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

No joke :)

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

Im convinced its the bNetTemporary :)  and think I can tell you whats wrong here. Well hopefully...

Run this script and summon one

Code: Select all


class RingExplosion7 extends RingExplosion2;



simulated function PostBeginPlay()
{
 
      if ( Level.NetMode != NM_DedicatedServer )
      {
       //      PlayAnim( 'Explosion', 0.2 );
   settimer(1.0,false);
            if (level.bHighDetailMode) SpawnEffects();
            PlaySound(ExploSound,,20.0,,1000,0.6);
      }      
}

simulated function timer()
{
       PlayAnim( 'Explosion', 0.2 );
  log("im here......................");
}

defaultproperties
{
     LifeSpan=2.800000
}
Notice the timer, is playing the animation late clientside ONLY, basically it works fine, and this is 226.

What this suggests is that the bNetTemporary works but its being replicated too late for the ringexplosion to make use of it in postbeginplay or part there of, I guess microseconds. bNetTemporary needs to replicate earlier,
or it needs checks that its been replicated before postbeginplay is called or some such.


The whole thing about bNetTemporary is to save bandwidth, personally I dunno why they just didnt code it so the effects only spawn on the clients machine, but I guess it has its uses and is kind of like a cheaty thing :)

The use of ROLE_AutonomousProxy isnt a good idea, for one its not going to save on bandwidth and could cause problems in certain classes. For lack of a better fix you'd probablly be better off setting bNetTemporary to false. The ringexplosion in UT works fine, same as the 224 and 225 vers .

Further notes from Wiki
*****************************
If the variable bNetTemporary is set to true, this actor will be 'torn off' on a given client as soon as it is initially replicated to that client. This saves bandwidth by not replicating physics changes to objects with predictable motion. (IE a projectile) Note that although the projectile is no longer being replicated, even if something happens to it on the client the takedamage calls will still reach the client when the projectile impacts on the server.
*********************************

Well I could be totally wrong and it wont be the first time :) but everything seems to point to this.

Im wondering if you might be able to cross check it with the spawn function? There might be some similarities. Or is it checked in the spawn function and something not quite right? No idea here....


Cheers




Last edited by asgard12000 on Thu Oct 13, 2005 8:52 am, edited 1 time in total.
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

thanx asgard, thats again a good trace, will check especially through those functions, although i'm not able to reproduce it, even with the changes you wrote it's still not working on my system :(.
Keep ya informed about any progress.
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

i checked, compared and tried with 224 and UT- no success, nothing found what could explain this behaviour. BUT- it seems to appear only with PlayAnim Explosion - every explosion seems to be affected- not sure yet if there are other functions too, but - thats for sure, with Playanim Explosion. So the question is, whats so f*cking special about Explosions ?
Last edited by Smirftsch on Thu Oct 13, 2005 8:46 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

thanx asgard, thats again a good trace, will  check especially through those functions, although i'm not able to reproduce it, even with the changes you wrote it's still not working on my system :(.
Keep ya informed about any progress.
Well at the very least I hope this gives some room for thought or a little bit helpfull whether its right or wrong.

Did you set the lifespan to 2.8? There is a one second delay before the animation is called by timer but the default lifespan is 0.8, so if not itd be destroyed before it was played.


I'll email you the mod so you can see

User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

LOL well I dont see any reason why an animation named explosion would cause probs. If I imported a mesh I could name it anything.

You could always test it as PlayAnim( all, 0.2 ); and the tween is 0.2 ( tween problems??) But I very much doubt that this would be the problem, well not one that would make sense anyway.

Cheers


User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

lol, no, i don't think the name is the cause, but- maybe that an explosion is always a fire animation makes the difference...*shrugs* - i donno, but there must be something that all explosions have in common. Try it, doesnt matter if its Fatring, Ringexplosion, Tazerexplosion...or is it the ring ?
This may lead me directly to the problem.

Last edited by Smirftsch on Fri Oct 14, 2005 8:12 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

ok with ur file it does work, with a significant delay as expected, but it spawns. Probably missed something then- anyway, as i said already, i spent already a few hours digging through the code without any new results.
Still the question why only explosions- or are there other problems like these known with other anims ? If fire is the key, what about watereffects ?


update...tried it and waterimpact does work- but uses no playanim- but splash doesnt work either.


ok, i was probably wrong, electricity doesnt work too :(
Last edited by Smirftsch on Fri Oct 14, 2005 9:45 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
Verdigo
OldUnreal Member
Posts: 16
Joined: Sun Sep 25, 2005 1:20 am

Re: No joke :)

Post by Verdigo »

TinyBurst, bubble1, and SmallSpark also has problems. Basicly any effect that uses PostBeginPlay to call PlayAnim that has bNetTemporary=True. While testing Asgard's theory about bNetTemporary, I ran into this nasty little crash(bug?):

