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227e found and fixed bugs

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227e found and fixed bugs

Post by Smirftsch »

227e not correctly registering at TNN because of old protocol- fixed (thx Oblivion for showing this up, undiscovered since beginning, even in 224,225 or 226)

Emitter.so not correctly bound on Linux server - fixed.

Last edited by Smirftsch on Tue Jul 29, 2008 9:03 am, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward

crash due bad or messed map pathing, also reported as "spinner" crash.

fixed...
Last edited by Smirftsch on Wed Aug 06, 2008 2:50 am, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

support for old beta models- fixed.
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Re: 227e found and fixed bugs

Post by Smirftsch »

fixed lighting bug in Linux version
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Chaos13
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Re: 227e found and fixed bugs

Post by Chaos13 »

DrawBox - fixed to work in 3d projections (not only orthogonal projections)
Radii for Movers - fixed (was caused by DrawBox bug)
Skydev = Chaos13 = Dimension4
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Re: 227e found and fixed bugs

Post by Chaos13 »

Grenades accessed none upon being spawned by non-pawns - fixed ;D
Now you can use MAdminTools6 - MAdminTools7 (Windows 7 xD) spawners with grenades again :D
Last edited by Chaos13 on Mon Sep 08, 2008 3:19 pm, edited 1 time in total.
Skydev = Chaos13 = Dimension4
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Re: 227e found and fixed bugs

Post by .:..: »

Fixed broken ZoneInfo.ZoneActors iterator (was giving results from desired zone AND LevelInfo zone actors).
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Re: 227e found and fixed bugs

Post by Smirftsch »

Fixed UCCLinux version was using Unreal.ini instead of UnrealLinux.ini
Last edited by Smirftsch on Thu Sep 11, 2008 7:06 am, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

Fixed another "moved without proper hashing" problem which seemed to cause a problem with spinner mod (from UPak) and "findWaterLine" check.
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Re: 227e found and fixed bugs

Post by Smirftsch »

oh yes- set shieldbelt back to its original state since it was causing trouble.
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Re: 227e found and fixed bugs

Post by Smirftsch »

With this package the server will be compatible with TNN Masterserver, the only one left which is currently online.

www.oldunreal.com/temp/IpServer.u

just replace the file with this one and the server will show up in the list.
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Re: 227e found and fixed bugs

Post by Smirftsch »

added some dummy class into UnrealI to satisfy missing dependencies, such as in NaliCastle (Book and mover to GiantGasbag with missing texture) and the missing watersplash in passage.
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Re: 227e found and fixed bugs

Post by Smirftsch »

RazorJack can't be switched to other weapon when running empty at alternate fire- fixed.
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Re: 227e found and fixed bugs

Post by Smirftsch »

added a check to prevent UED2 from crashing if zooming to much into a mesh.
Also fixes Moon3M crash.
Last edited by Smirftsch on Sat Oct 18, 2008 10:05 am, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

coronas changing lightcolor when coming close - fixed.
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Re: 227e found and fixed bugs

Post by Smirftsch »

admin commands might crash server if timed badly- fixed :)
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Re: 227e found and fixed bugs

Post by Smirftsch »

fixed OpenGL selection problems in UED2 (thx Chris!)
Last edited by Smirftsch on Sun Oct 19, 2008 9:47 am, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

Coronas not working in UED - fixed (thx Dots ;))
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Re: 227e found and fixed bugs

Post by Smirftsch »

weird openal squeeking and scratching, especially on some onboard souncards - most likely fixed (needs some more wide-spread testing to be 100% sure, but worked on some machines which definitely had this problem)
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Re: 227e found and fixed bugs

Post by .:..: »

As spectator: Fixed coronas not appearing in viewtarget location.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Re: 227e found and fixed bugs

Post by Pitbull »

admin commands might crash server if timed badly- fixed :)
Would this be the same with web admin? I can crash server while switching maps within web admin. Only using UTF and a few custom maps.

Code: Select all

ScriptLog: ProcessServerTravel: DM-mojo?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: Server switch level: DM-mojo?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: Browse: DM-mojo?Name=Player?Class=UnrealI.FemaleOne?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: LoadMap: DM-mojo?Name=Player?Class=UnrealI.FemaleOne?Game=UTeamFix.DeathMatchGameFix?Mutator=None

