For direct access use https://forums.oldunreal.com
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

[227j] Every bug I have found so far

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

[227j] Every bug I have found so far

Post by rick54321 »

Hey!

Since I don't want to flood this thread with bug reports, which is apparently wrong place to post them anyway, I'm going to use this thread for any issues I find in the latest Unreal version. I'll try to keep posts here short and clear without pictures, videos and such.

Critical bugs:

* Semi-solid brushes are behaving unexpectedly and causing "void" in the level geometry. No "voiding" in 227i. They may cause additional BSP cuts. I believe the purpose of semi-solids was to avoid BSP cuts, which they currently fail to achieve.

* Decal.AttachDecal returns invalid texture and may cause crash if the texture is used. The crash is somehow linked to mesh animation. I discovered this bug by some old mod that uses wall texture on explosion debris.
Invalid texture looks like this in Unreal.log: ScriptLog: <Invalid GetPathName 00000001>

Summon this actor next to wall to properly spawn scorch decal.

Code: Select all

function PostBeginPlay()
{
    local Texture T;
    local Scorch S;
    local Barrel B;

    S = Spawn(class'Scorch');
    T = S.AttachDecal(1000); // Get wall texture.
    Log(T); // ScriptLog: <Invalid GetPathName 00000001>
    S.Destroy();
    S = None;

    B = Spawn(class'Barrel');
    B.Skin = T; // No crash yet.
    B.Mesh = LodMesh'Nali';
    B.PlayAnim('Breath'); // Crash.
}
Crash log:

Code: Select all

ScriptLog: Fabricate meshcrashtest.meshcrashtest
ScriptLog: <Invalid GetPathName 00000001>
Critical: URender::DrawLodMesh
Critical: (LodMesh UnrealShare.Nali1)
Critical: DrawMesh
Critical: (LodMesh UnrealShare.Nali1)
Critical: URender::DrawActorSprite
Critical: (Barrel nyleve.Barrel)
Critical: URender::DrawFrame
Critical: (nyleve.MyLevel Recur 0 Mirror 1 Zone 1)
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Critical: (ClientCam Pos=(3178.94,-7364.15,-1181.57) Rot=(65320,-165978,0))
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Init: Registering Mouse for RawInput.
Init: RawInput Devices registered.
Exit: ALAudio subsystem shut down.
Exit: UALAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
* Normalize function crash. I discovered this bug by the same mod as above.

Code: Select all

function PostBeginPlay()
{
    Log(Normalize(rot(10,10,10))); // No crash.
    Log(Normalize(rot(10,10,10)).Yaw); // Crash.
}
Crash log:

Code: Select all

ScriptLog: Fabricate normalizetest.normalizetest
Critical: UObject::CallFunction
Critical: (NormalizeTest nyleve.NormalizeTest, Function Core.Object.Normalize)
Critical: UObject::ProcessEvent
Critical: (NormalizeTest nyleve.NormalizeTest, Function normalizetest.NormalizeTest.PostBeginPlay)
Critical: ULevel::SpawnActor
Critical: (NormalizeTest)
Critical: UObject::CallFunction
Critical: (MaleTwo nyleve.MaleTwo, Function Engine.PlayerPawn.Summon)
Critical: UObject::ProcessEvent
Critical: (MaleTwo nyleve.MaleTwo, Function UnrealShare.UnrealIPlayer.Summon)
Critical: RunScriptFunction
Critical: (Function UnrealShare.UnrealIPlayer.Summon)
Critical: UObject::ScriptConsoleExec
Critical: (MaleTwo nyleve.MaleTwo)
Critical: UPlayer::Exec
Critical: UViewport::Exec
Critical: UWindowsViewport::Exec
Critical: UObject::CallFunction
Critical: (UnrealConsole Transient.UnrealConsole, Function Engine.Console.ConsoleCommand)
Critical: UObject::ProcessEvent
Critical: (UnrealConsole Transient.UnrealConsole, Function UWindow.WindowConsole.Typing.KeyEvent)
Critical: UEngine::InputEvent
Critical: UWindowsViewport::CauseInputEvent
Critical: WM_KEYDOWN
Critical: UWindowsViewport::ViewportWndProc
Critical: WWindow::StaticProc
Critical: (Message=WM_KEYDOWN)
Critical: Critical error in window message!
Exit: Shutdown multi-threading took 0.62 MS
Critical: Error reentered: Error on main thread

Visual bugs:

* Stinger crystal-like projectile is darker in 227j version than in 227i.

