map garbage collection error

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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
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bwhgaming.com
I think ...
Map end garbage collecting error.

Code:
 Log: STEAMAUTH : Sending updated server details - KF Map Test Server 1 | 6
 Log: PlayAnim: Sequence 'DeathB' not found for mesh 'British_Soldier1'
 ScriptLog: ProcessServerTravel: kf-departed
 ScriptLog: PreClientTravel
 Log: Server switch level: kf-departed
Log: Browse: kf-departed?Class=Engine.Pawn?Character=Corporal_Lewis?team=1?Sex=M?game=KFMod.KFGameType?VACSecured=true?MaxPlayers=6?mutator=?Name=Z-MAN
 NetComeGo: Close TcpipConnection 192.168.0.10:1723 12/22/09 11:49:52
 Exit: Socket shut down
 Log: Collecting garbage
 Log: Purging garbage
 Critical: UObject::GetPathName
 Critical: UObject::GetPathName
 Critical: UObject::GetPathName
 Critical: UObject::GetFullName
 Critical: DispatchDestroy
 Critical: UObject::GetPathName
 Critical: UObject::GetPathName
 Critical: UObject::GetPathName
 Critical: UObject::GetFullName
 Critical: DispatchDestroys
 Critical: UObject::PurgeGarbage
 Critical: UObject::CollectGarbage
 Critical: Cleanup
 Critical: UGameEngine::LoadMap
 Critical: LocalMapURL
 Critical: UGameEngine::Browse
 Critical: ServerTravel
 Critical: UGameEngine::Tick
 Critical: Level KF-Departed
 Critical: UpdateWorld
 Critical: UServerCommandlet::Main
 Exit: Executing UObject::StaticShutdownAfterError
 Exit: Exiting.
 Log: FileManager: Reading 0 GByte 562 MByte 814 KByte 137 Bytes from HD took 15.636520 seconds (15.494520 reading, 0.142000 seeking).
 Log: FileManager: 1.376000 seconds spent with misc. duties
 Uninitialized: Name subsystem shut down
 Uninitialized: Log file closed, 12/22/09 11:49:55
I checked 400-500 map.
Other map garbage collection error.
KF-Antigone
KF-Antigone_beta1
KF-Cellar
KF-CubicleLab
KF-DegenerationMultiplayerV1
KF-DegenerationWBV1
KF-DammageV1
KF-DammageV2
KF-DammageV2b
KF-DammageV2c
KF-DammageV3
KF-DammageV3b
KF-FogFieldBeta5
KF-KalendraBeta
KF-KingOfTheHill
KF-NorthSeaV1
KF-NorthSea
KF-PandorasBox_v2
KF-RaccoonInternationalAirportMP
KF-RaccoonInternationalAirportWB
KF-Harbour
KF-HarbourV2
KF-HarbourV3
KF-SawnOfTheDead1-2
KF-Duke3dE1M01v001
KF-Duke3dE1M01v004
KF-Duke3dE1M01v005b
KF-Duke3dM1v01
KF-BarzakhV1


how do u get rid of the garbage in a map?
how do u even find within the editor?
 

driftwood

FNG / Fresh Meat
Jun 9, 2009
672
22
0
Gold Coast, Qld, Australia
Garbage collection is the process of freeing up memory used by data that is no longer needed. So when a map changes, it makes sense that the game engine would need to throw all the data from the old map in the garbage so to speak.

You would not have to do anything so that garbage collection occurs. It would be part of the engine code, but it sounds like your map and all the others for that matter have something in them which crashes the game engine while its executing the clean up code.

I would suggest deleting things in your map that are not typically found in most maps. Unfortunately these will be the things that you worked hardest on and set your map apart :(. It would be case of trial and error to find out what aspect of your map is crashing the server, and unfortunately you'll need a willing admin to test all your trial maps, unless you can host dedicated server yourself.

I think my explanation is supported by the fact that some of the fanciest maps such as Degeneration and Murphys maps have these problems.

I feel for you guys I really do. I would like to help. I have a server that doesn't get played on much so I would be willing to host maps for you guys with this problem. What I suggest is:
-Remove some advanced content/scripting from your map, remove the need for the map to rely on any additional files, make sure it still runs for you on a Listen server
-Host the map somewhere and PM me a link
-I can then test the map for you on my server, probably won't have 6 people playing on it but thats not the point is it?

If you have to sacrifice a nice little effect or something so that admins will actually host your map and people will play it, isn't that worth it?
 
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ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
what would make certain servers sensitive to this and others not?
we've never had this happen on our servers, and theres nothing special about them.
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
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liandri.darkbb.com
-Remove some advanced content/scripting from your map, remove the need for the map to rely on any additional files, make sure it still runs for you on a Listen server

If you have to sacrifice a nice little effect or something so that admins will actually host your map and people will play it, isn't that worth it?
That's just the thing: There is nothing advanced about my maps. No scripting or custom actors. Nothing. It's all done with smoke and mirror tricks and cheap work-arounds.
And they worked on a listen server just fine.

I think it's due to a damaged/broken actor that came with Killing Floor that some of the maps use and some don't. This actor then causes a problem during garbage collection. Why this makes some servers crash and not others, I have no idea. What this actor could be, I have no idea.

avp suggested it may be the random ammo pickups, which would make sense because only some people use those and others just use the boxes, so that would be an explanation as to why some maps work fine and others don't.
If someone wants to do some testing despite Christmas this would probably be a good direction to start with.
 
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Z-MAN

FNG / Fresh Meat
Jun 23, 2009
248
9
0
ah...
I think ...

There seems to be a problem in animation.
Sea, river, fog, snow, and electric spectaculars.
Many contain animation.:(
 

Murphy

FNG / Fresh Meat
Nov 22, 2005
7,069
743
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liandri.darkbb.com
You can and I have!
I read that too, that it's not possible, either on UDN or on unrealwiki but it's not true. Maybe for an older engine-build, I don't know.

If you download my map CTF-Wasnuni for UT2004 you can check out my cute spiders in the room with the jumppad on the broken piece of wall. They are two-frame animations of walking spiders which are shot across the floor.:)

It works in KF too, because I originally had animated cockroaches in KF-NorthSea but took them out when I shot for performance and found that the single-frame cockroaches looked almost as good.

EDIT: Just to add this: I'm fairly sure he just meant "animated" in the sense that the stuff is moving and not int the sense that animated textures or animated meshes are used.
 
Last edited:

ro_sauce

FNG / Fresh Meat
Sep 26, 2007
3,135
329
0
bwhgaming.com
We'll.... Then aren't all emitters animated in that sense?

Everytime I accidently use an animated texture on an emitter kfed crashes.