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Pages: 1 2 
Well this is embarrassing.... (Read 2932 times)
GenericHero
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Re: Well this is embarrassing....
Reply #20 - 10/22/11 at 20:11:46
 
HEY CHECK THIS OUT, I FOUND A FIX FOR MY crappity smackING CONSOLE!

Whoever made this thing made global references to actors within the current level they were in

var hud HU;
var Levelinfo Level;
var Playerpawn Owner;
var Playerreplicationinfo PRI;

All I have to do is NULL out those bad globals in NotifyLevelChange and that's it. Here's the code for my specific console.

Code:
function NotifyLevelChange()
{
	Super.NotifyLevelChange();
	Level = None;
	Owner = None;
	PRI = None;
	hu = None;
} 



Pcube, I know you're more than capable of knowing what to do now. Now that you know how to fix it, I would kindly suggest you and jackrabbit actually use your brains instead of resorting to acting like 5 year old children who've lost their way.

This was not a 227 bug. This was a user bug and you projected your bias towards 227 when it was not at fault. You two seem to just find bugs and try as hard as you can to make it 227 related even if it isn't.
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« Last Edit: 10/22/11 at 20:29:13 by GenericHero »  
 
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Re: Well this is embarrassing....
Reply #21 - 10/22/11 at 20:34:48
 
GenericHero wrote on 10/22/11 at 19:01:45:
Jâçkrâßßit wrote on 10/22/11 at 11:49:22:
What you read is the truth and nothing more unless this bug somehow is faulty with the maps themselves and not save game system.  I have heard of problems where specific maps have problems with saving offline and I never really understood why.  According to a friend though, he had a save game malfunction on stock Unreal maps.  No, I'm not going to give my PC's information about OS and other stuff that has absolutely no relevance to the topic and no I'm not going to feel responsible for some possible bug that should have been obvious from the get-go.  Thing is, there is a good chance that it may not be the case of it being so obvious, but hearing that the issue can be found in stock Unreal maps makes me think otherwise.  If it can be reproduced on stock Unreal then its an obviously an issue with 227.  I may/may not get around to it if time permits.

I mean come on man, I've been doing save games in 226b and UT for years now and never had a problem like this.  Why would stuff like this even matter in context?  I'm 100% admin on all my stuff on my PC (the only user) and as you probably already know I use Windows XP.  Why this stuff is relevant to a save game for Unreal I'll never know........


Funny thing is, it is relevant to the topic. If your operating system denies you modify permissions to an already existing file that you have written in a folder you may not own, {Hint : Unreal writes saves as Save#.usa} it may fail. As shown in the video, there is an  attempt to make a new save, then after changing maps, you attempt to modify it, the instance of the UWindow updates, but the file modification fails.

Quote:
Log: Moving '..\Save\Save.tmp' to '..\Save\Save1.usa'
Warning: Error moving file '..\Save\Save.tmp' to '..\Save\Save1.usa'
Warning: Error saving '..\Save\Save1.usa'


On top of this, it's relevant because 227 is built on a newer compiler which may actually use new permissions which
did not exist in 1998. NTFS wasn't on windows 98.
{by default at least, you could install some wrapper driver I believe, but it had no OS level permission denial}

Jâçkrâßßit wrote on 10/22/11 at 12:43:46:
Reproducible by anyone... anywhere.. regardless of operating system specs or PC Hardware or permission or anything of the like.

Reproducible by anyone, anywhere, regardless of status of worshiping unreal gold, making bad console subclasses, or generally  being an ass to the only people who can help you.

Quote:


May I point out that your comment both has a lack of content, lack of maturity, and lack of actual thought or willingness to help the situation? Instead you sit back and be a total lameass and think any efforts to help
YOU
are laughable.

I may also remind you that I own that domain and the webspace and I reserve the right to delete the content and make you look like an even bigger fool. I could replace it with something that makes you look like even more of a fool.

