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227e found and fixed bugs

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Hyper
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Re: 227e found and fixed bugs

Post by Hyper »

^Sounds good, Another crashing issue fixed.
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Re: 227e found and fixed bugs

Post by .:..: »

- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.
Example:
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
- Same applies with runaway loops (for, while, do/until, goto).

- 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.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227e found and fixed bugs

Post by Hyper »

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

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Maybe an option to disable logging...
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Re: 227e found and fixed bugs

Post by Smirftsch »

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.
Last edited by Smirftsch on Fri Feb 20, 2009 1:08 pm, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by .:..: »

250 calls already logs for infinite? Then we may get huge logs from mods who regularly make more calls.
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.
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.
Maybe an option to disable logging...
There is already, so called "Suppress" in Unreal.ini, add in "Suppress=Error" to get ride of these warnings from log.
Last edited by .:..: on Fri Feb 20, 2009 3:35 pm, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227e found and fixed bugs

Post by Smirftsch »

probably fixed "Throw weapon" bug, mostly known from Infiltration.
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Re: 227e found and fixed bugs

Post by Zombie »

- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.
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.


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Re: 227e found and fixed bugs

Post by Hyper »

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.
Oh, nevermind. I think I am mistaken with the "Runaway loop detected (over 10000000 iterations)" crash.
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Re: 227e found and fixed bugs

Post by .:..: »

- Changed "Infinite script recursion" to do a warning on log and ignore any new function calls instead of crashing the game.
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.
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.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227e found and fixed bugs

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Re: 227e found and fixed bugs

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Small HUD fix:
-Fixed TeamChat messages to show sender player name aswell as show the message in yellow rather than white.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227e found and fixed bugs

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- 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.
Last edited by .:..: on Wed Mar 18, 2009 9:16 pm, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227e found and fixed bugs

Post by Smirftsch »

- Linux client crashed when doing disconnect, fixed.
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Re: 227e found and fixed bugs

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- 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).
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227e found and fixed bugs

Post by Smirftsch »

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
Last edited by Smirftsch on Mon Mar 30, 2009 10:47 am, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

fixed D3D8, D3D9 and OpenGL are not updating mover lighting (f.e. in Naliboat)
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Re: 227e found and fixed bugs

Post by Jâçkrâßßit »

fixed OpenGL selection problem in UED2, 3D View (thx Chris)
omfg YES!!!!!!!!!!!!!!!!!!!!!!

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.
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Re: 227e found and fixed bugs

Post by Smirftsch »

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.
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Re: 227e found and fixed bugs

Post by Smirftsch »

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
Last edited by Smirftsch on Fri Apr 03, 2009 6:42 pm, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

changed selection in UED2 to "Software" and "OpenGL" instead of D3DDrv (in 3D window for renderer)
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Re: 227e found and fixed bugs

Post by Smirftsch »

very small bug - if ghosting out of a mover (such as nali boat) you were still "bound" to it- fixed.
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Re: 227e found and fixed bugs

Post by Smirftsch »

Linux bug new resolution setting was not saved in ini when using ubrowser console or setres command - fixed.
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Re: 227e found and fixed bugs

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Fixed some MasterServer issue with "Unknown Error Processing Port"
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Re: 227e found and fixed bugs

Post by Smirftsch »

fix for old console causing "out of memory error"
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