Code: Select all

Warning: Other object in slot
Warning: This is: SmallSpark Spirevillage.SmallSpark35
Warning: Other is: Class Engine.NetPendingLevel
Critical: appError called:
Critical: Assertion failed: !Actor || Actor->IsValid() [File:M:\Unreal224\Engine\Src\UnChan.cpp] [Line: 586]
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Critical: DestroyChannelActor
Critical: UActorChannel::Destroy
Critical: UObject::ConditionalDestroy
Critical: (ActorChannel Transient.ActorChannel229)
Critical: UChannel::ReceivedSequencedBunch
Critical: Direct
Critical: UChannel::ReceivedRawBunch
Critical: DispatchDataToChannel
Critical: BunchData
Critical: UNetConnection::ReceivedPacket
Critical: UNetConnection::ReceivedRawPacket
Critical: UTcpNetDriver::TickDispatch
Critical: UpdatePreNet
Critical: ULevel::Tick
Critical: (NetMode=3)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/14/05 07:03:34
On a standard coopgame I set SmallSpark bNetTemporary=false then summoned a bunch of smallsparks rapidly. I don't know if I was suppose to do that but hey thats how I troubleshoot stuff :P. I've crashed my self doing that about 3 times now. Now I suddenly have the urge to set all effects bNetTemporary=False just to see what happens ;D. I support asgard's theory as it makes good sense. At least more sense than PlayAnim explosion not working because its using a FireTexture :P. Btw, TinyBurst uses a Sprite texture and also PlayAnim explosion and it doesn't work. Same for bubble1. Haha, I just tried to rejoin my server to see if TinyBurst will animate by changing bNetTemporary and now I get that crash as soon as I get in there before I can breathe...Oops there goes Black_Ice too lol...and after all that downloading to be sent back to the desktop...

Image
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

thanx verdigo, i need any help possible for this problem.
Here is a log i made:
224:
Log: Replicate PlayerReplicationInfo:
Log: Replicate RingExplosion2:
Log: Replicate RingExplosion4:
Log: Replicate ASMD:
Log: Replicate FemaleTwo:
Log: Replicate ASMDAmmo:

Log: Replicate PlayerReplicationInfo:
Log: Replicate RingExplosion2:
Log: Replicate RingExplosion4:
Log: Replicate ASMD:
Log: Replicate FemaleTwo:
Log: Replicate ASMDAmmo:
Log: Replicate Mover:

Log: Replicate PlayerReplicationInfo:
Log: Replicate RingExplosion2:
Log: Replicate RingExplosion4:
Log: Replicate ASMD:
Log: Replicate FemaleTwo:
Log: Replicate ASMDAmmo:
Log: Replicate Mover:

Log: Replicate PlayerReplicationInfo:
Log: Replicate WeaponPowerUp:
Log: Replicate WeaponPowerUp:
Log: Replicate ASMDAmmo:
Log: Replicate DispersionPistol:
Log: Replicate RingExplosion2:
Log: Replicate RingExplosion4:
Log: Replicate FemaleTwo:
Log: Replicate ASMD:
Log: Replicate ASMDAmmo:

226:
Log: Replicate PlayerReplicationInfo:
Log: Replicate DispersionPistol:
Log: Replicate ASMDAmmo:
Log: Replicate SuperHealth:
Log: Replicate ASMDAmmo:
Log: Replicate ASMDAmmo:
Log: Replicate ASMD:
Log: Replicate RingExplosion2:
Log: Replicate RingExplosion4:

Log: Replicate PlayerReplicationInfo:
Log: Replicate DispersionPistol:
Log: Replicate ASMDAmmo:
Log: Replicate SuperHealth:
Log: Replicate ASMDAmmo:
Log: Replicate ASMDAmmo:
Log: Replicate ASMD:
Log: Replicate RingExplosion2:
Log: Replicate RingExplosion4:

Log: Replicate PlayerReplicationInfo:
Log: Replicate DispersionPistol:
Log: Replicate ASMDAmmo:
Log: Replicate SuperHealth:
Log: Replicate ASMDAmmo:
Log: Replicate ASMDAmmo:
Log: Replicate ASMD:
Log: Replicate RingExplosion2:
Log: Replicate RingExplosion4:

Seems 226 is working in an other order. An explanation for the timeproblem ?

Full logs www.oldunreal.com/tmp

PS: put up a log with a normal ringexplosion2 and your working delayed ringexplosion7 too, Asgard.

will keep on digging.

