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227h found and fixed bugs (Read 7795 times)
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227h found and fixed bugs
08/26/11 at 07:43:02
 
There is no release date yet planned for 227i, as I'm pretty busy and most of the current bugs are mostly cosmetic, so for now this topic is currently just to keep you folks up to date Smiley

Fixed:  the "famous" execClientHearSound crashbug. Only very rarely happening (while some gametypes like MonsterHunt trigger it, but in a usual game it almost never happens). Seems to be some ancient bug and you can find reports for Unreal, UT, Unreal2 and UT2k3.

Fixed: Bots intelligence set to BRAINS_HUMAN

Changed: Removed UltraResShadow option. Can be still set manually in ini, but caused to many trouble because it just eats a lot performance, even on nowadays machines and people disregard the warnings about it.

Changed: switched from MD5 to SHA256 for anticheat

Fixed: Playermodels fit in Player Setup Window in UMenu

Fixed: "Sockets" command trigger a crash mostly on Servers. 227 provides newer commands and make it obsolete, so Servers with updated mods are not affected, but some older mods still use it.
Note: Even with this fix it can still trigger crashes, but the chances are lowered drastically. Nevertheless, updating older mods is recommended.
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Re: Auto indent in UED2.1
Reply #1 - 08/31/11 at 10:11:19
 
fixed "Ending Symbol" not showing up in coop mods (f.e. JCoopz)
fixed some outputs in Linux build (f.e. obj list).
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Re: Auto indent in UED2.1
Reply #2 - 09/22/11 at 14:20:08
 
fixed umod install
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Re: Auto indent in UED2.1
Reply #3 - 10/03/11 at 16:34:23
 
UED 2.1: fixed snapped brush scaling sometimes not snapping anymore with changed pivot
UED 2.1: fixed snapped brush scaling overflow when scaling "smaller than possible"

fixed actors visible in level through wall when used in skybox (and not only in fakebackdrop)
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Re: Auto indent in UED2.1
Reply #4 - 10/04/11 at 11:29:15
 
UED2.1 fixed "Save Brush as" / "Open Brush" (NOT import/export) function. Stores position of the brush as well as texture information.

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Re: Auto indent in UED2.1
Reply #5 - 10/04/11 at 16:02:16
 
UED 2.1 fixed StaticMesh behavior in front of FakeBackdrop surfaces (Z issue).
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Re: Auto indent in UED2.1
Reply #6 - 10/09/11 at 19:17:59
 
Fixed a small flaw in the setting of the BufferSize for Music output in both OpenAL and FModAudio. Mostly Linux users should benefit from this fix. Windows users usually don't need to change this value manually.
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Re: Auto indent in UED2.1
Reply #7 - 10/15/11 at 20:57:02
 
added RawHIDInput ( http://msdn.microsoft.com/en-us/library/windows/desktop/ms645543%28v=vs.85%29.as... ) for mouse input to fix the problems with DirectInput
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Re: Auto indent in UED2.1
Reply #8 - 10/18/11 at 19:11:04
 
UED2: fixed RightMouseButton on Surface -> Reset (was entirely nonfunctional in UED2 and 2.1, UT and Unreal version).
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Re: Auto indent in UED2.1
Reply #9 - 10/20/11 at 10:59:13
 
Fixed download redirect where if one file failed on redirect it would download rest of the files off server (instead of proceeding with the redirect download).
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Re: Auto indent in UED2.1
Reply #10 - 10/23/11 at 16:48:55
 
  • Fixed FMod and ALAudio audiodrivers not looping correctly sounds with loop points.
  • Fixed actor reachability checks to function correctly with smaller pawns (such as Pupaes) so that they can use pathnodes if their AI flags allow that.
  • Fixed pathfinding to work with pawn that is on PHYS_Falling too.
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Re: Auto indent in UED2.1
Reply #11 - 10/23/11 at 17:33:58
 
Wow. Great job guys!
I see that v227i already have more fixes than v227h had.
Any chance of a v227i release before Christmas this year?
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Re: Auto indent in UED2.1
Reply #12 - 10/23/11 at 18:38:40
 
well, the difference is, that most fixes are for UED now and the rest are minor or at least not not vital, while 227h contained mostly important and urgent fixes.

But yes, this it's very likely to be finished soon.
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Re: Auto indent in UED2.1
Reply #13 - 10/26/11 at 11:33:50
 
Off-Topic replies have been moved to this Topic.
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Re: Auto indent in UED2.1
Reply #14 - 10/26/11 at 11:28:55
 
fixed UED2: 2DShapeEditor shows the selected GridSize in Menu.
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Re: 227h found and fixed bugs
Reply #15 - 10/30/11 at 16:56:58
 
Fixed Cannon, now it even really shots!
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Re: 227h found and fixed bugs
Reply #16 - 11/10/11 at 16:19:21
 
Smirftsch wrote on 10/30/11 at 16:56:58:
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 - 11/10/11 at 16:35:28
 
Shivaxi wrote on 11/10/11 at 16:19:21:
Smirftsch wrote on 10/30/11 at 16:56:58:
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.
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Re: 227h found and fixed bugs
Reply #18 - 11/10/11 at 17:13:58
 
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 - 12/03/11 at 07:47:20
 
fixed UED2 importing sounds didn't accept spaces in pathname.
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Re: 227h found and fixed bugs
Reply #20 - 12/13/11 at 13:14:39
 