You two seriously disappoint me. Instead of actually being tasteful when finding a bug all you do is stop legitimate efforts to help your problem. I had to write up this giant ass post to tell you that while instead I could've been tracking down exactly what causes this when you make a custom console or a custom console in a certain way. You are a true bane to developers who actually give a crappity smack.


Whoops. I had a nice post typed up that thanked everyone in this thread for their valuable input (Shiv, Gizzy, Moke) BUT... in retrospect Captain Jean Picard of the USS Enterprise is awesome and thus your posts are highly relevant.

Casey, you have no idea what you're talking about as usual...

Quote:
On top of this, it's relevant because 227 is built on a newer compiler which may actually use new permissions which
did not exist in 1998. NTFS wasn't on windows 98.
{by default at least, you could install some wrapper driver I believe, but it had no OS level permission denial}


OS level permissions? True, those bits are usually stored in the filesystem, but I hardly see how a compiler calling an OS level call would in any way affect those bits. The OS is abstracted from the filesystem. You don't interact with the crappity smacking NTFS system directly, you use OS calls. I'm pretty sure this has nothing to do with drivers!! The OS directs the device what to write, including the software structure of the permissions table, etc. etc. The pseudo-technical argument will not and has never worked on anyone with some technical knowledge.

Quote:
Reproducible by anyone, anywhere, regardless of status of worshiping unreal gold, making bad console subclasses, or generally  being an ass to the only people who can help you.


You are not the only person who can help me. In fact, let me get a crappity smacking thing straight. I could not give a rat's ass about our enjoyment from the patch. We bug report because it's the right thing to do. If we're wrong -- great, we're wrong. If we're right -- great, we're right. You're crappity smacking welcome. I will NEVER need your help. Need is the keyword. To the point: You're the only people who can help your patch. We are helping you (group) by reporting, if anything. Hell, you could say we're not and say that we're trying to help the patch, but it's irrelevant.

Now the only people who contributed something useful here were Matrix & Smirf. Thanks for providing the valuable theory guys, I went and checked it out.. and it seems that I had jackrabbit's console installed. Matrix is probably correct about the garbage man problem. We really need to hire a new trash guy... perhaps OmegaBruceWillis (sockpuppet) and his physical owner would fit the bill? It's also entertaining that he posted less than 8 minutes after you. It's also interesting that "he" posted something that only a few people in the community know to bring up. It's even more interesting that YOU created a topic on oldunreal about this "new" account. In other words, it's you or one of your friends, and on top of that, let's clear something very interesting up for a second.

a.) Casey, you and your clans were crappity smacking over peoples keybinds and shit way before I ever did, and then you lied about it. I made xCoop have ForceCommand which enabled remote commands. You know, at least I had the crappity smacking honor to stand up to my choice and talk about it and open source it. The rest of you cowards who did this shit sit in the shadows and act like I'm the crappity smacking bad guy here. Casey, YOU DID THAT SHIT before me and LIED about it. YOU crappity smacked over a ton of Dante's keybinds and blamed someone else. I am not a coward. I tell the crappity smacking truth when I do something wrong.

b.) That was six years ago. I contribute more positive content towards Unreal in an hour than you do in a week. All open source, all public.

c.) "OmegaBruceWillis" I would really, really like to know what the crappity smack you've done to do anything for Unreal. Actually, my interest is zero on the subject, but you should probably examine your own situation before mudslinging. If it was a troll attempt, you sort of win, but only because Casey provided the TNT & fuse.


-- getting to the point --
I checked my ini and my install was using jconsole..? I guess I had it in there from a long time ago when I was helping test Jackrabbit's console. To this, I have to point out the hilarity of your comment, Casey. "This is not a bug." You are completely crappity smacking blind. This is a bug. It's probably not a bug with 227, but you have to admit that there is a bug. This is your entire problem -- if it's not 227, it doesn't matter. If you never caught on "we swear by unreal gold" is a parody of the "227 religion" you subscribe to. On that note, before claiming victory and babbling about how much of an idiot I am for putting files on your FTP, consider that I placed another file called "casey_we_know_that_you_will_see_and_delete_this" and we completely considered all possibilities including remapping of URLs to resources, but then we remembered. We do not give a shit. It would be hilarious if you swapped the resources. The ENTIRE point was to get you to LOOK at the FTP and realize that everything was erased. Missed the point as usual.
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Re: Well this is embarrassing....
Reply #22 - 10/22/11 at 20:38:24
 
GenericHero wrote on 10/22/11 at 20:11:46:
HEY CHECK THIS OUT, I FOUND A FIX FOR MY crappity smackING CONSOLE!

