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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
227e found and fixed bugs
Re: 227e found and fixed bugs
^Sounds good, Another crashing issue fixed.
Re: 227e found and fixed bugs
- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.
Example:
- Changed Actor VisibleActors and VisibleCollidingActors iterators to use PawnList instead of ActorList whenever its not executed on client and its searching for pawn based actor (this may give huge speed advantage for some older mods).
Example:
- Same applies with runaway loops (for, while, do/until, goto).Error: test Unreal.test247 (Function Engine.Actor.Spawned:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function test.test.PreBeginPlay:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function Engine.Actor.BeginPlay:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function Engine.Actor.PostBeginPlay:0000) Infinite script recursion (250/250 calls) detected
Error: test Unreal.test247 (Function Engine.Actor.SetInitialState:0000) Infinite script recursion (250/250 calls) detected
- Changed Actor VisibleActors and VisibleCollidingActors iterators to use PawnList instead of ActorList whenever its not executed on client and its searching for pawn based actor (this may give huge speed advantage for some older mods).
Last edited by .:..: on Sat Feb 21, 2009 8:34 am, edited 1 time in total.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: 227e found and fixed bugs
250 calls already logs for infinite? Then we may get huge logs from mods who regularly make more calls.
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Re: 227e found and fixed bugs
250 was in any version infinite. As far as I know even 2k4 doesn't have more. Increasing it may cause other trouble, like a stack overflow problem I had in the 227f test-series.
It doesn't happen that often anyway, because versions < 227 crash simply with this error message you all know how rarely that was or is.
It doesn't happen that often anyway, because versions < 227 crash simply with this error message you all know how rarely that was or is.
Last edited by Smirftsch on Fri Feb 20, 2009 1:08 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
This isnt something that normally should happen, only with bugs in mods usually and this crashes on any other Unreal Engine games, but IMO a crash would be the bottom line that we should try to avoid whenever possible.250 calls already logs for infinite? Then we may get huge logs from mods who regularly make more calls.
With Stack overflow it usually means some endless function call loop, lets say a broken teleporter code:
Player entered TeleporterA, teleports to B, but on contact with B it teleports back to A and from A back to B. So the loop would be APawn::ProcessMove > Teleporter.Touch > ULevel::FarMoveActor > Teleporter.Touch > ULevel::FarMoveActor > Teleporter.Touch etc...
This dosent mean if a code makes more than 250 calls in 1 function you'd get this error, only when function it calls, calls for next one and so on.
There is already, so called "Suppress" in Unreal.ini, add in "Suppress=Error" to get ride of these warnings from log.Maybe an option to disable logging...
Last edited by .:..: on Fri Feb 20, 2009 3:35 pm, edited 1 time in total.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: 227e found and fixed bugs
probably fixed "Throw weapon" bug, mostly known from Infiltration.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
Now let's all hope that doesn't propagate bad coding in the future as a side effect. We all know some ugly scriptwarnings were not important in old developments simply because they may not become critical.- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.
-Zombie
Re: 227e found and fixed bugs
Oh, nevermind. I think I am mistaken with the "Runaway loop detected (over 10000000 iterations)" crash.250 was in any version infinite. As far as I know even 2k4 doesn't have more. Increasing it may cause other trouble, like a stack overflow problem I had in the 227f test-series.
It doesn't happen that often anyway, because versions < 227 crash simply with this error message you all know how rarely that was or is.
Re: 227e found and fixed bugs
At least we don't need to suffer from this situation anymore where many players are having fun and suddenly server disappears just because that 1 weapon or monster caused some loop crash (combined with something else in the game). But yeah, these things still should be avoided as much as possible, as they may cause some bad FPS dropdowns.Now let's all hope that doesn't propagate bad coding in the future as a side effect. We all know some ugly scriptwarnings were not important in old developments simply because they may not become critical.- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: 227e found and fixed bugs
[split] [link=http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1235239115][splithere][/link][splithere_end]
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
Small HUD fix:
-Fixed TeamChat messages to show sender player name aswell as show the message in yellow rather than white.
-Fixed TeamChat messages to show sender player name aswell as show the message in yellow rather than white.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: 227e found and fixed bugs
- Fixed Volumetric lighting to not mess up when being "overused" (as example with Aura weapons).
- Fixed a script warning that Fly and SinglePlayer(game) would sometimes cause.
- Fixed a script warning that Fly and SinglePlayer(game) would sometimes cause.
Last edited by .:..: on Wed Mar 18, 2009 9:16 pm, edited 1 time in total.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: 227e found and fixed bugs
- Linux client crashed when doing disconnect, fixed.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
- Fixed warning spamming from default ScoreBoard when 16+ players/bots.
- Fixed a script warning that could sometimes happen from TriggerLights.
- Removed mesh light specularity (which made mesh actors 'highlight' in the enviroment).
- Fixed a script warning that could sometimes happen from TriggerLights.
- Removed mesh light specularity (which made mesh actors 'highlight' in the enviroment).
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
Re: 227e found and fixed bugs
fixed OpenGL doesn't show s3tc textures in UED2
fixed OpenGL selection problem in UED2, 3D View (thx Chris)
fixed OpenGL doesn't show zones or bsp cuts in UED2
fixed OpenGL selection problem in UED2, 3D View (thx Chris)
fixed OpenGL doesn't show zones or bsp cuts in UED2
Last edited by Smirftsch on Mon Mar 30, 2009 10:47 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
fixed D3D8, D3D9 and OpenGL are not updating mover lighting (f.e. in Naliboat)
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
omfg YES!!!!!!!!!!!!!!!!!!!!!!fixed OpenGL selection problem in UED2, 3D View (thx Chris)
a new release would be greatly appreciated after this fix

Last edited by Jâçkrâßßit on Tue Mar 31, 2009 7:33 pm, edited 1 time in total.
Re: 227e found and fixed bugs
Krull made me aware about some problem with meshes, those can't be seen through walls (the red one's and the movers). Looking for that now.
However- fixed OccludeBSP in-game crashes in very large maps (hail to the coop players)- hope this should cover now all critical bugs, hehe.
However- fixed OccludeBSP in-game crashes in very large maps (hail to the coop players)- hope this should cover now all critical bugs, hehe.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
Fixed now too for UED2 by dots (red selection brush and movers can't be seen through walls)
and OpenGL 2D views missing icons fixed by Chris
and OpenGL 2D views missing icons fixed by Chris
Last edited by Smirftsch on Fri Apr 03, 2009 6:42 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
changed selection in UED2 to "Software" and "OpenGL" instead of D3DDrv (in 3D window for renderer)
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
very small bug - if ghosting out of a mover (such as nali boat) you were still "bound" to it- fixed.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
Linux bug new resolution setting was not saved in ini when using ubrowser console or setres command - fixed.
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
Fixed some MasterServer issue with "Unknown Error Processing Port"
Sometimes you have to lose a fight to win the war.
Re: 227e found and fixed bugs
fix for old console causing "out of memory error"
Sometimes you have to lose a fight to win the war.
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