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No joke :) (Read 47812 times)
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Re: No joke :)
Reply #320 - 04/11/06 at 12:03:27
 
Since this new patched server is only for this patched clients, wouldnt it be possibly to make downloader redirections and package compression like in UT?
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Re: No joke :)
Reply #321 - 04/11/06 at 17:26:57
 
actually its for older clients as well, but the discussion about this isnt closed yet- most fixes are serversided, and the server is (thanks to legend) only compatible with Unreal 224/225/226 OR 224/225/UGold - so the question would be, make it compatible for Gold or 226, but whatever decission is made it isnt really satisfying.
A complete break and making it not compatible with older version at all would be the cleanest way, but i'm afraid most people wouldnt want to update from what i've heard.
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Re: No joke :)
Reply #322 - 04/22/06 at 11:47:46
 
Now Upak bugs.

Ugold/rtnp226 have missing explosion textures at upakexplosion effect(RL/GL).
Spriteball explosion is broken at network play on these. Sound effect on upakrocket when it explodes is not at network play. Rocket sometimes get stuck at water. Carifle animation online is bit broken. Carifle clip skin should be same like at 224. ALtGrenade skin is altered by postbeginplay function I think, basically it is supposed to look like this:
...

Grenade has no smoke when it is flying online.

Deafult game switching after transmission.

Marines should be set to talk always(Like at Asgard's umsspacemarines), not only at crashsitegame and they should be set to not show name:player, not appearing at f1 when hit online and also can be killed online. Only difference there can be for marinematch, so there they will appear at f1. At other gametypes not. For female marines, it can be random, like at crashsitegame, but also they must have set female pain and dead sounds.

Also there is treadsm animation at scripts, that animation does not exist, so better to replace it with treadlg for not causing problems. Also when they are waiting, they can have Look1L animation and also animation at victorydance, etc. There are unused animations at original model, so why not use it?

And it would be great if Upak will be 100 percent compatible with normal versions too, so it will no longer look to Upak.dll as it was already mentioned here.
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Re: No joke :)
Reply #323 - 04/22/06 at 11:51:24
 
I forgot, ehm will be at next OMP or at 227 patch fixed overlaping hud problem with some rtnp and Ut weapons?
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Re: No joke :)
Reply #324 - 06/17/06 at 20:02:48
 
Could you also add a "AddToPackageMap" function to GameInfo like in UT2004 to add serverpackages in game (w/o server restart)?
Also change Assert(NewItem!=None) to Return in "AddInventory" function in Pawn, becouse its just a pain in the ass.
Remove "BroadcastMessage" from replication in actor and somehow force to break from a runaway loop over 10000 interators instead of crash. Remove those useless "Client netspeed is.." logging and "... received an unwanted function ...".
And if it is possibly, make it configurable if scriptwarnings logging enabled or not.
Make a downloader redirection possiblity for other 227 users.
Fix a script warning in BruteProjectile on function BlowUp, it makes a warning if instigator dies before the impact...
also on NaliRabbit in state Evade, function PickDestination, if Enemy leaves the server the rabbit will start spamming on log with loads of warnings.
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Re: No joke :)
Reply #325 - 06/18/06 at 10:53:19
 
.:..: wrote on 06/17/06 at 20:02:48:
somehow force to break from a runaway loop over 10000 interators instead of crash.


Unreal normally breaks the loop after 100000 or something cycles, it just is unreliable. Actually I have made several functions which require even larger loops and the breaking caused me trouble. What I would much prefer is a loop where you can tell Unreal "don't break the loop even if it takes 1 million cycles to complete".

The circumstances under which you need/use such loops are rare. But I have seen break-ups already in large maps in the "IsRelevant" mutator chain in conjunction with some mods (e.g. ArcticCastle + MonsterMash in older UTF = Crash).

Normally the loop break is wanted and the crash actually tells you that you did something wrong in your mod... just not always.
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Re: No joke :)
Reply #326 - 06/18/06 at 14:16:46
 
The real problem with the 100000 iteration crash is that it can be used maliciously. I have had my server crashed a few times by this issue. The guy spammed suicide a good number of times, which is re-directed to Reset() in my Hide and Seek gametype. Reset() then calls a couple of functions with for loops ( for (I=0, I<32; I++) )... and since the function is being called 10000 or however many times, unreal thinks I have an infinite loop and crashes at that for loop (I'm assuming this is what happens. All I know for sure is an infinite loop crash in a function that is almost only that for loop).  In all other cases I think the game should crash. It works as a good failsafe against your game freezing most of the time, and it does tell you where the infinite loop is, which is handy for debugging.
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Re: No joke :)
Reply #327 - 06/18/06 at 16:29:46
 
guys, please make new topics for other bugs or requests, it is hard to answer and keep overview.

Ok, for the loop thing, i have no clue about that, so i need exact and full data about what is needed and where.

For Upak, I'm still trying to get original UPak sources to make an upak update, currently it would be an UGold update with keeping old Upak intact - BUT many of the mentionend problems are caused by the same reasons we had in unreal 226 because basically ugold and unreal 226f suffer the same bugs Tongue

For the things from 2k4 - currently this will have very low priority because there are many other things already fixed and a lot of changes have been made so I need to make a break somewhere. So expect not to much in this direction. Maybe there will be a 228 patch somewhen with such features.

Download redirection seems to have a heavy weight in the community so I will add it although it probably means some more delay...

For the logging- many things can be suppressed by adding a supress line into unreal.ini - for the access none's- they are not critical, but Zombie sent me already a lot of fixes for them, so most are gone already (need to check them through, some fix seems to cause netproblems, but might have been my mistake...)


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« Last Edit: 06/19/06 at 11:55:34 by Smirftsch »  

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Re: No joke :)
Reply #328 - 09/02/06 at 07:34:24
 
No way ..
An 227 patch  Grin

Small bug with 266

open xxx.xxx.xxx.xxx?password=


If you enter to much date in the password field it causes the server to crash.
Its an easy fix tough, but maybe a hardcoded patch would be better Smiley
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Re: No joke :)
Reply #329 - 09/04/06 at 14:42:13
 
Anon5710 wrote on 09/02/06 at 07:34:24:
No way ..
An 227 patch  Grin

Small bug with 266

open xxx.xxx.xxx.xxx?password=


If you enter to much date in the password field it causes the server to crash.
Its an easy fix tough, but maybe a hardcoded patch would be better Smiley


Check if Nephthys takes care of it, I believe it does but not sure myself right now.
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Re: No joke :)
Reply #330 - 11/20/06 at 21:13:37
 
OMGWTFBBQ!!!!   Why r there so many damn posts here?!?  anywayz...u know that bug with the secondary fire on the upak raocketlauncher in online games?  is that fixable?
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