Uninitialized: Allocation checking disabled 
Uninitialized: Log file closed, Wed Apr 21 22:05:23 2004 
 
Comment 141 Matthew Arnold 2004-04-22 21:38:26 EDT
Created attachment 346 [details]
Online McdContactSimplify crash with fix-2 binaries

I've beaten these fix-2 binaries to death in single player ever since they came
out and never got a single crash. I decided to go online and spectate a couple
of Onslaught maps. It made it through the first map fine. The second map
crashed and produced this log. Is this now a multiplayer-only thing?
Comment 142 Conrad Akier 2004-04-22 23:00:55 EDT
Created attachment 347 [details]
UT2004 Crash Log

This is a crash log using the jesus-h patch.  The other patches also do not fix
this problem for me.

Just as the previous poster said, this seems to be a multiplayer-only bug. 
I've played many single player matches and I cannot get this bug to show up
while in SP.  However, while playing Onslaught multiplayer, it's often hard to
finish a single match without the game crashing.  Speaking of onslaught, is it
the only game mode that this bug pops up in?  I played a few matches of
Invasion and it worked flawlessly for the few maps I tested online.  Maybe I
was just lucky?

I have yet to find a pattern for when the game crashes.  Sometimes it will
crash immediately after the map loads and other times it will crash randomly
during the game.

Anyways, it'd be real nice to have a patch for this soon.  :-/
Comment 143 colinea1 2004-04-23 00:01:12 EDT
Created attachment 348 [details]
UT2k4 Seg fault

This log was done on a P4 2.8E w/hyper-threading. Nvidia Ti4200 with
"NVIDIA-Linux-x86-1.0-5336-pkg1.run". Installed fresh again from the UT2k4 5-
disk cd set. Current OS distro is Mandrake 10. 
 There is mention of corrupted texture, but even with clean install(s) this
remains. Copied from W2k- problem exists even. Wondering if this is an isolated
incident? 
 Anyway crash is very annoying. No mp game lasts longer than 2h30m long .   
 I think that is all. Thank you.
Comment 144 Oliver Feiler 2004-04-23 05:32:01 EDT
If the bug occurs are you playing MP on the internet or LAN? I'm mostly playing
on LAN and with the kintersect-fix-2 patch I've never experienced this crash
anymore. It used to trigger very easily in crowded DM maps, but even those now
run for hours and never crash on me.
Comment 145 Conrad Akier 2004-04-23 20:42:03 EDT
I have yet to play this game on a LAN, so I have to say that this bug only 
shows up when I'm playing on the internet.  It'd be interesting to hear 
feedback from more users that have played many LAN games.  Maybe it is an 
internet-only bug after all... 
 
BTW, I forgot to mention my setup in my comment yesterday: 
 
Gentoo Linux w/ 2.6.5-mm5 
Audigy 2 ZS using ALSA 
Geforce2 pro GTS 64mb using nvagp and driver release 5336 
xfree 4.3.0 
 
I've tried both the original sdl and openal libraries in addition to ones 
compiled on my own.  This doesn't seem to have any effect. 
 
Let me know if more info is needed. 
Comment 146 Peter Chapman 2004-04-23 20:55:26 EDT
With regard to "internet only" speculation - I watched my friend crash out of 
a single-player onslaught game (fix-2 binaries) last night. He restarted 
immediately and the log was lost, but it *looked* like the McdContactSimplify 
bug. This is the only cause of crashes that I ever get now. 
 
Does anyone know if there is a fix being worked on? 
Comment 147 Guy Hutchison 2004-04-24 01:19:48 EDT
McdContactSimplify definately seems to be vehicle-related.  I played assault on
a map with 15-25 people for about 3 hours before finally getting a crash.  Crash
occurred while I was getting run over by a Hellbender.

Can anyone determine if crashes are specifically related to being run over (or
running over with) vehicles?
Comment 148 Ryan C. Gordon 2004-04-24 04:12:56 EDT
*** Bug 1609 has been marked as a duplicate of this bug. ***
Comment 149 Dane Elwell 2004-04-24 04:24:45 EDT
Created attachment 350 [details]
UT2004 McdContactSimplify crash log
Comment 150 Dane Elwell 2004-04-24 04:30:00 EDT
Sorry, hadn't quite figured out attachement creation yet.

My above attachment is an McdContactSimplify crash that has occured on
ONS-Icarus online twice within a short period of time each. These are using the
fix-2 binaries on x86.