* Quadshot loading animation rolls back. The bug is in both 227i and 227j versions.


This is all I have found so far. If I find anything more I'll post it here.

Rick.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

Sometimes the log gets filled with "No trace stack!":

Code: Select all

ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
ScriptStack: No trace stack!
Once had 2mb Unreal.log file with like this.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

Maybe not so critical, but sometimes the AI "balls-up" at the same spot. Like, when there is 10 or more Kralls running on the same path, they form a huge ball of Kralls running towards each other. I recall this happening in older versions, too, just not this often.
I believe this has something to do with how the AI is no longer skipping the node it's currently moving to when the node is being blocked for whatever reason.

Tested this in both 227i and 227j versions. In 227i the outer layer of Kralls stops "hugging" inner Kralls after a while and then continue to next node. In 227j they are not giving up and form a ball.

Pretty funny bug tbh, but it may break anything that involves huge groups of monsters or bots.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

This small trick fixes the AI balling issue.

Code: Select all

if (RouteCache[1] != None && FastTrace(RouteCache[1].Location))
    MoveTarget = RouteCache[1];
Added lines above in Hunting state in SpecialNavig before MoveTarget == None line.

Likely it breaks something else.
User avatar
Neon_Knight
OldUnreal Member
Posts: 378
Joined: Tue Aug 25, 2009 9:02 pm

Re: [227j] Every bug I have found so far

Post by Neon_Knight »

Do you have access to this repo? https://github.com/OldUnreal/Unreal-testing
Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

Some more bugs:


Editor:

* Sometimes the editor duplicates the camera. Seen as second eye icon in 2d view.

* Some textures scale weirdly in texture view. Like the chain texture and MIDDECO3 from Mine.utx.


Game:

* LightEffect LT_Flicker has weird fading light effect.

* Something wrong with music fading as it changes instantly. Using ALAudio.

* Rabbits aren't jumping away when one of their mates is killed.

* Sometimes the player falls inside a mover.


@Neon_Knight
The link you provided says "404 this is not the web page you are looking for".
User avatar
Neon_Knight
OldUnreal Member
Posts: 378
Joined: Tue Aug 25, 2009 9:02 pm

Re: [227j] Every bug I have found so far

Post by Neon_Knight »

rick54321 wrote: Fri Jul 08, 2022 10:59 am @Neon_Knight
The link you provided says "404 this is not the web page you are looking for".
That means you can't access it. Send a PM to Smirftsch then, requesting access to said repo.
Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: [227j] Every bug I have found so far

Post by Smirftsch »

rick54321 wrote: Fri Jul 08, 2022 10:59 am
* Something wrong with music fading as it changes instantly. Using ALAudio.
Example pls...
Sometimes you have to lose a fight to win the war.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

@Neon_Knight
What is this about? Should I make bug reports in Github?

@Smirftsch
Paste this in your map. Don't forget to open DigSh.umx first.
No song in Level Properties.

Code: Select all

Begin Map
    Begin Actor Class=Trigger Name=Trigger0
        bTriggerOnceOnly=True
        CollisionRadius=100.0
        Event="Music"
        bHidden=False
        Location=(X=-0.70001,Y=213.09,Z=-87.9)
    End Actor
    Begin Actor Class=MusicEvent Name=MusicEvent0
        Song=Music'DigSh.DigSh'
        Transition=MTRAN_SlowFade
        Tag="Music"
        Location=(X=-26.833,Y=367.501,Z=-87.9)
    End Actor
End Map
Play the map and touch the trigger. Music changes instantly without fade-in effect. Happens with MTRAN_Fade, too.
User avatar
Neon_Knight
OldUnreal Member
Posts: 378
Joined: Tue Aug 25, 2009 9:02 pm

