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General protection fault!

TodSky

Grizzled Veteran
Oct 28, 2006
528
116
Venusberg
What does this mean?


Build KillingFloor_Build_[2009-02-09_10.82]

General protection fault!
History: SkeletalMeshGet <- USpriteEmitter::UpdateParticles <- AEmitter::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level KF-Manor <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free


Ernst
 
It appears to happen whenever the flamethrower is in use. I'm assuming that there's an overload of 'burning' particles when a large amount of enemies are on fire.

Here's my message, exactly the same thing except for the map it occured on (Biotics)

Build KillingFloor_Build_[2009-02-09_10.82]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 2135 MHz with 2047MB RAM
Video: NVIDIA GeForce 8800 GT (8250)

General protection fault!

History: SkeletalMeshGet <- USpriteEmitter::UpdateParticles <- AEmitter::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level KF-BioticsLab <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 4C576C61 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
 
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