Just as a thought - It should be noted that a lot of my McdContactSimplify
crashes appear when I'm online, on ONS (tho I don't play much else) and in a
Tank. Not sure what I'm doing in the Tank when it crashes (i.e. getting hit,
running over, firing), but it seems to be that. Don't take my word on that, however.

System:
Gentoo Linux, kernel 2.6.5 (vanilla)
Nvidia GeForce Ti4600 w/ 4496 drivers
1024MB RAM
Pentium 4, 2.53GHz
XFree 4.3.0
libsdl 1.2.7
Gnome 2.6.0
Comment 151 Peter Chapman 2004-04-24 08:34:01 EDT
I don't think it's vehicles. It may just seem that way because most of the 
time in Onslaught you're, well... in a vehicle. I just got an 
McdContactSimplify crash while running around Dawn with a lightning gun. No 
vehicles in sight. 
Comment 152 Sam Reynolds 2004-04-24 09:15:55 EDT
It happens in BR very frequently, so it is not vehicle related for certain.

-Sam
Comment 153 Russell 2004-04-24 10:43:34 EDT
Well I decided to do an unofficial test, I played a few hours in assualt, deathmatch, and 
I did not encounter the bug, it only seems to happen in onslaught.  I have not tried all 
the other game types, maybe someone can venture their experience.   
 
The longer they wait, the more people will be upset, at this rate they might as well 
withdrawl their Linux support of the product.  How many people bought this game just 
for Linux support?  I know I did, and having it not work in Linux is very up setting.  As 
others have stated, in the Gnu/linux community their are plenty of knowledgeable 
people who probably could be consulted, hired to work on this project.  Here is to 
hoping on a fast fix, or a fix for that matter. 
 
Russell 
 
 
Comment 154 Matthew Arnold 2004-04-24 10:52:08 EDT
I think we need to cut back on the hyperbole. Saying that the client "doesn't
work" is overstating the problem. You yourself said that you can play everything
except Onslaught without any problems. I can play any game type in single player
with the fix-2 binaries and not have a single crash (this is with at least 50
hours of gameplay). With the original binaries I'd be lucky to make it through
an hour. I'd like to see it fixed completely too, but taking cheap shots at
icculus isn't going to help.
Comment 155 Richard Freeman 2004-04-24 11:35:20 EDT
I've certainly had it happen to Assault a few times, normally on robotfactory &
glacier - the ones with vechiles in them. I don't have to be in the vechiles or
close to them for it to happen tho.

Invasion seems to work fine without it.

I appericate Ryan's work on this, and I get the impression that it is proving
difficult to take down. As a coder myself, I can appericate this!

The thing I do find odd is that the demo had no such problems, I played ONS for
hours without issue.
Comment 156 Jason D. Clinton 2004-04-24 19:52:27 EDT
I just finished an eight-hour non-stop testing spree in single player. Single
player is completely unaffected by this bug. This leads me to believe the bug
lies is the position prediction code for network play. I'm guessing that objects
are occasionally predicted to exist beyond logical collision space.
Comment 157 donald.mueller 2004-04-25 02:23:43 EDT
I have been playing on a lan for several hours. The ONLY time I crash is during
Onslaught. I am using the fix2 binaries under Fedora Core1. I can play any other
type of game ( mutant, DM, etc) all night without problems.





Comment 158 Ryan C. Gordon 2004-04-25 05:53:29 EDT
*** Bug 1614 has been marked as a duplicate of this bug. ***
Comment 159 Ryan C. Gordon 2004-04-25 05:56:20 EDT
Can someone confirm that this bug happens when playing a network game on a dedicated server with 
the fixed binaries? It's possible the crashes are happening because the Linux dedicated servers out 
there don't have the fix (which would be most of the public ones, including the Atari Official servers), 
and transmit bogus data to the client.

Thanks,
--ryan.

Comment 160 Oliver Feiler 2004-04-25 06:03:44 EDT
I've installed the dedicated server (there is only one release floating around,
right) on a LAN server and played with that. Two players connected, one Linux
machine, one Windos. In about two hours of ONS-Redplanet it didn't crash. I
didn't test very much though, because the system was quite underpowered to
handle the load (600 MHz). Will test a bit more.

Hm, can the kintersect-2-fix binaries be used with the dedicated server install?
Comment 161 Ryan C. Gordon 2004-04-25 06:13:10 EDT
The KIntersect-2 build has a dedicated server with it; make sure you replace ucc-bin in your game's 
installation with the one in Kintersect-2.

--ryan.

Comment 162 Oliver Feiler 2004-04-25 07:15:25 EDT
Ah, indeed. I've been running the dedicated server with the non-fixed binaries then.