Whoever made this thing made global references to actors within the current level they were in

var hud HU;
var Levelinfo Level;
var Playerpawn Owner;
var Playerreplicationinfo PRI;

All I have to do is NULL out those bad globals in NotifyLevelChange and that's it. Here's the code for my specific console.

Code:
function NotifyLevelChange()
{
	Super.NotifyLevelChange();
	Level = None;
	Owner = None;
	PRI = None;
	hu = None;
} 



Pcube, I know you're more than capable of knowing what to do now. Now that you know how to fix it, I would kindly suggest you and jackrabbit actually use your brains instead of resorting to acting like 5 year old children who've lost their way.

This was not a 227 bug. This was a user bug and you projected your bias towards 227 when it was not at fault. You two seem to just find bugs and try as hard as you can to make it 227 related even if it isn't.


Great, glad to hear that it's resolvable! Projected our 227 bias??? You realize that you're the embodiment of 227 religion itself, right? We do NOT JUST FIND BUGS TO TRY AS HARD AS WE CAN TO MAKE IT 227 RELATED. We find bugs and report them. What the crappity smack is with you? Is finding a bug that bad? Ok, my first intuition was "it's 227" because I had no problems on 225f. Does that make either of us criminals??? How the hell does our BIAS come into play with a bug report? We presented the bug and our theory. THAT'S NORMAL crappity smackING PRESENTATION.

...


btw, this Quote:
children who've lost their way.
from you is an interesting psychological development. That's a phrase usually coined against those who have diverted from a religion. Interesting.
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« Last Edit: 10/22/11 at 20:43:54 by N/A »  
 
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Re: Well this is embarrassing....
Reply #23 - 10/22/11 at 21:03:46
 
Pcube, you probably should read the post above yours, since I'm sure you started writing that well before I found the solution.

Also, I have admitted to doing the forcecommand stuff, expressed regret and wanted forgiveness. I actually was writing up a post to that guy who posted that, he edited in the image later, I know what its like to be on a power trip as an idiotic teenager.

I don't know who OmegaBruceWillis is.Why would I even bother to check HyperNL's website? You know how I feel about him. I remember when he first registered I made a sticky on AnythingElse when I had moderator {over a year ago}, and  I wouldn't even need a sockpuppet, as I take things head on as you know. That poop from 2006 doesn't even matter anymore. There's no way to prove it's happend anyway other than us admitting it. I only remember forcecommand BSing one guy named IRONMAN and Dante. Most of the other times I used it for helpful things as far as I can remember.. but memory isn't perfect.

The operating system is the thing that can actually enforce permissions, assuming you use it's API, while testing I found out that unreal apparently ignores "Read only" flags and overwrites anyway for save files. My first post was my best guess before I had any time to do research, I had to respond to all of the crazy posts you made here.

Quote:
If it can be reproduced on stock Unreal then its an obviously an issue with 227.

^ obvious bias by jack. If it can be reproduced on Stock unreal then it's not an issue with 227.

I also never said you were criminals, and I never implied that. I know you two, and I know how you're constantly flipping between loving/hating 227 and at this current moment you were so deep into hating 227 you actually associated me as a person with that 3 digit number so much that you're probably not ever going to be friends with me again because I don't know, maybe you can't see I want to help more than I'm on this dev team. That is why I said bias.

But FFS, I found, reproduced and made a fix for this particular bug because I should, all because I know it's a bullshit issue, but not a 227 bug. I'll go back and edit my post on the verdict part.

