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Very Hot Topic (More than 25 Replies) 227i found and fixed bugs (Read 23984 times)
Smirftsch
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227i found and fixed bugs
Nov 12th, 2012 at 9:32pm
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"Reconnect" didn't work correctly anymore. At least nothing critical although annoying.
  

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Re: 227i found and fixed bugs
Reply #1 - Dec 4th, 2012 at 7:07pm
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- Fixed a bug with FluidSurfaceInfo where it had wrong shading on larger resolution.
- Altered many of Engine classes to use TouchingActors iterator instead of the Touching list array for better results and fewer bugs.
  

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: 227i found and fixed bugs
Reply #2 - Dec 9th, 2012 at 8:43pm
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- Reworked all of the code on ProceduralMesh so now it's fully functional and bugfree.
- Made player footsteps cause wave ripplets on FluidSurfaceInfo as you walk in it.
- Added a new native function to PlayerPawn to get current client version:
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native final function int GetClientVersion(); 


- Added a new PlayerInterpolating state to PlayerPawn to be used on 227 clients when entering "PlayerPath" on SpecialEvent, it allows for online smooth interpolation movement.
- Changed so InterpolationPoint.GameSpeedModifier does not modify Level.TimeDilation in a multiplayer game environment.
  

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: 227i found and fixed bugs
Reply #3 - Dec 27th, 2012 at 9:28am
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- changed CloudZone to avoid crashes with monsterspawners not avoiding to spawn monsters there.
- changed Pawn a bit to improve performance with blood effects.
  

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Smirftsch
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Re: 227i found and fixed bugs
Reply #4 - Dec 31st, 2012 at 10:59am
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fixed Linux segmentation fault when using ScriptedTextures in packages like UTWeapons
  

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Smirftsch
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Re: 227i found and fixed bugs
Reply #5 - Feb 10th, 2013 at 12:08pm
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fixed AI can see through movers on dedicated servers
fixed Coronas being blocked by BlockAll (ignores bHidden)
  

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Smirftsch
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Re: 227i found and fixed bugs
Reply #6 - Feb 20th, 2013 at 8:18pm
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fixed Meshes on StaticMeshes rendering issue (such as Superhealth packs on StaticMesh ground)
reverted ScriptedPawn script change (function timer) to old version because of unwanted side effects
  

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Re: 227i found and fixed bugs
Reply #7 - Feb 20th, 2013 at 8:39pm
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Smirftsch wrote on Feb 20th, 2013 at 8:18pm:
fixed Meshes on StaticMeshes rendering issue (such as Superhealth packs on StaticMesh ground)


Ah, finally. This is very nice to read, thanks for your work. Finally, DmRiot will no longer look stupid with its seemingly empty superhealth pack Smiley
  

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Re: 227i found and fixed bugs
Reply #8 - Mar 3rd, 2013 at 8:41pm
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Some fixes for SwFMod (FModEx) audio driver:
  • Fixed ambient sounds to use game volume and not play at max volume at all time.
  • Fixed so ambient sound effects with unknown sound source (net games) to stop sound once out of hearing distance (instead of keeping the sound until mapchange).
  • Fixed consolecommands 'GetMusicOffset', 'SetMusicOffset' and 'GetMusicLen' to use correct music offset values for modules.
  

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: 227i found and fixed bugs
Reply #9 - Mar 12th, 2013 at 4:59pm
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fixed realcrouch could cause falling through movers
fixed spawnnotify not editable in properties window
  

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Smirftsch
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Re: 227i found and fixed bugs
Reply #10 - Mar 29th, 2013 at 3:48pm
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fixed Linux: relaunch command
updated codebase to work with GCC4.7.2
fixed some small memory heap problem in Linux build

changed optimization to Core2

this resulted in up to + ~30% FPS gain on my testsystem
  

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GreatEmerald
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Re: 227i found and fixed bugs
Reply #11 - Mar 29th, 2013 at 4:03pm
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Wow. Although it makes sense when most things are run on the CPU anyway. Now I wonder what you'd get with march=native...
  
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Smirftsch
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Re: 227i found and fixed bugs
Reply #12 - Mar 29th, 2013 at 4:05pm
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well, I guess most gain is due to new compiler, not only the optimization. But I see no point to keep anymore Pentium3, since even Core2 is a really old system already today.
  

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Re: 227i found and fixed bugs
Reply #13 - Apr 20th, 2013 at 6:37am
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Off-Topic replies have been moved to this Topic.
  

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Re: 227i found and fixed bugs
Reply #14 - Apr 21st, 2013 at 3:15pm
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Smirftsch wrote on Mar 29th, 2013 at 4:05pm:
well, I guess most gain is due to new compiler, not only the optimization. But I see no point to keep anymore Pentium3, since even Core2 is a really old system already today.


Nice to hear about the CPU optimization gains. Are older CPU's still supported now? If not, what are the minimum CPU requirements?

Oh, and my "Really old" Core 2 Quad Extreme QX9650 3.0 GHz still performs very nicely in todays environment, so please do not offend him.  Wink
  

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