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227a found and fixed bugs

Posted: Thu Dec 27, 2007 11:17 pm
by Smirftsch
Ok, to prevent doubleposting, I'll post here the bugs I already fixed, they will be in the next version:

UED2 won't start because of MSVCR80.dll trouble
Saving games didn't work

Re: Found and fixed bugs

Posted: Fri Dec 28, 2007 1:38 pm
by Smirftsch
Quadshot didn't work- fixed (thx Bozo!)

Re: Found and fixed bugs

Posted: Fri Dec 28, 2007 6:15 pm
by Smirftsch
Rifle used UT-Style wallhit effect. Reversed to use good old Unreal wallhit ;)

Re: Found and fixed bugs

Posted: Sat Dec 29, 2007 10:53 am
by Smirftsch
Exec Function Handling "Error" - fixed

Re: Found and fixed bugs

Posted: Sat Dec 29, 2007 11:26 am
by Smirftsch
Resolution array too small - fixed

Re: Found and fixed bugs

Posted: Sat Dec 29, 2007 2:06 pm
by Smirftsch
Arrowspeed was set to 0, should be 700 - fixed.

Re: Found and fixed bugs

Posted: Sun Dec 30, 2007 4:09 pm
by Smirftsch
Masking problems with mods- fixed.

Re: Found and fixed bugs

Posted: Sun Dec 30, 2007 9:59 pm
by Smirftsch
NaliRabbit accessed none - fixed

Re: Found and fixed bugs

Posted: Mon Dec 31, 2007 11:52 am
by Smirftsch
Tube portals broken - fixed

Re: Found and fixed bugs

Posted: Mon Dec 31, 2007 1:42 pm
by Smirftsch
Missing footstep sounds when walking without weapon - fixed.

Re: Found and fixed bugs

Posted: Mon Dec 31, 2007 6:50 pm
by Smirftsch
missing space after "Name changed to" - fixed.

Re: Found and fixed bugs

Posted: Tue Jan 01, 2008 2:07 pm
by Smirftsch
skeletal animation does not play ingame - fixed.

Re: Found and fixed bugs

Posted: Tue Jan 01, 2008 8:38 pm
by Smirftsch
Unrealed Sound issues:
crash when hitting stop button and stop button itself - in OpenAL and FMod - fixed.

Re: Found and fixed bugs

Posted: Thu Jan 03, 2008 12:28 am
by Smirftsch
D3D8Drv and drawportal rendering problem - fixed.

Re: Found and fixed bugs

Posted: Fri Jan 04, 2008 12:11 pm
by Smirftsch
AmbientSound properties does NOT work in FMod\OpenAL - fixed.

Re: Found and fixed bugs

Posted: Sat Jan 05, 2008 11:36 am
by Smirftsch
Holographic 3D image dropping down - fixed.

Re: Found and fixed bugs

Posted: Mon Jan 07, 2008 2:05 pm
by Smirftsch
"fell out of the world!" bug - fixed.

Re: Found and fixed bugs

Posted: Wed Jan 09, 2008 8:16 pm
by Smirftsch
PHYS_Spider - fixed.

Re: Found and fixed bugs

Posted: Sat Jan 12, 2008 9:51 am
by TCP_Wolf
Wrong event handling of players with an unknown package loaded if server not set to KICK such players.

FIXED.

(BUG-Finder without knowing: {HLK}Havok)

Re: Found and fixed bugs

Posted: Sun Jan 13, 2008 10:35 pm
by Smirftsch
Problem that 226clients didn't send the password to login in a server as admin, is fixed already, among with a lot of other known 226 bugs, such as the famous "ghost" bug, that caused that you had "ghosts" of the players and an old copy of the scoreboard if you joined the same level twice.
Fixed as well is a replication bug that caused trouble with 226 servers, another one which caused "head can't be seen if players body / chest can't be seen" (also fixed for feet)
and a lot of others I currently can't remember...will complete this list from time to time :)

Re: Found and fixed bugs

Posted: Fri Feb 15, 2008 1:04 pm
by Hyper
It looks like the Crystal Castles server crashes are fixed. At least it has not crashed since the install of u227b. But to be really sure I'll need to test it longer; I have a long history of assuming things are fixed when they later turn out to be not.

Re: Found and fixed bugs

Posted: Fri Feb 15, 2008 7:53 pm
by []KAOS[]Casey
My monster spawner is fine again so i think crystal castles is as well

Re: Found and fixed bugs

Posted: Sun Apr 27, 2008 7:22 pm
by sopa_de_letras
Not a bug. TriggerLight is duplicated, for some reason epic left two of them in the code. And there are also some obsolete, unused actors like TriggerMarker.

Re: Found and fixed bugs

Posted: Sun Apr 27, 2008 7:56 pm
by Chaos13
Lol that can get annoying and dangerous, you cant open another triggerlight's code and you can only put unreali.triggerlight (or engine.triggerlight if your lucky) into map and you are not able to put another triggerlight class... i hope they are equal :-X