$ md5sum ucc-bin
458e8050afd5302e8d5f419cb023fa65  ucc-bin

You want tested: patched client (kintersect-2) + unpatched dedicated server, right?
Comment 163 Oliver Feiler 2004-04-25 08:30:01 EDT
Hm, here it is

Log: [ 1]  ./ut2004-bin [0x86c932c]
Log: [ 2]  /lib/libpthread.so.0 [0x4003858d]
Log: [ 3]  /lib/libc.so.6 [0x400fb458]
Log: [ 4] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x301) [0x81d2fe1]
[...] and so on.

Same as posted by many others. This was on LAN with a _unpatched_ dedicated
server. ONS-Torlan right at the very beginning while spawning all players (2sec
into the game). An hour worth of DM maps run fine before that.

The server still runs, only the client crashed. I'll copy the kintersect-2
binary over to the dedicated server and try again.

At least your theory patched client + unpatched server = crash seems to be not
that far off. We always played with a listen server on the LAN and since your
latest patch all crashes were gone.
Comment 164 Oliver Feiler 2004-04-25 09:22:54 EDT
So far so good. Copied the kintersect-2 ucc-bin to the dedicated server and
ONS-Torlan ran without a crash until now. Maybe it's time to release an official
hotfix/patch for client and server? Then this gets more widespread testing.
Comment 165 SQLBoy 2004-04-25 15:28:19 EDT
I can reproduce this bug 95% of the time by either:

dying in a vehicle
watching someone else be hit by a vehicle

I've only actually tested with Onslaught.

If I play maps with no vehicles I can play for hours.
Comment 166 Tim Pope 2004-04-25 15:44:28 EDT
Although rare, I'm almost certain I've had a crash or two with both the client
and server patched.  The KIntersect-2 fix is on the server, while I've tried
both KIntersect-2 and the jesus-h-christ binaries on the client.  Unfortunately,
I haven't saved any logs, but I'll post one if it happens again.

The jesus-h-christ binaries seem more stable than the KIntersect-2 ones.  I'd
like to try it server side, but there's no ucc-bin in it.
Comment 167 Tim Pope 2004-04-25 17:09:23 EDT
Created attachment 353 [details]
Client crash with patched server and client

Here's a crash from a jesus-h-christ client when connected to a
kintersect-fix-2 server.
Comment 168 Jeffrey Baker 2004-04-26 12:52:11 EDT
I don't like hyperbole either, but the fact is that if you bought this game to
play Onslaught on Linux, it is practically useless.  You certainly can't make it
through a match with these binaries.  Yesterday I crashed 5 times in a single
45-minute match.

It may be fun to play squash-the-boogs with free software, but when you lay out
$30 for the game you have a right to expect quality out of the box and timely
updates afterwards.  The quality of feedback demonstrated here is more than
Atari has any right to expect.  I hope to see a fix for this issue soon.
Comment 169 icculus 2004-04-26 14:09:40 EDT
I've been playing single player onslaught with no crashes (+kintersect-2 fix). 
So it could be possible that network interaction is causing the crash.

This shouldn't be the case by principle though since the windows client doesn't 
crash when connected to any server. Why would the server matter if only the 
linux client is crashing?
Comment 170 Jeffrey Baker 2004-04-26 15:07:58 EDT
I have this crash when playing at Unreal Playground Server 5, which runs
windows, so I don't believe it is specific to the Linux dedicated server.
Comment 171 Austin Gonyou 2004-04-30 01:43:40 EDT
Created attachment 354 [details]
Appears to be a Karma Kintersect crash.

Was playing for about 15 mins, then it blew up.
Comment 172 Austin Gonyou 2004-04-30 01:54:58 EDT
Added crashlog found here:
https://bugzilla.icculus.org/attachment.cgi?id=354&action=view

My system stats:
Shuttle SB75G2
Pentium 4 2.8Ghz
512MB Cas3 Crucial RAM
80 GB SATA drive
ATI 9800 PRO 128MB
ATI 3.7.6 Linux Drivers
Gentoo 2004.0
Kernel 2.6.4
OpenAL 20040303
libSDL 1.2.7
SDL-GFX 2.0.10

The error this time was just simply a crash/segfault when playing UT2004 for
about 15 or 20 mins. I was playing on-line. Playing single user never seems to
have a problem though, I can verify this if I see feedback here regarding any
steps I can take to provide better feedback.

