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227e found and fixed bugs (Read 17896 times)
Smirftsch
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227e found and fixed bugs
07/29/08 at 10:03:08
 
227e not correctly registering at TNN because of old protocol- fixed (thx Oblivion for showing this up, undiscovered since beginning, even in 224,225 or 226)

Emitter.so not correctly bound on Linux server - fixed.

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« Last Edit: 07/29/08 at 10:03:42 by Smirftsch »  

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Smirftsch
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Re: 227e found and fixed bugs
Reply #1 - 08/06/08 at 03:49:31
 
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward

crash due bad or messed map pathing, also reported as "spinner" crash.

fixed...
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« Last Edit: 08/06/08 at 03:50:12 by Smirftsch »  

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Re: 227e found and fixed bugs
Reply #2 - 08/08/08 at 21:57:22
 
support for old beta models- fixed.
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Re: 227e found and fixed bugs
Reply #3 - 08/24/08 at 15:54:10
 
fixed lighting bug in Linux version
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Re: 227e found and fixed bugs
Reply #4 - 08/28/08 at 15:09:36
 
DrawBox - fixed to work in 3d projections (not only orthogonal projections)
Radii for Movers - fixed (was caused by DrawBox bug)
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Re: 227e found and fixed bugs
Reply #5 - 09/02/08 at 15:24:51
 
Grenades accessed none upon being spawned by non-pawns - fixed Grin
Now you can use MAdminTools6 - MAdminTools7 (Windows 7 xD) spawners with grenades again Cheesy
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« Last Edit: 09/08/08 at 16:19:48 by Chaos13 »  

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Re: 227e found and fixed bugs
Reply #6 - 09/08/08 at 16:15:16
 
Fixed broken ZoneInfo.ZoneActors iterator (was giving results from desired zone AND LevelInfo zone actors).
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Re: 227e found and fixed bugs
Reply #7 - 09/11/08 at 08:05:55
 
Fixed UCCLinux version was using Unreal.ini instead of UnrealLinux.ini
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« Last Edit: 09/11/08 at 08:06:15 by Smirftsch »  

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Re: 227e found and fixed bugs
Reply #8 - 09/16/08 at 12:52:03
 
Fixed another "moved without proper hashing" problem which seemed to cause a problem with spinner mod (from UPak) and "findWaterLine" check.
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Re: 227e found and fixed bugs
Reply #9 - 09/29/08 at 06:39:40
 
oh yes- set shieldbelt back to its original state since it was causing trouble.
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Re: 227e found and fixed bugs
Reply #10 - 09/29/08 at 08:37:27
 
With this package the server will be compatible with TNN Masterserver, the only one left which is currently online.

www.oldunreal.com/temp/IpServer.u

just replace the file with this one and the server will show up in the list.
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Re: 227e found and fixed bugs
Reply #11 - 10/01/08 at 17:55:23
 
added some dummy class into UnrealI to satisfy missing dependencies, such as in NaliCastle (Book and mover to GiantGasbag with missing texture) and the missing watersplash in passage.
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Re: 227e found and fixed bugs
Reply #12 - 10/03/08 at 08:51:06
 
RazorJack can't be switched to other weapon when running empty at alternate fire- fixed.
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Re: 227e found and fixed bugs
Reply #13 - 10/07/08 at 13:06:20
 
added a check to prevent UED2 from crashing if zooming to much into a mesh.
Also fixes Moon3M crash.
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« Last Edit: 10/18/08 at 11:05:01 by Smirftsch »  

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Re: 227e found and fixed bugs
Reply #14 - 10/18/08 at 10:54:04
 
coronas changing lightcolor when coming close - fixed.
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Re: 227e found and fixed bugs
Reply #15 - 10/18/08 at 12:03:39
 
admin commands might crash server if timed badly- fixed Smiley
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Re: 227e found and fixed bugs
Reply #16 - 10/19/08 at 10:47:45
 
fixed OpenGL selection problems in UED2 (thx Chris!)
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« Last Edit: 10/19/08 at 10:47:58 by Smirftsch »  

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Re: 227e found and fixed bugs
Reply #17 - 10/22/08 at 19:27:55
 
Coronas not working in UED - fixed (thx Dots Wink)
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Re: 227e found and fixed bugs
Reply #18 - 10/23/08 at 10:43:16
 
weird openal squeeking and scratching, especially on some onboard souncards - most likely fixed (needs some more wide-spread testing to be 100% sure, but worked on some machines which definitely had this problem)
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Re: 227e found and fixed bugs
Reply #19 - 10/25/08 at 17:23:16
 
As spectator: Fixed coronas not appearing in viewtarget location.
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