Also, sue me for being around and tolerating a highly religious family. A persons lexicon may change slightly by being around different people.


ps. the thing with the image or mp3 or whatever was only to let you guys know I was serious about how much BS you were being with the EXTREME immature posts. If what you say is true and you did delete the stuff off the site, that's a shame, because I was never going to actually do anything because I promised jack I would leave the site alone {barring illegal/truly offensive material of course}.




I admit I was pretty angry about all the childish posts you guys made. I still ignored that and came up with a fix. I hope it actually works for you guys.

Next time you find a bug, don't freak out over something that may actually be relevant. Just because permissions wasn't involved this time, logically it could have been. I never asked for a username, password, or anything that could have compromised a system, as far as I know, that question was pretty valid considering I had 0 information to go off of other than saving over a save was not working. To me, I saw an obvious path..

Create file -> works.
Modify file -> fails.

The permission systems fit exactly, and is why I tried with and without adminstrator to see if elevating permissions or not having any effected it. It was a simple logical deduction.

ps.
"I will NEVER need your help."
Have fun with headers if dots, myself, or Smirf won't help. The probability of them doing so after today has dramatically decreased.

Edit: I have to leave at 1:50 PM because its the 1 year annivesary with Amy, and I'll probably be gone until later. 9/10+ PM Please post if the issue isn't fixed by NotifyLevelChange. We may have to dig a little bit deeper, there could be some other way the level could still be referenced.
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« Last Edit: 10/22/11 at 21:09:01 by GenericHero »  
 
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Re: Well this is embarrassing....
Reply #24 - 10/22/11 at 21:12:40
 
@pcube

1. Jackrabbit linked to a video on your youtube channel, and you posted within a MUCH shorter time span than I did. That doesn't mean I'm going to be dumb enough to assume that he's an alt of yours.

2. You ruined the game for other people; if a single person left the Unreal coop community because of the crap you pulled, then that does more damage than the good your mods or bug reports have done. Quit acting like you're the victim here - you're not. If you actually reported the bug in a respectful manner, there wouldn't be any problems here.

Why would I have to name anything I've contributed? Even if I contributed nothing, that's still better than screwing up the game for shits and giggles.

Edit: And even if Casey did mess with other people's games, at least he's willing to own up to his mistakes; you just hide behind the 'troll' card and act like you haven't done anything wrong.

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« Last Edit: 10/22/11 at 21:15:19 by OmegaBruceWillis »  
 
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Re: Well this is embarrassing....
Reply #25 - 10/22/11 at 21:25:33
 
OmegaBruceWillis wrote on 10/22/11 at 21:12:40:
@pcube

1. Jackrabbit linked to a video on your youtube channel, and you posted within a MUCH shorter time span than I did. That doesn't mean I'm going to be dumb enough to assume that he's an alt of yours.

2. You ruined the game for other people; if a single person left the Unreal coop community because of the crap you pulled, then that does more damage than the good your mods or bug reports have done. Quit acting like you're the victim here - you're not. If you actually reported the bug in a respectful manner, there wouldn't be any problems here.

Why would I have to name anything I've contributed? Even if I contributed nothing, that's still better than screwing up the game for shits and giggles.

Edit: And even if Casey did mess with other people's games, at least he's willing to own up to his mistakes; you just hide behind the 'troll' card and act like you haven't done anything wrong.



1.) Obviously Jack and I are two different people as evidenced by our interleaved (and different) voices in the video. Though, you understand this so it's beyond the point.

2.) Everybody crappity smacks up sometimes. I AM the victim here in reference to digging something up from over 5 years ago. Now for the flip side. I've gotten alot of new players to join the game -- people I know irl -- so your point is one-sided. You make mistakes and you learn from them. If a few people left the game from that poop I doubt it rivals in comparison to people who leave from getting bored of Unreal. I knew of droves of players that left Unreal to play WoW or other games. No, I am not downplaying my actions, but I am putting it in the scope of things.