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 - 12/22/11 at 09:09:37
 
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 - 12/29/11 at 18:21:12
 
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 - 01/14/12 at 08:39:23
 
  • 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.
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Re: 227h found and fixed bugs
Reply #24 - 01/15/12 at 14:50:35
 
* Fixed Linux client some Emitters not working correctly.
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Re: 227h found and fixed bugs
Reply #25 - 01/20/12 at 08:57:45
 
fixed Emitter crashing when doing undo after delete
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Re: 227h found and fixed bugs
Reply #26 - 02/20/12 at 17:49:02
 
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 - 03/03/12 at 07:20:16
 
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 - 03/08/12 at 17:45:55
 
fixed a bug with NavigationPoints 
fixed bUseLitSprite on AlphaBlend sprites
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Re: 227h found and fixed bugs
Reply #29 - 04/15/12 at 17:17:22
 
fixed "Select Inside" was selecting static mesh movers outside.
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Re: 227h found and fixed bugs
Reply #30 - 05/24/12 at 17:00:26
 
fixed a couple of possible loopholes and security flaws in UCC Masterserver commandlet to make it more reliable and stable
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Reply #31 - 06/01/12 at 12:39:18
 
Fixed OpenAL may crash when trying to load crippled or truncated sound data
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Re: 227h found and fixed bugs
Reply #32 - 06/01/12 at 12:44:34
 
Fixed a flaw in "Path=" parameter in Unreal.ini section [Core.System] so it is able now to read also .int files in custom directories, like:
Paths=..\SystemInt\*.int
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Reply #33 - 07/01/12 at 11:39:50
 
fixed PlayerCanSeeMe() function.
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Reply #34 - 07/22/12 at 07:04:10
 
fixed Aura3.Luckshot not working anymore
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Re: 227h found and fixed bugs
Reply #35 - 07/22/12 at 10:01:22
 
  • Fixed Transform permanently to keep U/V mapping perfectly intact.
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Reply #36 - 08/02/12 at 18:39:20
 
fixed some problem in logging system which could cause a corruption in Security.ini
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Re: 227h found and fixed bugs
Reply #37 - 08/03/12 at 12:56:07
 
fixed some boulder decal issues which caused the decal to be displayed cut off.
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Reply #38 - 09/06/12 at 12:09:49
 
fixed UED2.1 brush clipping resulted sometimes in brushes with vertex rounding errors.
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Re: 227h found and fixed bugs
Reply #39 - 09/06/12 at 12:46:50
 
Smirftsch wrote on 09/06/12 at 12:09:49:
fixed UED2.1 brush clipping resulted sometimes in brushes with vertex rounding errors.

One small step for man, one giant leap for mapkind.
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Reply #40 - 09/06/12 at 15:10:57
 
Something that was forgotten to mention:
- Fixed undo to work with vertex editing.
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Re: 227h found and fixed bugs
Reply #41 - 09/09/12 at 08:23:21
 
Fixed -strict commandline parameter to cause crashes in critical functions only. This way it can be used by modders or serveradmins who prefer a crash instead of a log only, for debugging purposes.
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Reply #42 - 09/16/12 at 14:54:04
 
fix for interpolation point end in water
fix for upak cloak jump bug
fix for automag decal and ricochet sound
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Reply #43 - 10/07/12 at 09:38:00
 
fix for IPDrv on Server could cause problems with older clients using Nephthys
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Re: 227h found and fixed bugs
Reply #44 - 10/30/12 at 13:45:06
 
Mesh and decoration shadow does not on the wall (only floor). Mesh shadow no turn by light (only mesh), in 227i will be right like Rune..Smiley
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Reply #45 - 10/30/12 at 13:52:04
 
CrouchHeight does not work.. Embarrassed
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Reply #46 - 10/30/12 at 13:55:59
 
if you refer to bSupportsRealCrouching, this was fixed already for 227i Smiley
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Re: 227h found and fixed bugs
Reply #47 - 11/11/12 at 14:35:24
 
Smirftsch wrote on 08/26/11 at 07:43:02:
Fixed: Playermodels fit in Player Setup Window in UMenu

The Nali and the Skaarj models still doesn't fit entirely with v227i.
..no big deal though.
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Re: 227h found and fixed bugs
Reply #48 - 11/12/12 at 14:22:02
 
Quote:
Fixed Cannon, now it even really shots! (optional)

How can I test this?
Can I just enable this option somewhere, simply summon it in any map, then start shooting away?
..or does it need to be added with certain properties through the editor?
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Re: 227h found and fixed bugs
Reply #49 - 11/12/12 at 21:03:00
 
Tomaso wrote on 11/12/12 at 14:22:02:
Quote:
Fixed Cannon, now it even really shots! (optional)

How can I test this?
Can I just enable this option somewhere, simply summon it in any map, then start shooting away?
..or does it need to be added with certain properties through the editor?


You need to enable it in editor. Only this way it was possible to make it functional without breaking older maps.

Tomaso wrote on 11/11/12 at 14:35:24:
Smirftsch wrote on 08/26/11 at 07:43:02:
Fixed: Playermodels fit in Player Setup Window in UMenu

The Nali and the Skaarj models still doesn't fit entirely with v227i.
..no big deal though.


Well, yeah, maybe should have made yet a bit smaller, but it fits enough I think Smiley
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