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