So... it looks like a problem has been solved...
A_log wrote:
ScriptLog: Check prelogins... DM-[SHX]Playground-Rm.XC_Engine_Actor5
SpawnFixer: XC_SpawnFixer0 in state SpawnTesting is testing PlayerStart actors.
SpawnFixer: Probing spawn on PlayerStart63 failed, taking action...
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ScriptLog: Check prelogins... DM-{BK}-Laundry-V2-Rm.XC_Engine_Actor22
SpawnFixer: XC_SpawnFixer0 in state SpawnTesting is testing PlayerStart actors.
SpawnFixer: Probing spawn on PlayerStart28 failed, taking action...
...
...
DevNet: NotifyAcceptingChannel Control 0 server Level DM-Evil's-SymmetryRMX.MyLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=400 VER=436
SpawnFixer: XC_SpawnFixer0 in state SpawnTesting is testing PlayerStart actors.
SpawnFixer: Probing spawn on PlayerStart43 failed, taking action...
XC_Engine: Set XC_ServerActor DM-Evil's-SymmetryRMX.XC_ServerActor26 as AdminLoginHook
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DevNet: NotifyAcceptingChannel Control 0 server Level DM-((POT-RedeemerSNIPER-Heaven)).MyLevel: Accepted
DevNet: Level server received: HELLO REVISION=0 MINVER=400 VER=436
SpawnFixer: XC_SpawnFixer0 in state SpawnTesting is testing PlayerStart actors.
SpawnFixer: Probing spawn on PlayerStart0 failed, taking action...
SpawnFixer: Probing spawn on PlayerStart2 failed, taking action...
SpawnFixer: Probing spawn on PlayerStart3 failed, taking action...
SpawnFixer: Probing spawn on PlayerStart8 failed, taking action...
....
....
Anti-retard measures have been successfully implemented. Looking for next problems...
And... "good news" again...
SniperCrash_versionWhatever wrote:
ScriptLog: Found DM-!DSF!-Harbour-Nights-v3-Rm.SCUBAGear4 at -652.222595,4494.350586,-3134.768311
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel51
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel52
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel53
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel54
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel55
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel56
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel57
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel58
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel59
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel60
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel61
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel62
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel47
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel63
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel43
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel44
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel49
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel50
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel48
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel45
Log: Undeleted TarydiumBarrel DM-!DSF!-Harbour-Nights-v3-Rm.TarydiumBarrel46
Critical: appError called:
Critical: Assertion failed: FieldCache [File:R:\Projects\nacput\Utpg\Engine\Src\UnChan.cpp] [Line: 1092]
Exit: Executing UObject::StaticShutdownAfterError
Critical: ReplicateThem
Critical: UActorChannel::ReplicateActor
Critical: (Actor UT_LightWallHitEffect0)
Critical: UpdateRelevant
Critical: ULevel::ServerTickClient
Critical: ULevel::TickNetServer
Critical: UXC_Level::TickNetServer
Critical: UpdateNetServer
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: UXC_ServerCommandlet::Main
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 02/14/19 10:40:41
So... maps with duplicated actors are not a problem right ? Right, because server will have a refresh disregarding unplayable map...
This is some of those UTPG fixes, I think...