I would like to register my complaint though, that I didn't expect to have to
submit a bug about this one thing that so many others have submitted about, but
I don't know how else any of us will ever get what we paid for. I only make this
remark that I hope someone from the company reads this and helps Ryan take some
action if he needs the help. Ryan, I'm glad you've done what you have so far,
and I hope you find a fix soon.
Austin
Comment 173 fraser 2004-05-01 00:16:49 EDT
Some patterens with the bug I have noticed which may help someone somewhere:

1) it only affects online play, single player does not crash
2) it only affects onslaught, other game styles do no crash
3) dropping the 'physics detail' option reduceses the frequency of the crashes
4) the number of people on the server is related to the frequency of the
crashes. (perhaps due to some block of code being invoked more often) 
  <10 I can play forever
   10-14 Will crash in the next hr
   14+   Will crash in the next 10 minutes
5) crashes often occur during vehicles + death + projectiles (may explain #4)
6) spectating online,onslaught,14+ players does not crash
7) demo does not crash. 

I've been playing online by sticking to servers with max 12 people. I have bug
free sessions. But half the fun of this game is when there are 12 ppl a team!!!!!

client movement prediction?
Comment 174 Sam Reynolds 2004-05-01 13:24:36 EDT
onslaught is definately not the only gametype affected, it happens like crazy in BR.

-Sam
Comment 175 alanluth 2004-05-02 10:52:37 EDT
Well been testing the fix 2, it seems ut2004 is much more stable if u play at 
patched dedicated servers. When i played with my fix-2 patches ut2004 on a non-
patched dedicated server i had lots of crashes, then i patched the server to 
fix-2 and i was able to play for hours without it crashing, i had 8 people in 
the game, tried ons ctf br and it kept going on fine, also the client didnt 
crash anymore. So i think they should send out the patch officially for 
dedicated servers. 
Comment 176 Ohad Lutzky 2004-05-02 13:58:58 EDT
I disagree... even a faulty server shouldn't crash the client. First the client
problem needs to be fixed.
Comment 177 Peter Fetterer 2004-05-02 15:40:17 EDT
I have noticed that I have never had a crash playing 1v1 online.   This maybe 
just due to that fact most 1v1 matches are less then 15 min.   
 
I see lots of crashes on any "team play mode" with a lot of players. ( more 
than 8 )  It seems to be a player interaction problem..  It's kinda pointless 
for us to speculate on what wrong..  We can kinda see causes, but with out 
knowing how the game opperates it's a fruitless operation to dig any farther.  
 
Eh^Biovore 
biovore@covad.net 
Comment 178 Bob Levonius 2004-05-02 17:13:50 EDT
Created attachment 357 [details]
Crash Log

My fastest crash yet. 40 seconds :)

I assume this is the Karma bug. I did a query on "RecvFrom returned
SOCKET_ERROR 111", and this seemed to be the relevant bug.
Comment 179 Matthew Arnold 2004-05-02 19:10:21 EDT
#178, your crash doesn't seem to be related to this bug at all.
Comment 180 Bob Levonius 2004-05-09 10:34:59 EDT
Created attachment 360 [details]
Crash Log

Its *almost* repeatable in that if a change is made to the config, then its a
lot more likely to bomb. For example here I had switched from 1600x1200 to
1024x768 and then joined. Like I say, it doesn't do it every time, but does
make it more likely to crash.
Comment 181 Bob Levonius 2004-05-09 11:00:48 EDT
Created attachment 361 [details]
Crash Log

DevKarma nonsupression gives a little more detail in this crash log. This is
with kintersect-fix-2 (I find the jesus-h one less stable!)
Comment 182 Mina Naguib 2004-05-09 15:52:01 EDT
Running kintersect-fix-2 binaries, just crashed at the very end of assault in
SINGLE-PLAYER MODE (first time ever - always crashed only in multi-player for me):

Log: [ 1]  ./ut2004-bin [0x86c915c]
Log: [ 2]  /lib/libpthread.so.0 [0x44b0f405]
Log: [ 3]  /lib/libc.so.6 [0x449d0708]
Log: [ 4]  ./ut2004-bin [0x81d30b0]
Log: [ 5] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0xdd) [0x81d31f9]
Log: [ 6]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d11c3]
Log: [ 7]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x234) [0x8603028]
Log: [ 8]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82df03b]
Log: [ 9]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x82889b7]
Log: [10]  ./ut2004-bin(SDL_SetVideoMode+0x83f) [0x814dac3]
Log: [11]  ./ut2004-bin(main+0x69bc) [0x815849c]
Log: [12]  /lib/libc.so.6(__libc_start_main+0xcc) [0x449bcdcc]
Log: [13]  ./ut2004-bin(getlogin+0xad) [0x814d361]
Log: Unreal Call Stack: KIntersect <- KIntersectEach <- KHandleCollisions <-
KUpdateContacts <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- TickLevel
<- UGameEngine::Tick <- UpdateWorld <- MainLoop
Comment 183 Kenton Groombridge 2004-05-12 20:15:13 EDT
The output of my crashes are exactly the same as the ones listed, so I don't
need to post it, but what was kinda neat is three of us Linux players got
together for a LAN game.  All systems had the fix-2 patches.