3.) If you're not Casey, then you're only one of a few other people I can think of that would know to dig up such irrelevant bullshit. I don't really give a poop at this point. Point is you're obviously friends/affiliated with Casey and you've been around for awhile. You're completely incorrect about placing values upon "the crap I did" vs "the new stuff". NOWHERE do I claim that one effect nullifies or justifies the other. Attempting to frame arguments as mine does everyone a disservice. On that note, no, Casey did not publicly own up to it. I have before multiple times, and for the record, there are plenty worse things to do than that.

3.a) That poop happened on my server. Almost all the time (with few exceptions towards Packleader and once against HyperNL, which obviously in all cases were wrong) it was ONE OF MY ADMINS that went berserk and crappity smacked someone over. I will NOT name names. I will take the blame for it, but I WILL say that some of my admins that did this poop are here on this forum. Yes, it was my fault since I was the administrator, but when it comes to friends, I find it hard to revoke admin from them for their bullshit. My point is that I'm not the only one at fault here, as so many idiots in this community would love to scapegoat.

4.) ...and in the context of this thread, this poop is purely irrelevant.

5.) This topic has gone to complete bullshit. Requesting topic lock. I'm sure Casey's fix will work.


---
Edit: I just deleted all of the headers and 227 headers related projects. I definitely will not ever need to waste your guys' time with it.

Edit2: Play By Play Video Available
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« Last Edit: 10/22/11 at 23:08:18 by N/A »  
 
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Re: Well this is embarrassing....
Reply #26 - 10/22/11 at 21:37:05
 
I mostly didn't own up to what I did {in public} because nobody ever publically called me out. I did do it years ago, but I don't anymore, not for years. I'm not sure if my server is even still capable of using forcecommand. It probably isn't, but if it is, it's because I had to revert to many years old revision of koopgame2 due to data loss. I'll get around to checking later, and removing it.

I will also say that Pcube's new gametype called JGrass is completely devoid of client maniupulation and will never contain it. Omegabrucewillis acts as if the past IS the future, when that is never the case.
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Re: Well this is embarrassing....
Reply #27 - 10/22/11 at 22:10:14
 
I had no intention of finding this as a bug in only 227 related client.  Matter of fact, when I posted this topic I wasn't sure whether to post it in general or Unreal 227 (A BIAS IN ITSELF) bug posts.  What were experiencing here with a custom console of an actor being referenced from a previous level causing a overwriting issue of a save game.  Why is that the case?  Well its probably the case of some shitty code from 1998 somewhere, but that doesn't excuse the fact that its still a bug in Unreal which can be addressed by 227.  Is it really necessary to use that function you posted Casey?  What would be the downside to letting a player save their game regardless of actors spawned in a previous level?  Instead of just posting crappity smacking useless flame spam from (Shivaxi, Moke, Matrix and others..) why not try to contribute something useful regarding the topic at hand?  Especially when you (Matrix) also get the problem with your own custom console.... To defend Matrix though, he did actually find the root of the problem (being the console), but not until after his praise from Smirftsch.

All I get is your f-u-c-k-i-n-g s-h-i-t Smirftsch about how I didn't post a "proper" bug report, but do you even realize that at the time of the post I didn't myself know the exact cause of the issue?  Matter of fact, I was simply assuming it was reproducible just by overwriting any save game in Unreal, but after my own 5min research I was able to find a special case instead.  Then after we actually do find the issue and matrix posts some bullshit 2 line log you start prasing him for something I found 8 hours ago.  You hypocrite Smirftsch.  Why can't you see my initial post on this thread was a complaint about all of Unreal and not just your precious 227.  Just a simple observation about the decline of SP in Unreal and nothing more.  I'm glad to see that this issue only happens on custom consoles which mean that people who use 227 might actually play SP packs offline.  This is good news to me, but apparantly for all of you its some backwards reason to call me and Pravin out and start flaming us with your 227 bullshit about how I'm flipping between supporting and hating 227.  I've always been a supporter of 227, but I don't in any-way support the self righteous attitudes which plague the patch on this forum.  You want money for helping an old gem of a game which to me is considered priceless?

