After compiling the server and testing it i take this Critical only when i'm teleporting.Can anyone help with that?I know that is something about teleporting but don't know what.Thank's a lot to the people who will help me.
Hello. You may encounter the Push item fail error when trying to pick up an item dropped on the ground by a mob.
or
You can throw something out of your inventory and pick it up again, several times.
Probably this is a quantum dependency) I don't understand at what point this happens, sometimes two items one after another experience push item errors, and sometimes I don't have enough thousands of attempts to repeat this trick)
In any case, this is just a visual error and after the relog, the item appears in the inventory. I think first i need to disconnect the extender and check it on a bare server. I still need time to check this, maybe it's not even about the autoloot function.
https://youtu.be/6mcfmdImofE
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In general, I would like to thank our wonderful Emca Eressea for her deep knowledge in programming and reverse engineering. And for the fact that her work is open to everyone, this is very amazing, and incredibly valuable.
ADENA
500 K = 40e
1kk = 70e
3kk = 190e
ITEMS
staff of life = 150e
karmian set = 90e
elven jewls top D = 30e
Orcish Poleaxe+1 best C pole = 680e
any D grade armor on demand
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kostakis450
Hello again to all.
After compiling the server and testing it i take this Critical only when i'm teleporting.Can anyone help with that?I know that is something about teleporting but don't know what.Thank's a lot to the people who will help me.
The critical is that:
General protection fault!
History: ObjectTestReach <- (: ErrorNameNone) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial27) <- ObjectTestReach <- (ShadowBitmapMaterial Transient.ShadowBitmapMaterial27) <- UStruct::SerializeBinGC <- UObject::Serialize <- (ShadowProjector Transient.ShadowProjector28) <- AActor::Serialize <- ObjectTestReach <- (ShadowProjector Transient.ShadowProjector28) <- ULevelBase::Serialize <- ULevel::Serialize <- UMasterLevel::Serialize <- ObjectTestReach <- (MasterLevel Transient.MasterLevel0) <- UStruct::SerializeBinGC <- UObject::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- UGameEngine::Serialize <- (GameEngine Transient.GameEngine0) <- ObjectTestReach <- (GameEngine Transient.GameEngine0) <- TArray<< <- UGameEngine::L2SerializeRootSet <- UGameEngine::L2CollectGarbage <- UMasterLevel::DetachLevel <- UGameEngine::DetachLevel <- UGameEngine::CheckPurgeLevel <- UGameEngine::L2_Teleport <- UGameEngine::ScreenFadeDone <- UGameEngine::Tick <- UpdateWorld <- MainLoop
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