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227i found and fixed bugs

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
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227i found and fixed bugs

Post by Smirftsch »

"Reconnect" didn't work correctly anymore. At least nothing critical although annoying.
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Re: 227i found and fixed bugs

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- Fixed a bug with FluidSurfaceInfo where it had wrong shading on larger resolution.
- Altered many of Engine classes to use TouchingActors iterator instead of the Touching list array for better results and fewer bugs.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227i found and fixed bugs

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- Reworked all of the code on ProceduralMesh so now it's fully functional and bugfree.
- Made player footsteps cause wave ripplets on FluidSurfaceInfo as you walk in it.
- Added a new native function to PlayerPawn to get current client version:

Code: Select all

native final function int GetClientVersion();
- Added a new PlayerInterpolating state to PlayerPawn to be used on 227 clients when entering "PlayerPath" on SpecialEvent, it allows for online smooth interpolation movement.
- Changed so InterpolationPoint.GameSpeedModifier does not modify Level.TimeDilation in a multiplayer game environment.
Last edited by .:..: on Sun Dec 09, 2012 8:45 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: 227i found and fixed bugs

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- changed CloudZone to avoid crashes with monsterspawners not avoiding to spawn monsters there.
- changed Pawn a bit to improve performance with blood effects.
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Re: 227i found and fixed bugs

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fixed Linux segmentation fault when using ScriptedTextures in packages like UTWeapons
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Re: 227i found and fixed bugs

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fixed AI can see through movers on dedicated servers
fixed Coronas being blocked by BlockAll (ignores bHidden)
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Re: 227i found and fixed bugs

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fixed Meshes on StaticMeshes rendering issue (such as Superhealth packs on StaticMesh ground)
reverted ScriptedPawn script change (function timer) to old version because of unwanted side effects
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Re: 227i found and fixed bugs

Post by Hellkeeper »

fixed Meshes on StaticMeshes rendering issue (such as Superhealth packs on StaticMesh ground)
Ah, finally. This is very nice to read, thanks for your work. Finally, DmRiot will no longer look stupid with its seemingly empty superhealth pack :)
You must construct additional pylons.
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Re: 227i found and fixed bugs

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Some fixes for SwFMod (FModEx) audio driver:
  • Fixed ambient sounds to use game volume and not play at max volume at all time.
  • Fixed so ambient sound effects with unknown sound source (net games) to stop sound once out of hearing distance (instead of keeping the sound until mapchange).
  • Fixed consolecommands 'GetMusicOffset', 'SetMusicOffset' and 'GetMusicLen' to use correct music offset values for modules.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Re: 227i found and fixed bugs

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fixed realcrouch could cause falling through movers
fixed spawnnotify not editable in properties window
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed Linux: relaunch command
updated codebase to work with GCC4.7.2
fixed some small memory heap problem in Linux build

changed optimization to Core2

this resulted in up to + ~30% FPS gain on my testsystem
Last edited by Smirftsch on Fri Mar 29, 2013 4:04 pm, edited 1 time in total.
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Re: 227i found and fixed bugs

Post by GreatEmerald »

Wow. Although it makes sense when most things are run on the CPU anyway. Now I wonder what you'd get with march=native...
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Re: 227i found and fixed bugs

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well, I guess most gain is due to new compiler, not only the optimization. But I see no point to keep anymore Pentium3, since even Core2 is a really old system already today.
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Re: 227i found and fixed bugs

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Re: 227i found and fixed bugs

Post by Hyper »

well, I guess most gain is due to new compiler, not only the optimization. But I see no point to keep anymore Pentium3, since even Core2 is a really old system already today.
Nice to hear about the CPU optimization gains. Are older CPU's still supported now? If not, what are the minimum CPU requirements?

