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Very Hot Topic (More than 25 Replies) 227f found and fixed bugs (Read 52624 times)
Smirftsch
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227f found and fixed bugs
Jun 1st, 2009 at 4:17pm
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bleeding was fixed by casey
  

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Smirftsch
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Re: 227f found and fixed bugs
Reply #1 - Jun 5th, 2009 at 10:07am
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specialdamage not working correctly - fixed.
  

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Re: 227f found and fixed bugs
Reply #2 - Jul 29th, 2009 at 4:23pm
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I guess it's time to post whats changed/fixed and new in 227g (some of these entries have not been tested yet):
  • Changed package loader so that it does not give "Package 'ABC' version missmatched" in online games that much anymore.
  • Fixed LevelInfo.GetClientPort to return client port instead of server port.
  • Fixed a warning in ScriptedPawn.SetEnemy and Bots.Roaming.
  • Fixed a coding error in SentryGun and Translocator.
  • Added support for Decals to be visible/invisible on panning/unlit surfaces.
  • Fixed the scoreboard to show for spectators "Press [Fire] to view from different player" instead of "You are dead, press [Fire] to respawn".
  • Improved UMesh::GetFrame to avoid some specific errors.
  • Added a flag for Actor to enable multiple "Enviroment mapped" textures on 1 mesh actor.
  • Added enhanced SkeletalMesh support; caching skeletal pose, set/get custom bone rotation/offset/scale, play multiple animations at once.
  • Reimplemented function BeginState for Bots GameEnded state to avoid conflict with mods thats compiled in 226.
  • Fixed Canvas.DrawActor(None,,true); so it can be used to clear render Z without crashing the game.
  • Fixed a crash with Emitter's trigger spawn particles.
  • Added better support for "Drop Detail FPS" to reduce FX count with specific effects.
  • Fixed error where friendly creatures hate players who hurt themselves.
  • Fixed PlayerPawn GameEnded state to not update actor rotation online for third person players.
  • Changed so that bots behaviour with special shoot open doors (like in DMCurse) so that they don't spam projectiles while running into the doors.
  • Added for all standard Unreal weapons third person recoil animation support.
  • Fixed Warlord's from instantly disappearing when he should teleport out.
« Last Edit: Aug 16th, 2009 at 12:21pm by .:..: »  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Smirftsch
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Re: 227f found and fixed bugs
Reply #3 - Aug 9th, 2009 at 3:31pm
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Fixed problems with DEP (Data Execution Prevention) on newer OS.
  

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Re: 227f found and fixed bugs
Reply #4 - Aug 10th, 2009 at 11:23am
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UED2:
Added to new menu items in context menu (Right Mouse Button)
"Align to wall around X axis" and
"Align to wall around Y axis"
to fix alignment problems
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1249683850

Fixed Framecount in Meshviewer
  

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Re: 227f found and fixed bugs
Reply #5 - Aug 10th, 2009 at 11:41am
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Fixed "random wandering" glitch with scripted pawns, see:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1249704620
  

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Shivaxi
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Re: 227f found and fixed bugs
Reply #6 - Aug 10th, 2009 at 2:50pm
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Smirftsch wrote on Aug 10th, 2009 at 11:23am:
UED2:
Added to new menu items in context menu (Right Mouse Button)
"Align to wall around X axis" and
"Align to wall around Y axis"
to fix alignment problems


omg, that's going to be so fricken helpful when mapping Grin
  

 
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Re: 227f found and fixed bugs
Reply #7 - Aug 16th, 2009 at 12:10pm
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  • Fixed the issue where when you dont have any other selectable inventory and toss final one you get messages in a bad order:
    Seeds activated
    Seeds selected
  • Fixed double expired messages bug (such as with flashlight when the batteries drain out).
  • Fixed so player don't become visible when they type 'walk' cheat command when they are dead.
  • Fixed issue with some specific inventory such as Amplifier, when it runs out it makes you select next item even when Amplifier is not selected.
  • Added a server option to disable third person recoil animations.
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Smirftsch
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Re: 227f found and fixed bugs
Reply #8 - Aug 18th, 2009 at 8:06am
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Fixed Brute rocket speed problem online
  

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Re: 227f found and fixed bugs
Reply #9 - Aug 18th, 2009 at 8:50am
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Fixed ASMD Tazerproj becomes invisible when shooting against f.e. masked sheets
  

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Smirftsch
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Re: 227f found and fixed bugs
Reply #10 - Aug 18th, 2009 at 9:44am
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fixed another small security flaw for both server and client Wink
  

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Re: 227f found and fixed bugs
Reply #11 - Aug 18th, 2009 at 2:34pm
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.:..: wrote on Aug 16th, 2009 at 12:10pm:
Fixed so player don't become visible when they type 'walk' cheat command when they are dead.

Aww! I liked that! It made it so if I died while testing weapons against monsters, I could just type Walk and they'd instantly see me again.

Oh well, whatever you folks think is best, I suppose.
  

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Re: 227f found and fixed bugs
Reply #12 - Aug 18th, 2009 at 7:52pm
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  • Fixed an error that happens when level contains an actor that had bStatic/bNoDelete false when in their defaults its true (such as the boulders in EndGame.unr).
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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Smirftsch
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Re: 227f found and fixed bugs
Reply #13 - Aug 22nd, 2009 at 1:47pm
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added another few additional security checks for servers Wink
  

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Re: 227f found and fixed bugs
Reply #14 - Aug 22nd, 2009 at 2:58pm
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I found the solution for the maybe most annoying "ancient" bug left. One which resisted any attempt fixing yet, so I'm really a bit proud now:

Fixed stalls during package download from server via Engine.ChannelDownload (connecting to a server without http redirect).

The download is now overall stable and constantly fast which results in a significant decrease of download time.
Needs to be tested from more testers yet but I found so far no problems or side effects.

Fixes this problem for all clients
« Last Edit: Aug 22nd, 2009 at 5:31pm by Smirftsch »  

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