Re: [227j] Every bug I have found so far

Post by Neon_Knight »

If you get access to the repo, by doing one issue per bug, you get a higher chance that your bugs are acknowledged and fixed, if they weren't fixed before.
Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: [227j] Every bug I have found so far

Post by Smirftsch »

I read about the other bugs here too, no worries, but I can do just one at a time ;)
Still the benefit of using Git is obvious, it can be managed a lot better there.
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: [227j] Every bug I have found so far

Post by Smirftsch »

rick54321 wrote: Fri Jul 08, 2022 6:09 pm @Neon_Knight
What is this about? Should I make bug reports in Github?

@Smirftsch
Paste this in your map. Don't forget to open DigSh.umx first.
No song in Level Properties.

Code: Select all

Begin Map
    Begin Actor Class=Trigger Name=Trigger0
        bTriggerOnceOnly=True
        CollisionRadius=100.0
        Event="Music"
        bHidden=False
        Location=(X=-0.70001,Y=213.09,Z=-87.9)
    End Actor
    Begin Actor Class=MusicEvent Name=MusicEvent0
        Song=Music'DigSh.DigSh'
        Transition=MTRAN_SlowFade
        Tag="Music"
        Location=(X=-26.833,Y=367.501,Z=-87.9)
    End Actor
End Map
Play the map and touch the trigger. Music changes instantly without fade-in effect. Happens with MTRAN_Fade, too.
That's the famous not a bug but a feature...
Just kidding, all the fades are designed to fade out effects, with the exception of seque, which does a transition fade (ALAudio only).
I always thought a custom fade in / fade out would be nice...but well...never came around to do so (yet).
Sometimes you have to lose a fight to win the war.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

Fade-in effect from silence does work on 227i, though. Tested music to music transition. No fade-in or fade-out.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

Some more bugs. No Github access yet so posting it here.

* New physics decorations sometimes vanish when they fall on the ground. Happens with indestructible decorations, too. Physics decorations in Decoration, PhysicsProp.

* If you add Prop_MiscMesh in the map, it'll use currently selected mesh. However the prop is made of wood and you can destroy it with one dispersion pistol shot.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

Issue with physics decoration collision.
Both decorations in image are PhysicsProp.
Image
User avatar
yrex .
OldUnreal Member
Posts: 273
Joined: Wed May 06, 2015 6:46 am
Contact:

Re: [227j] Every bug I have found so far

Post by yrex . »

227k experimental (Unreal.exe: ‎9.07.‎2022, ‏‎16:11:37) and 227j semi-public, Windows 7 32-bit:

* In a property window (such as Actor Properties or Level Properties), find some object or class property. Expand it so the drop down menu with possible values can be seen. Make sure that this menu isn't selected at first. In the property's text box, type in (with keyboard) something that will evaluate to a different value. Then immediately press the down arrow on the keyboard, so the drop down menu gets selected. The editor will freeze and the log will be forever spammed with:

Code: Select all

Warning: Assertion failed: WWindow::_DeleteWindows.FindItemIndex(W)==INDEX_NONE [File:X:\src227\Window\Src\Window.cpp] [Line: 275]
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: [227j] Every bug I have found so far

Post by Smirftsch »

yrex . wrote: Mon Jul 11, 2022 5:34 pm 227k experimental (Unreal.exe: ‎9.07.‎2022, ‏‎16:11:37) and 227j semi-public, Windows 7 32-bit:

* In a property window (such as Actor Properties or Level Properties), find some object or class property. Expand it so the drop down menu with possible values can be seen. Make sure that this menu isn't selected at first. In the property's text box, type in (with keyboard) something that will evaluate to a different value. Then immediately press the down arrow on the keyboard, so the drop down menu gets selected. The editor will freeze and the log will be forever spammed with:

Code: Select all

Warning: Assertion failed: WWindow::_DeleteWindows.FindItemIndex(W)==INDEX_NONE [File:X:\src227\Window\Src\Window.cpp] [Line: 275]
I am always wondering how people do even find such things...
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: [227j] Every bug I have found so far