One person hosted and myself and another guy connected.  We were in an Onslaught
game (the usual typical crash game).  He was next to me where I could see his
screen.  We were in totally different parts of the map then all of a sudden, we
both crashed at the exact same time.  Our logs revealed the same crash.  The
person hosting the game didn't crash though.  Just kinda strange.

Ken
Comment 184 Xeno 2004-05-13 02:55:26 EDT
Once we had the same problem.
5 clients connected to my dedicated server in our company -> ONS Map -> Crash
All 5 clients crashed at the exact same time. But the server was still running *puh*

all clients had fix-2.
Comment 185 Bren 2004-05-13 23:08:19 EDT
Whats even stranger is that the Windows users are getting the same kind of
Kintersect crash with the latest patch. Hope that helps Ryan. :)

http://www.ataricommunity.com/forums/showthread.php?s=&threadid=380457&perpage=30&pagenumber=7
Comment 186 Xeno 2004-05-14 03:14:39 EDT
*** Bug 1670 has been marked as a duplicate of this bug. ***
Comment 187 colinea1 2004-05-14 06:40:14 EDT
Created attachment 363 [details]
It rears it's ugly head in 3204 beta patch.

P4 2.80E Hyper-threading enabled. 
Intel D875PBZ mainboard
2x 256MB Corsair XMS Xtreme Memory Speed
Logitech MX510 optical mouse
Audigy sound card
Nvidia Ti 4200 64MB Leadtek 5336 Driver
Gentoo 2004.1 Stage 1 ck-sources 2.6.4-r2
XFree86 4.3.0-r5 (to be xorg X11R6.7.0)

  I'm getting the messages using the 3204 beta patch in both unpatched and
patched servers.

McdContactSimplify <- Types <- KIntersect <- KAggregateGenericIntersect <-
Intersect Function <- Types <- KIntersect <- KAggregateGenericIntersect <-
Intersect Function <- Types <- KIntersect <- KIntersectEach <-
KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <- TickAllActors <-
ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

 This problem should be fixed.
Comment 188 Bob Levonius 2004-05-14 18:26:12 EDT
Created attachment 364 [details]
Crash Log

3204 beta patched now and I'd say it crashes more than the kintersect-2-fix
patch. "Nice" to see its happing in Windows too as that should help narrow
things down. Am willing to help test stuff if it aids degubbing.

Seems a lot more unstable switching screen resolutions now as well. Have had it
bomb out several times just changing res from the settings page.
Comment 189 Ezekiel Grave 2004-05-16 17:32:19 EDT
Created attachment 365 [details]
Latest crash UT2004.log with KIntersect-fix-2 binaries (long)

map was ONS-JUNKARD
Last sound I heard was the explosion of the vehicle's turret weapon that I was
controlling.

Sorry for the huge attachment, but I didn't want to take out anyhting that
might help. The crash is at the end, naturally.
Comment 190 Mina Naguib 2004-05-18 22:10:23 EDT
Okay

So it's been over 2 months since the first report in this thread.

2 months of not being able to play a single game reliably because of a major bug.

A bug that has been meticulously reported by the users, in more details and
willing cooperation than any software company could ever hope to be offered.

A couple of patches were posted; mostly useless.

Should we even bother waiting/hoping for a fix ?  Is anyone working on fixing
this ? Or should linux users just reclaim the 5+ GIGS of hard disk space
occupied by this behemoth and count their losses ?

Comment 191 randy ramsdell 2004-05-19 00:22:25 EDT
Ok, I have agree with the previous post whole completly. It is very frustrating
and I have found MY solution. 

First of all, I appreciate the effort and at least the possibility of adding
another Linux game to my collection, but this game should not have even been
released for linux. It is totally UNplayable and I basically have given up even
trying to play this game after tonight. I will put in on the back burner and
play it when the real patch comes out to fix the problem.

Secondly, I think it is 100% total BS that I pay for a game and after 2 months
NOTHING has been fixed. 

