3/25/2012 12:58:52 PM QueuedAbilityUse.Execute:rejected ProcessDeathInChunkConsequences due to usingEntityID 471690 not found:True at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message) at QueuedAbilityUse.TryExecute() at Game.ProcessSimStep() at Game.RunNextCycle(Boolean DoRendering) at Game.RunFrame() at MainCameraLogic.Update() 3/25/2012 12:58:52 PM QueuedAbilityUse.Execute:rejected ProcessDeathInChunkConsequences due to usingEntityID 471704 not found:True at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message) at QueuedAbilityUse.TryExecute() at Game.ProcessSimStep() at Game.RunNextCycle(Boolean DoRendering) at Game.RunFrame() at MainCameraLogic.Update() 3/25/2012 1:04:25 PM ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:AbilityUseResult.GetNextDroppedItemEntityID(): error, no new entities left! Indicates client not processing result from server properly, or it would be spawning exactly the same number of entities as the server. (size of list: 7, tried to get index 7) at AbilityUseResult.GetNextDroppedItemEntity (.ArcenPoint& Location) [0x00000] in :0 at GameEntity.CheckForDroppingItemsOnDeath (.AbilityUseResult Result) [0x00000] in :0 at Ability.TryExecuteInner (.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) [0x00000] in :0 UsingEntity:#471784 type:RedAmoeba TargetEntity:null QueuedAbilityUse.Ability.TypeData.Type:ProcessDeathInChunkConsequences QueuedAbilityUse.ExecutionContextChunkID:3501 QueuedAbilityUse.ExecutionContextRegionID:969 QueuedAbilityUse.UsingEntityID:471784 UsingEntity.TypeData.Type:RedAmoeba at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message) at ArcenDebugging.ProcessAssertionFailure(System.String Message) at Ability.TryExecuteInner(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) at Ability.TryExecute(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) at QueuedAbilityUse.TryExecute() at Game.ProcessSimStep() at Game.RunNextCycle(Boolean DoRendering) at Game.RunFrame() at MainCameraLogic.Update() 3/25/2012 1:10:19 PM ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:AbilityUseResult.GetNextDroppedItemEntityID(): error, no new entities left! Indicates client not processing result from server properly, or it would be spawning exactly the same number of entities as the server. (size of list: 8, tried to get index 8) at AbilityUseResult.GetNextDroppedItemEntity (.ArcenPoint& Location) [0x00000] in :0 at GameEntity.CheckForDroppingItemsOnDeath (.AbilityUseResult Result) [0x00000] in :0 at Ability.TryExecuteInner (.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) [0x00000] in :0 UsingEntity:#418211 type:Amoeba TargetEntity:null QueuedAbilityUse.Ability.TypeData.Type:ProcessDeathInChunkConsequences QueuedAbilityUse.ExecutionContextChunkID:3507 QueuedAbilityUse.ExecutionContextRegionID:969 QueuedAbilityUse.UsingEntityID:418211 UsingEntity.TypeData.Type:Amoeba at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message) at ArcenDebugging.ProcessAssertionFailure(System.String Message) at Ability.TryExecuteInner(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) at Ability.TryExecute(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) at QueuedAbilityUse.TryExecute() at Game.ProcessSimStep() at Game.RunNextCycle(Boolean DoRendering) at Game.RunFrame() at MainCameraLogic.Update() 3/25/2012 1:10:44 PM QueuedAbilityUse.Execute:rejected ProcessDeathInChunkConsequences due to usingEntityID 474190 not found:True at System.Environment.get_StackTrace() at ArcenDebugging.ArcenDebugLog(System.String Message) at QueuedAbilityUse.TryExecute() at Game.ProcessSimStep() at Game.RunNextCycle(Boolean DoRendering) at Game.RunFrame() at MainCameraLogic.Update()