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Very Hot Topic (More than 25 Replies) 227h found and fixed bugs (Read 24592 times)
Smirftsch
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Re: 227h found and fixed bugs
Reply #15 - Oct 30th, 2011 at 4:56pm
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Fixed Cannon, now it even really shots!
  

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Shivaxi
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Re: 227h found and fixed bugs
Reply #16 - Nov 10th, 2011 at 4:19pm
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Smirftsch wrote on Oct 30th, 2011 at 4:56pm:
Fixed Cannon, now it even really shots!


um...hate to be the bad guy but...isnt this going to cause some issues with maps that use the cannon purely for decorational purposes?
  

 
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Re: 227h found and fixed bugs
Reply #17 - Nov 10th, 2011 at 4:35pm
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Shivaxi wrote on Nov 10th, 2011 at 4:19pm:
Smirftsch wrote on Oct 30th, 2011 at 4:56pm:
Fixed Cannon, now it even really shots!


um...hate to be the bad guy but...isnt this going to cause some issues with maps that use the cannon purely for decorational purposes?


I was wondering about this. Cannon is ofen use for decoration purposes. Liberation of NaPali uses it for example. It should at least have a bActive switch turned off by default.
  

You must construct additional pylons.
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Re: 227h found and fixed bugs
Reply #18 - Nov 10th, 2011 at 5:13pm
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I hate to add workarrounds for things which are now working as they should, but of course you are right.
(indeed this thingy would have been entirely functional if they wouldn't have mixed up some < > )
  

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Re: 227h found and fixed bugs
Reply #19 - Dec 3rd, 2011 at 7:47am
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fixed UED2 importing sounds didn't accept spaces in pathname.
  

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Re: 227h found and fixed bugs
Reply #20 - Dec 13th, 2011 at 1:14pm
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UED: fixed "Replace with..." was setting bRemoteOwned flag causing some actors behaving strange.
  

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Re: 227h found and fixed bugs
Reply #21 - Dec 22nd, 2011 at 9:09am
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fixed some mover bug which caused movers to hang when standing below it (online only issue).
  

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Re: 227h found and fixed bugs
Reply #22 - Dec 29th, 2011 at 6:21pm
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fixed the final issues with meshes disappearing in some cases, this also made FullMeshRendering obsolete.
  

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Re: 227h found and fixed bugs
Reply #23 - Jan 14th, 2012 at 8:39am
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  • Fixed Pawn.MoveToward where if the Pawn is moving along PathNodes and if the Pawn misses the origin of the pathnode (due to curving path) it wont turn around to touch the origin before proceeding.
  • Fixed pathfinding to support smaller and larger pawns (like Pupaes and Titans).
  • Fixed higher difficulty levels stick with Actor filter option bDifficulty3.
  

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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Re: 227h found and fixed bugs
Reply #24 - Jan 15th, 2012 at 2:50pm
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* Fixed Linux client some Emitters not working correctly.
  

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Re: 227h found and fixed bugs
Reply #25 - Jan 20th, 2012 at 8:57am
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fixed Emitter crashing when doing undo after delete
  

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Re: 227h found and fixed bugs
Reply #26 - Feb 20th, 2012 at 5:49pm
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stumpled across it, so just fixed it while preparing release:
UED2 fixed import for 32bpp pcx, crashed before (but still suggest using bmp instead for that).
  

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Re: 227h found and fixed bugs
Reply #27 - Mar 3rd, 2012 at 7:20am
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Added OldClientCompatMode. This enables a hack which fixes the connection issues with 226f clients, meaning that every old version (224,225,226b,226f) can connect to 227 servers now. Epic and Legend broke the compatibility between classic Unreal 226f and UnrealGold, where both versions were conformed against 225, which made 225 the only server version for both these two and the following versions. 227 suffered all the time from this, but since the mistake happened long in the past there was no suitable fix for it yet.
The feature was tested intense and very carefully, it seems to work without any problems or side -effects. It is still a hack and will be globally enabled for all old clients once active, so it can be disabled if necessary.

Note that this will not fix any 226f specific bugs and mods that are already broken on 226f.
While I still can only encourage everyone to move on 227 nobody needs to feel forced to with this option and server admins can make use of the advantages of 227 without being afraid of losing players.
  

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Re: 227h found and fixed bugs
Reply #28 - Mar 8th, 2012 at 5:45pm
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fixed a bug with NavigationPoints 
fixed bUseLitSprite on AlphaBlend sprites
  

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Re: 227h found and fixed bugs
Reply #29 - Apr 15th, 2012 at 4:17pm
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fixed "Select Inside" was selecting static mesh movers outside.
  

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