The basic scenerio:

Here ya go, buy the game but don't expect to play it more than 5 minutes w/o a
crash. Furthermore, we don't really think it is important enough to fix the
problem, so p%$^^ off customer. We don't need your business anyway and if you
you got a problem with that we probably will not make another Linux version anyway.

Does that sum it up? 

Comment 192 Tom Gaudasinski 2004-05-19 03:40:33 EDT
People...calm down. I'm sure everyone here and at Epic is working on a fix.
Actually, the people at epic HAVE come up with a fix (aparently)[?]. I've been
playing on the new Epic binaries for a while now and no crash YET. I bet this
has got all of you pretty fired up by now eh? Ok, no more procrastination. First
let me just say that this is the linux version of the Newly released 3204. It's
still a BETA patch but it is official by EPIC. Go get it at:

ftp://ukftp.multiplay.co.uk/pub/games/fps/unrealtournament2004/patches/linux/ut2004-lnxpatch3204BETA.tar.bz2

Yep, it's the linux 3204. Looks a little different while starting up. Go Have a
look at the changelog that comes with the patch (Help/ReadMePatch.int.txt)...I
really hope this one won't crash at all. Best of luck, hope it helped. =)
Comment 193 icculus 2004-05-19 04:24:06 EDT
Created attachment 367 [details]
3204 Beta Crash log

Please give an update on this. You've gotten more crash data than any developer
could ever hope to get. 

Here's another attachment. Let's see if we can make it to 500 :-(
Comment 194 Tom Gaudasinski 2004-05-19 06:55:44 EDT
You crashed? With 3204? Hmm.. Actually there's a little theory I wanted to throw
down on the table. We pretty much know this crash has to do with vehicles. The
crashes only happen in Onslaught and AS-JunkYard where there is a HellBender.
Apart from that, DM, CTF, DDOM don't really crash. Not that I've experienced.
But that's not really my theory. My theory relies on Epic's inconsistency with
binary releases. We have the following facts!: 

1) Linux UT2004 Demo NEVER crashed.
2) Linux Retail build Crashes.
3) Windows Retail build NEVER crashes. [At least not from Karma KIntersect]
4) Windows Patch 3204 crashes.

This leads me to believe that Code in the Linux Retail BINs is more recent than
code in Windows Retail BINs. A logical drawing to eliminate code for epic would
be to grab changelogs and see what has been modified in certain combinations.
Given the above facts we can draw this out:

Linux Demo = Windows Demo [No Crash]
Windows Retail = Windows Demo [No Crash]
Linux Retail = Windows 3204 [Crash]

I really hope Epic keeps changelogs =). It may be wild-eyed...but it's a hunch
i've had for a while.
Comment 195 Kristopher Kersey 2004-05-19 07:35:41 EDT
I hate to get greedy, but can we get an AMD64 patch as well?  Also, can we get
some info on who you are Tom and where this new patch came from?  I'm not into
just downloading patches from just any source.  Thanks.
Comment 196 Xeno 2004-05-19 08:49:45 EDT
the original source of the linux 3204 *BETA* patch (where I dled it):

http://icculus.org/~icculus/tmp/ut2004-lnxpatch3204BETA.tar.bz2

But for me it's much more unstable then the retail version.
Comment 197 Ian Hastie 2004-05-19 09:03:28 EDT
Kristopher, the file does contain AMD64 binaries.  They've been renamed to 
ucc-bin-linux-amd64 and ut2004-bin-linux-amd64.  So just rename them by taking 
off the -linux-amd64 and it should work for you. 
 
Just for information I get this as the MD5SUM for the file 
 
632416236513bbebca0d34327ebc7bc5  ut2004-lnxpatch3204BETA.tar.bz2 
Comment 198 icculus 2004-05-19 09:24:31 EDT
Just to add info: I was on an official Atari server for attachment #367 [details] crash.
It's possible they were still running an older version, although it still
_shouldn't_ make a fixed client crash in theory :)

Comment 199 Xeno 2004-05-19 09:52:43 EDT
yeah, the icculus 3204 beta patch md5:
# md5sum ut2004-lnxpatch3204BETA.tar.bz2 
632416236513bbebca0d34327ebc7bc5  ut2004-lnxpatch3204BETA.tar.bz2

# l ut2004-lnxpatch3204BETA.tar.bz2 
-rw-r--r--  1 root root 19787730 May 11 13:50 ut2004-lnxpatch3204BETA.tar.bz2
Comment 200 randy ramsdell 2004-05-19 11:15:07 EDT
Alright, Instead of putting the game up until it was fixed, I tried the beta
patch first.