I'd happily take your burden of upkeeping Unreal and wouldn't charge a dime.
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« Last Edit: 10/22/11 at 23:21:24 by Jâçkrâßßit »  

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Re: Well this is embarrassing....
Reply #28 - 10/23/11 at 01:02:03
 
I think what kills Unreal more than anything is ridiculous arguments like this....
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Re: Well this is embarrassing....
Reply #29 - 10/23/11 at 01:57:06
 
They give birth each one is since it wants, stop fighting as children for simple stupidities

Alone this separating this one mas not that they all were so joined for it of which already almost there are no people in unreal, good so this separating this one mas this way that give birth
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Re: Well this is embarrassing....
Reply #30 - 10/23/11 at 06:33:39
 
Jâçkrâßßit wrote on 10/22/11 at 22:10:14:
What were experiencing here with a custom console of an actor being referenced from a previous level causing a overwriting issue of a save game.  Why is that the case?  Well its probably the case of some shitty code from 1998 somewhere, but that doesn't excuse the fact that its still a bug in Unreal which can be addressed by 227

In the particular consoles where this bug was found, the console was making references to actors in the current viewport.actors XLevel, and storing them in globals. Globals are automatically deleted if the actor is destroyed{I'm not too sure about Objects, I've had lots of strange issues with them.} However, the Console  itself persists between map changes and therefore the globals are not deleted. Local scope variables are, since they only persist for the duration of the execution. It seems whoever wrote this "ic chat console" I have made references to the player's HUD, Level, and other things as globals, most likely to help speed up code execution or, more likely, make it easier to access those actors when writing new code. Instead of if(Viewport.Actor.Level.something).. they could check if(CurrentLevel.Something). This was 100% the console makers fault, not old code from unreal.

Quote:
Is it really necessary to use that function you posted Casey? 
 
In this particular instance, it was the quickest fix for modifying as little code as possible. A more elegant solution would be to replace those globals with functions.

Level GetCurrentLevel(){ return Viewport.Actor.Level};

would easily replace that level variable, and leave no global reference to the level.

Quote:
What would be the downside to letting a player save their game regardless of actors spawned in a previous level?


This one is more tricky. When you save a game, it saves a copy of the current level with all actors, gamestate etc. This file is saved as Save#.usa where # is the save number. But in order to do that, it unloads the copy of the map{Vortex2.unr} to save it as Save#.usa. Then, the new file thats read from for map data is Save#.usa. Now, there is a file lock on Save#.usa. Save#.usa is now the actual map it reads from, no longer the .unr it used to be.

Now, when something from the package Save#.usa is referenced and kept in memory in the console, and when the map tries to switch, it will garbage collect. However, since Save#.usa is being referenced by the console, it will not unload the map. The file lock is preserved. Then, after the map switch is complete, the console may update references to hud, level etc, and Save#.usa is no longer being referenced, obj garbage will purge and unload Save#.usa and will be able to save.

Until the save map is unloaded, the file lock on the map will prevent modification and will not allow you to save over it.

Quote:
Instead of just posting crappity smacking useless flame spam from (Shivaxi, Moke, Matrix and others..) why not try to contribute something useful regarding the topic at hand?  Especially when you (Matrix) also get the problem with your own custom console.... 


I have no idea why they spammed that. It was totally unnecesary, just like pcubes image spam post which I don't even understand, I didn't bother to give a poop once I saw the bunny with an MP5, and then the post also by pcube with the laugh track that didn't play, it just shows a URL since I don't have a plugin to play MP3s on my firefox install.

Jackrabbit actually did post alright, slight passive-aggressiveness in one post about the permissions and bs, which honestly is understandable, but that coupled with pcubes complete poop posts just made me mad. That comment about a special title was kind of unnecessary as well but whatever about it.

Quote:
To defend Matrix though, he did actually find the root of the problem (being the console), but not until after his praise from Smirftsch.


Matrix is smart enough to figure out things on his own, the praise had nothing to do with it. More than likely though they discovered the root of the cause before the post was even made and it just took time to verify it.