Log: File loaded DM-mojo

Log: 234156.0ms Loading: Package DM-mojo

Log: 234171.0ms Loading: Package NaliCast

Log: 234171.0ms Loading: Package NaliFX

Log: 234187.0ms Loading: Package GenEarth

Log: 234203.0ms Loading: Package SKYBox

Log: 234203.0ms Loading: Package shanesky

Log: 234218.0ms Loading: Package DoorsAnc

Log: 234218.0ms Loading: Package shaneDAY

Exit: WinSock shut down

Log: File loaded DM-mojo

Log: Collecting garbage

Log: Purging garbage

Log: 234734.0ms Unloading: Package UWebAdmin

Log: 234750.0ms Unloading: Package IpServer

Log: 234750.0ms Unloading: Package UTeamSkins

Log: 234765.0ms Unloading: Package SKTrooperTeam

Log: 234765.0ms Unloading: Package UTF_Pawns

Log: 234765.0ms Unloading: Package UTF_GUI

Log: 234781.0ms Unloading: Package UTF_Items

Log: 234781.0ms Unloading: Package UTF_CustomProjectiles

Log: 234781.0ms Unloading: Package UnrealIntegrity227

Log: 234796.0ms Unloading: Package SkTrooperskins

Log: 234796.0ms Unloading: Package Male3skins

Log: 234812.0ms Unloading: Package Male2skins

Log: 234812.0ms Unloading: Package Male1skins

Log: 234812.0ms Unloading: Package Female2skins

Log: 234828.0ms Unloading: Package Female1skins

Log: 234906.0ms Unloading: Package UWindow

Log: 234921.0ms Unloading: Package UTF_Resources

Log: 234921.0ms Unloading: Package UTeamFix

Log: 234937.0ms Unloading: Package Dm-Pressure

Log: 234937.0ms Unloading: Package Mine

Log: 234937.0ms Unloading: Package DoorsMod

Log: 234953.0ms Unloading: Package AmbModern

Log: 234953.0ms Unloading: Package firebr

Critical: appError called:

Critical: Unhashed name 'ChkU
checkedDisabled'

Critical: Windows GetLastError: The operation completed successfully. (0)

Exit: Executing UObject::StaticShutdownAfterError

Critical: FName::DeleteEntry

Critical: Names

Critical: UObject::PurgeGarbage

Critical: UObject::CollectGarbage

Critical: Cleanup

Critical: UGameEngine::LoadMap

Critical: LocalMapURL

Critical: UGameEngine::Browse

Critical: ServerTravel

Critical: UGameEngine::Tick

Critical: UpdateWorld

Critical: MainLoop

Exit: Exiting.

Uninitialized: Name subsystem shut down

Uninitialized: Log file closed, 11/04/08 16:00:56
Upon this rock I will build my church O:-)

LOADING HATERS..████████████] 99% Complete.
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Re: 227e found and fixed bugs

Post by .:..: »

- Fixed mirror error with fatness (i.e: fit players look fat in mirrors, vice and versa).
- Fixed GetPropertyText / SetPropertyText functions with small additions:
* Adding [] in property parameter returns length of static/dynamic array (example, SomeActor.GetPropertyText("MultiSkins[]")="8").
* [#] will access the desired array index.
- Fixed some music fading issues with FMod.
- Fixed audio distortion with ALAudio (doppler).
- Fixed Linux lighting rendering error.
- Fixed some admin cheat codes to work online (AllAmmo, SetSpeed, SetJumpZ...).
- Fixed Automag/ASMD/Rifle/Minigun so they can shoot through warp zones (however many custom mods may break down this fix).
- Fixed Webadmin from crashing server when having a lot of serverpackages (50+ packages).
Last edited by .:..: on Sat Dec 27, 2008 8:11 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
(ಠ_ಠ)
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Re: 227e found and fixed bugs

Post by TCP_Wolf »

UnrealIntegrity:

End Game event logging is now limited to 2 (reported: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1224116754/0)

Note that this is still a bug in the mod that causes it.... ;)


Added option bDoGarbageCollection to force clients to collect garbage before checks begin (reported: http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1225150954)

I don't really think this solves the problem at this point, but added as convenience anyway.
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Re: 227e found and fixed bugs

Post by azn »

I read in 227e patch attached docs that you guys would like someone to test native Linux binary on other distributions than Suse.

I use Debian GNU/Linux 5.0(it was sid/lenny, after last massive upgrade it renamed itself to 5.0), works very well. One thing I don't like is that game forgets my settings, like resolution for example. Also there are minor graphic issues in menus, like when I set brightness, left and right edge ends with black place, is that right? No graphic issues in game itself.

I know it's lame but dunno how to run console, "~" does nothing. I got only to music menu, it's very nice.

EDIT: I looked into wiki, and ok I made new console style using windows .exe, but when run linux version after that I saw old menu again. Anyway i know where the console is.

EDIT2: Because there are two different .ini files for Windows and Linux version. Sorry.

EDIT3: Now I found it, Console in linux version is hidden under ";" key.
Last edited by azn on Fri Jan 23, 2009 10:42 am, edited 1 time in total.
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Re: 227e found and fixed bugs

Post by Smirftsch »

with the help of dots and casey we finally fixed another bug which appeared very very rare, but critical.
Often in the logs as:
Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState

Necessary to say that these errors are caused by bad mapping, such as pathnodes have been removed but the mapper forgot to redefine paths.

Anyway- :)


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