Well I was able to play for about 2 minutes on the first ONS game and less than
1 minute the secord go around. It is still broken and probably will remain that
way for awhile. My suggestion is to forget about playing for a few months until
all the bugs are worked out.
Comment 201 Sam Reynolds 2004-05-19 13:55:02 EDT
In response to the theory that this crash is vehicle related, it happens in BR,
so that is definately not the whole kit and caboodle.

In response to the frustration, obviously I am frustrated too.  On the one hand
we are very pleased that we got the game ported to linux and had it in the box,
but since it is unstable we are frustrated, as we should be.  I think one thing
that would help would be some more updates about progress on this bug. 

Thanks again for your help

-Sam
Comment 202 Ryan C. Gordon 2004-05-19 14:10:49 EDT
Here's an update:

- We're still working on it (no, we really are, I swear!)
- I have gone over Karma with a fine tooth comb, and it's now valgrind clean
in the 3204 patch. There's 10-15 significant memory access fixes over 3186
 in Karma and the surrounding code. Some of these were crashbugs that
hadn't been a pesk yet, others were related bugs. To my chagrin, none of them 
fixed the KIntersect issue.
- Win32 clients are seeing this in 3204, too, many with as much frequency
as Linux users are  accustomed to. As someone predicted, the retail Linux
build is a few revisions ahead of the retail win32, so it's possible this bug
sneaked in between the Win32 binaries going gold, and the Linux 
binaries going gold. However, the Mac client hasn't ever experienced
this crash, to my knowledge, and it's a later build by several days...this
is noteworthy, since the bug has dug in so deep that the win32 client
is now triggering it months after 3186 went gold.
- Obviously, we've got a better grasp on the problem, thanks to the
win32 client misfortune. We don't, however, have a fix yet, but now
there's more developers at Epic directly interested in fixing this bug, 
fwiw.

I'll report back when there's more information. Sorry to everyone
that's getting burned by this bug; I'm as displeased with this
scenario as you are, and hopefully we'll get you guys fixed up soon.

--ryan.
Comment 203 randy ramsdell 2004-05-19 15:05:00 EDT
Well yes it is very frustrating because the game is basically useless now. As it
appears after this patch - beta 3204 - the game has become even less stable. I
am not sure which patch - kintersect-fix2, jesus-h-christ, or beta 3204- has
caused the game to seg-fault now. I was getting the - KFarfield.cpp] [Line: 937]
- error. Now it doesn't show at all. I simple get the segfault crash variety.
So, I am lost as to what the real problem on my system is now. The Karma deal
was a little better understandable as to where the problem existed. 

No log attached as plenty have been attached so far. If you need one, I will
post it if you like (as soon as I can find it :).
Comment 204 Peter Chapman 2004-05-19 18:39:28 EDT
Ryan, thanks for the status report. As long as you're still working on a fix 
I'm happy to wait as long as it takes, but I think we all needed some 
reassurance that we hadn't been abandoned. 
Come on, I bet everyone was wondering: what framerates did you see under 
valgrind? Anything playable? 
Comment 205 Ryan C. Gordon 2004-05-20 17:14:18 EDT
*** Bug 1680 has been marked as a duplicate of this bug. ***
Comment 206 Ryan C. Gordon 2004-05-20 17:15:42 EDT
Okay, everyone. Please try the official 3204 patch.

http://mirror1.icculus.org/ut2004/ut2004-lnxpatch3204.tar.bz2

It has a potential KIntersect fix over the 3204BETA build.

--ryan.

Comment 207 randy ramsdell 2004-05-20 18:44:32 EDT
Ryan,

This may have fixed the problem, as I played for about 1 hour without incident.
I will further test this tonight, but it does seem ok.

It is definately better than 5-10 minutes of gameplay. 

A sincere thank you is in order.

PS. Could you possibly gives the guys at Redhat a hand with the p4p800, FC2
reboot issue? :)
Comment 208 Philip Heron 2004-05-20 19:35:08 EDT
An hour of crash-free gaming here with the official 3204 patch! So far so good!
Comment 209 fraser 2004-05-21 05:59:21 EDT
2 hours of ONS with 16+ players online on 3204 official without a crash.
I haven't been able to do that before - looking good!
Comment 210 Tom Gaudasinski 2004-05-21 10:56:33 EDT
4 Hours hard-on ONS...not a single crash. Server is maxed out [16 players]. This
might be it =D!
Comment 211 icculus 2004-05-21 16:55:03 EDT
The game hangs for a second in instances where it use to crash. At least I'm
still playing after that second instead of at a command line though :)
Comment 212 colinea1 2004-05-21 19:31:10 EDT
It's working without any crashes. 
Comment 213 Bob Levonius 2004-05-21 19:41:50 EDT
Yup. Been hitting at as hard as I could. Physics Detail on "high", 32 players, 
Max carnage. Hours of play (hands now numb). Much positive karma to Ryan! 
Comment 214 Ryan C. Gordon 2004-05-22 03:58:50 EDT
I think we can all pause for a moment of silence while I put this bug report in
the grave.