Post by Smirftsch »

rick54321 wrote: Sat Jul 09, 2022 4:41 pm Fade-in effect from silence does work on 227i, though. Tested music to music transition. No fade-in or fade-out.
I stand corrected here. It was broken. Fixed it now.
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: [227j] Every bug I have found so far

Post by Smirftsch »

So far I am not able to reproduce the crash:
* Decal.AttachDecal returns invalid texture and may cause crash if the texture is used. The crash is somehow linked to mesh animation. I discovered this bug by some old mod that uses wall texture on explosion debris.
Invalid texture looks like this in Unreal.log: ScriptLog: <Invalid GetPathName 00000001>
It spawns a Nali, but I don't see any scorch or crash no matter how close or far I am from a wall. Is there anything specific I need to do yet?
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 8999
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali
Contact:

Re: [227j] Every bug I have found so far

Post by Smirftsch »

* Normalize function crash. I discovered this bug by the same mod as above.
Curious, what do you want it actually returning here?
Sometimes you have to lose a fight to win the war.
User avatar
Neon_Knight
OldUnreal Member
Posts: 378
Joined: Tue Aug 25, 2009 9:02 pm

Re: [227j] Every bug I have found so far

Post by Neon_Knight »

I've more or less categorized your reports. However, bear in mind that some of your reports were quite ambiguous. Some of them need more info so we can more or less know where the problem resides.

If possible, include in the report the reproduction steps, expected result, actual result, and at least one example (if you can, create a map where this bug is triggered, otherwise if you know where the bug can be triggered pinpoint to it).

And bear also in mind that there are only two developers, Smirf and Marco/Dots, for the huge volume of work to be done.
Localization project coordinator/spanish maintainer

Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

@Smirftsch

AttachDecal crash: You need to summon them quite a lot and have Decals=True in Unreal.ini
The code has a typo: LodMesh'Nali'. Correct mesh is LodMesh'Nali1'. I tried to fix it but this forum isn't allowing me to edit the post.
I'm using D3D9 renderer. Maybe that causes the crash.

Normalize crash: Maybe the Yaw? And no crash?

Workaround to fix the crash:

Code: Select all

R = Normalize(rot(10, 10, 10));
Y = R.Yaw;
But forking mods this way to make them 227j compatible should not be an option.


@Neon_Knight

I made issue reports here with better formatting and with less grammar errors.
Some of the issues are self-explanatory and require no complicated reproduction steps.
Others simply happen so randomly that I don't know how to reproduce them.
Rest are clear enough.
I tried to provide as much info as possible.
User avatar
[]KAOS[]Casey
OldUnreal Member
Posts: 4497
Joined: Sun Aug 07, 2011 4:22 am
Location: over there

Re: [227j] Every bug I have found so far

Post by []KAOS[]Casey »

Rick wants this code

#1

Code: Select all

log(Normalize(rot(10, 10, 10)).Yaw);
to function identically to this code
#2

Code: Select all

	local rotator R;
	local float Y;

	R = normalize(rot(10,10,10));
        Y = R.Yaw;
	log(Y);
#1 apparently crashes, and #2 does not. These should produce identical results, but it seems perhaps the compiler is generating bad opcodes for it.

Rick,
These are both compiled and run on 227j, correct? It is not clear to me if this is an old mod that was never recompiled or that you are forced to alter your code because you have to work around this bug.
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

I don't know in which version was the old mod compiled, but the crash happened nevertheless. I did not recompile it.
Made a copy of the old mod and added Normalize workaround fix, which I compiled on 227j, for testing.
My code in this thread was compiled on 227j.
Both run on 227j.

Made better reproduction steps in comments for player fall inside mover and ai balling issue.
https://github.com/OldUnreal/Unreal-testing/issues/246
https://github.com/OldUnreal/Unreal-testing/issues/237
rick54321
OldUnreal Member
Posts: 26
Joined: Fri Jun 24, 2022 4:05 pm

Re: [227j] Every bug I have found so far

Post by rick54321 »

Commented every issue now. Hopefully it's enough.
Post Reply

Return to “Unreal 227”