Quote:
Why can't you see my initial post on this thread was a complaint about all of Unreal and not just your precious 227.

I'm just going to quote your entire old post and bold two things. Those things heavily implies 227 to the point of where it actually says it is 227.

Jâçkrâßßit wrote on 10/22/11 at 02:58:31:
I went to play a recent conversion by .:..:'s (which is awesome btw) offline and I noticed that some of my save games don't work 100%.

How something like this gets unnoticed for this long I have no idea... but this is seriously embarrassing.  Does anyone even care about Unreal singleplayer anymore?  Sure, I notice the forums at UnrealSP.org that some people care about it, but the numbers are dropping fast there as well. I know DM is important to the 227 team just as much as SP/Coop (probably more even), but something such as games not always properly overwriting each other goes unnoticed?  Wow.
Obviously this is not something where I can provide a picture example, but I promise that it has happened for me and someone else just the same offline.


Not once did you say it happened on old versions in the OP. The forum is about explicitly 227 bugs, or ones that are missed. But you implicated yourself on saying it's 227 then change your argument later. Interesting. Not only that, but the topic title itself implies there is something to be embarrassed about on this forum. The 227-specific forum.
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« Last Edit: 10/23/11 at 06:40:05 by GenericHero »  
 
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Re: Well this is embarrassing....
Reply #31 - 10/23/11 at 07:45:08
 
Jâçkrâßßit wrote on 10/22/11 at 22:10:14:
All I get is your f-u-c-k-i-n-g s-h-i-t Smirftsch about how I didn't post a "proper" bug report, but do you even realize that at the time of the post I didn't myself know the exact cause of the issue? 

Yet you insisted its 227 only and "embarrassing" that the team which is working on that would have missed it. And that you didn't know the cause is exactly the point. This video of yours and a small log like Matrix posted with the attendance to dig a bit, this would have taken 10 minutes and 2-3 posts maybe.

Jâçkrâßßit wrote on 10/22/11 at 22:10:14:
Matter of fact, I was simply assuming it was reproducible just by overwriting any save game in Unreal, but after my own 5min research I was able to find a special case instead.  Then after we actually do find the issue and matrix posts some bullshit 2 line log you start prasing him for something I found 8 hours ago.  You hypocrite Smirftsch.  Why can't you see my initial post on this thread was a complaint about all of Unreal and not just your precious 227. 

Maybe you should read yourself what you've written. And I "praised" Matrix for this log and his attendance to AT LEAST CHECK WHATS GOING ON INSTEAD OF BLAMING SOMEONE BECAUSE OF SOME ASSUMPTION.

Jâçkrâßßit wrote on 10/22/11 at 22:10:14:
Just a simple observation about the decline of SP in Unreal and nothing more.  I'm glad to see that this issue only happens on custom consoles which mean that people who use 227 might actually play SP packs offline.  This is good news to me, but apparantly for all of you its some backwards reason to call me and Pravin out and start flaming us with your 227 bullshit about how I'm flipping between supporting and hating 227.  I've always been a supporter of 227, but I don't in any-way support the self righteous attitudes which plague the patch on this forum.

Your way to show that is very strange sometimes. A simple observation looks kinda different to me and even more strange, everyone here seems to agree with me.

Jâçkrâßßit wrote on 10/22/11 at 22:10:14:
  You want money for helping an old gem of a game which to me is considered priceless?

I'd happily take your burden of upkeeping Unreal and wouldn't charge a dime.


Wanting money? How absurd, I've been running this page over a decade without doing so. And what you "WOULD" we all did see here. You "WOULDN'T" waste a few minutes of your time to even file a proper bug report but then you claim you want to upkeep the game?! How pathetic.

Even more pathetic is that you don't even have the balls to show some insight.
But finally you showed your true face and I see your insults towards me. Have a happy life, but not anymore on this page.

*LOCKED*

PS: To quote some statement from this topic:
Well this is embarrassing....
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« Last Edit: 10/23/11 at 13:52:36 by Smirftsch »  

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