THANK YOU to everyone that patiently waited for a good fix for this. All of the
detailed reports and research were very appreciated. Still, let's try to _not_
do this again, okay?  :)

Resolving bug #1413 as "FIXED". w00t!

--ryan.

Comment 215 Ryan Nickell 2004-05-22 04:36:30 EDT
Thank You!!
Comment 216 Oliver Feiler 2004-05-24 16:32:15 EDT
Yay! I know, I'm late. ;)

Looks like the bug is finally squished, killed, destroyed and dead. It's been
working fine here. Thank you! =)
Comment 217 Robert Hentosh 2004-05-26 07:18:52 EDT
Thanks for the hard work.
Comment 218 Will 2004-06-21 16:44:50 EDT
It's baaaack.

Crashed just now. Using the latest patch (3236-1).

Log is below:
-----------------------------------------------
Log: (Karma:) Excessive Joint Error. Destroying RagDoll.
Log: Preprocessing:  Vertex stream total vertices: 86 Orig wedges: 86
Log: 
Developer Backtrace:
Log: [ 1]  ./ut2004-bin [0x86d35bc]
Log: [ 2]  [0xffffe420]
Log: [ 3] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x301) [0x81d5221]
Log: [ 4]  ./ut2004-bin [0x81d4c5e]
Log: [ 5] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) [0x81d5194]
Log: [ 6]  ./ut2004-bin [0x81d4c5e]
Log: [ 7] 
./ut2004-bin(KIntersect__FP13_McdModelPairP19_McdIntersectResult+0x274) [0x81d5194]
Log: [ 8] 
./ut2004-bin(KHandleCollisions__FP22_McdModelPairContainerP6ULevel+0x178)
[0x81d53fc]
Log: [ 9]  ./ut2004-bin(KUpdateContacts__FRt6TArray1ZP6AActorP6ULeveli+0x74f)
[0x81d3483]
Log: [10]  ./ut2004-bin(KTickLevelKarma__FP6ULevelf+0x3cb) [0x860792f]
Log: [11]  ./ut2004-bin(Tick__6ULevel10ELevelTickf+0x35b) [0x82dffdb]
Log: [12]  ./ut2004-bin(Tick__11UGameEnginef+0x3cf) [0x8289937]
Log: [13]  ./ut2004-bin(SDL_SetVideoMode+0x853) [0x814e8c3]
Log: [14]  ./ut2004-bin(main+0x69dc) [0x81592bc]
Log: [15]  /lib/tls/libc.so.6(__libc_start_main+0x108) [0x401187f8]
Log: Unreal Call Stack: McdContactSimplify <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KAggregateGenericIntersect <- Intersect Function <- Types <- KIntersect <-
KIntersectEach <- KHandleCollisions <- KUpdateContacts <- KTickLevelKarma <-
TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld
<- MainLoop
Exit: Exiting.
Log: FileManager: Reading 0 GByte 373 MByte 990 KByte 613 Bytes from HD took
73.162560 seconds (33.156395 reading, 40.006165 seeking).
Log: FileManager: 0.000000 seconds spent with misc. duties
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Mon Jun 21 21:33:50 2004
-----------------------------------------------

Bah.
Comment 219 donald.mueller 2004-06-22 08:08:16 EDT
I experienced the same crash. Although, if you revert back to the patch before 
3236, you can still play online and it will not crash (in my experience).

Comment 220 Ryan C. Gordon 2004-06-22 08:41:16 EDT
Goddamn I hate this bug.

How frequent are the crashes in 3236.1?

--ryan.
Comment 221 Matthew Arnold 2004-06-22 10:04:44 EDT
Granted, I haven't played tons with 3236.1, but I haven't experienced the
KIntersect bug yet. I played enough online last night that the bug would have
triggered with the original retail version.
Comment 222 Ryan C. Gordon 2004-11-22 10:59:13 EST
(Quietly reclosing this bug...)

--ryan.