Oh, and my "Really old" Core 2 Quad Extreme QX9650 3.0 GHz still performs very nicely in todays environment, so please do not offend him.  ;)
Last edited by Hyper on Sun Apr 21, 2013 3:19 pm, edited 1 time in total.
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Re: 227i found and fixed bugs

Post by Smirftsch »

I guess I should have written this a bit more clearly :)

These optimizations are mostly for Linux client and server performance. Windows doesn't benefit much from it, although still trying to improve performance a bit yet.
Core2 is the oldest CPU supported then in Linux, but maybe I can go back to a bit older CPU's yet now that the rest of the optimizations seem to work flawlessly.
Last edited by Smirftsch on Sun Apr 21, 2013 5:14 pm, edited 1 time in total.
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Re: 227i found and fixed bugs

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Re: 227i found and fixed bugs

Post by Smirftsch »

not exactly a bug, but:
cleaned up OpenAL to work better with OpenALSoft in Linux, changed some bad coding, improved EFX error handling. Maybe will fix some of the problems in windows people experienced with non CreativeLabs cards as well.
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Re: 227i found and fixed bugs

Post by Smirftsch »

fixed- or rather updated CPU detection code for Windows.

instead

Init: CPU Speed=2527.041901 MHz
Init: CPU Page size=4096, Processors / Cores=4
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI

it provides now more useful data like this:

Init: CPU Speed=2527.080895 MHz
Init: CPU Page size=4096, Processors / Cores=4
Init: CPU Detected: Intel(R) Core(TM) i5 CPU       M 460  @ 2.53GHz
Init: CPU Features: MMX SSE SSE2 SSE3 SSSE3 SSE41 SSE42

or on AMD:

Init: CPU Speed=3221.559491 MHz
Init: CPU Page size=4096, Processors / Cores=4
Init: CPU Detected: AMD Phenom(tm) II X4 955 Processor
Init: CPU Features: MMX SSE SSE2 SSE3 SSE4A A3DNOW MMXPLUS A3DNOWEXT

also updated internals:
[code]
        extern CORE_API UBOOL GIsMMX; 
extern CORE_API UBOOL GIsSSE;
extern CORE_API UBOOL GIsSSE2;   
extern CORE_API UBOOL GIsSSE3; 
extern CORE_API UBOOL GIsSSSE3;
extern CORE_API UBOOL GIsSSE41;
extern CORE_API UBOOL GIsSSE42;
extern CORE_API UBOOL GIsSSE5; 
extern CORE_API UBOOL GIsSSE4A;
extern CORE_API UBOOL GIsA3DNOW;
extern CORE_API UBOOL GIsMMXPLUS;
extern CORE_API UBOOL GIsA3DNOWEXT;[/code]

for C++ mods and maybe internal updates of something in 227.

Like in previous versions, each CPU feature can be disabled via commandline during startup with "NO....", f.e. "NOMMX".
Last edited by Smirftsch on Thu May 23, 2013 3:00 pm, edited 1 time in total.
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Re: 227i found and fixed bugs

Post by Smirftsch »

updated Linux code the same way.
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Re: 227i found and fixed bugs

Post by Hyper »

Does Unreal 227 actually support every mentioned instruction set? :o
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Re: 227i found and fixed bugs

Post by Smirftsch »

no :)

There was never much use of these, indeed there is some A3DNow code spread in here and there, although the implementation looks unfinished, it's not usable. Probably they gave up on it as an instruction set very powerful but not available on any CPU.

Currently MMX is used by Galaxy and SSE/SSE2 is used by OpenGL/D3D9. That's it already pretty much.
Everything else has to follow, if there is someone willing to make use of it.
Last edited by Smirftsch on Fri May 24, 2013 6:22 am, edited 1 time in total.
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Re: 227i found and fixed bugs

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Re: 227i found and fixed bugs

Post by Smirftsch »

Added yet another catch for execPlaySound / execClientHearSound crash issues.
fixed bullet holes dont work on flat surfaces (not sure if mentioned somewhere already)
fixed blood drip rotating wrong when standing still

yet some more small things I can't remember atm. Don't worry, there is still progress.
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Re: 227i found and fixed bugs

Post by Smirftsch »

oh yes, disappearing Slith carcass bug fixed (slith carcass in corrosive zones, such as slimezone).
Last edited by Smirftsch on Sun Dec 01, 2013 4:03 pm, edited 1 time in total.
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