Last edited by Smirftsch on Fri Oct 14, 2005 12:49 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
santiageitorx
Posts: 1
Joined: Sat Oct 15, 2005 1:00 am

Re: No joke :)

Post by santiageitorx »

why dont you try networking role authority? it seems to work fine in sp and mp.

or why dont you remove that if(levelinfo.netmode != NM_DedicatedServer) condition so server can play the anim and send it to players?
User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

That would cause more bandwidth to be used.
User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

Might be an idea to move this to its own thread, seems to be squashing all the other bugs :)

Anyways here's a solution

Code: Select all

class RingExplosion7 extends RingExplosion2; 


simulated function PostBeginPlay()
{
      if ( Level.NetMode != NM_DedicatedServer )
      {
            if (level.bHighDetailMode) SpawnEffects();
            PlaySound(ExploSound,,20.0,,1000,0.6);
      }      
}

auto simulated state animateME
{

Begin:
 if ( Level.NetMode != NM_DedicatedServer )
  PlayAnim( 'Explosion', 0.2 ); 
}
If there was no 227 patch i'd code the effects like this. Its still making use of bnettempory actors and happiliy works in 226

There is something happening in the chain of events out of order or too late or some check isnt happening.

With the state code the actor is "initialized"
and done all its actor needs and then tells it to play its animation. This is similar to what I did with the timer, but the timer was so it had a noticiable delay. Executing the states code is the last thing to happen in the chain or whats relevant to this prob.

Something isnt set before postbeginplay that should be or a check hasnt completed. The auto states waits until all this has happened before executing the code. Thats for when bnettempory is flagged.

Im not very good at explaining myself here doh!! Basically its just moved its animation to a time when the 226 actor is ready.

2 really good reads from wiki
http://wiki.beyondunreal.com/wiki/Chain_Of_Events_When_Spawning_Actors

http://wiki.beyondunreal.com/wiki/Replication

With 226 they improved the netcode or so they say, one of the improvents is most likely one of the faults.

Will send you the mod

Cheers







User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

ok with ur file it does work, with a significant delay as expected, but it spawns. Probably missed something then- anyway, as i said already, i spent already a few hours digging through the code without any new results.
Still the question why only explosions- or are there other problems like these known with other anims ? If fire is the key, what about watereffects ?


update...tried it and waterimpact does work- but uses no playanim- but splash doesnt work either.


ok, i  was probably wrong, electricity doesnt work too :(
Yeah theres most likely a whole mess of effects with this prob. I havent been thro any of them to see, I had some probs with a water thingy but forget what class it was :)

I mainly do pawns so i dont have much use for them, or rather I prefer to code pawns.

Some projectiles may have it set also, again havent checked, which can open another can of worms.. You know what its like fix one thing and it breaks 3 others :)

cheers
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

again asgard, cool work, maybe this opens at least a door to make a usable stable patch if there is really no other way. Will read through the wiki's, at least it seems we are getting closer and closer ;)
Sometimes you have to lose a fight to win the war.
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

regarding the chain, shouldnt it be possible to spawn it as PostNetBeginPlay ?
If so, there isnt much room left after it in the chain, because it doesnt work either...
Sometimes you have to lose a fight to win the war.
User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

Yeah Ive got no doubts you'll make a great patch :)

Did you set it as simulated? But no there isnt much room left in the chain. You should really be able to do this in postbeginplay, the actor has already been replicated to the client, or i wouldnt of been able to log it there or set the timer or those effects wouldnt spawn, but its acting more like prebeginplay.

Using the state above is the very last thing to happen.
In the chain of events its state is set but its code isnt executed until after postbeginplay and postnetbeginplay or rather until everything in the chain has completed.
Have a look at the topic "Actor.SetInitialState()" at the wiki link.

So were sitting in the last seat in the last carriage of the train here :)

The problem is only happening (as far as I know) when bNetTemporary is set.

Really this is a cosmetic fix, theres probably more important bugs to worry about, unless you want to keep digging of course :)

cheers
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

Yeah Ive got no doubts you'll make a great patch :)

Really this is a cosmetic fix, theres probably more important bugs to worry about, unless you want to keep digging of course :)
technically you are right of course, but the problem is, that no one would use this version as server as long its not fixed- so no one could take advantage of this version, because a lot of bugs are simply serversided- this makes it to one of the most critical bug fixes needed, and as long there is no real solution for it, i'm (we) are stuck.
Sometimes you have to lose a fight to win the war.
User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)

Post by asgard12000 »

Knew you was going to say that lol.

Well theres not anything actually wrong here, it just means that when you code for a actor that has bnettempory set, you call its animation from auto simulated state or its default initial state for this ver of the engine. Things arent happening when we'd like.

Otherwise, you'll probablly have to go over each event in the chain to see that things are happening when theyre supposed to and go thro them one by one when bnettempory *is* set.

As far as I can tell the roles have reversed, the actor has been replicated, script is already happening with the actor etc etc so whats missing here  :)

You could probablly use the above script and do double logging with postbeginplay and auto state and see, log roles, location, physics etc and see whats different. Log everything that's on the clients machine and then compare that with a normal actor that is spawned ONLY clientside.

You could also compare this with 224 and 225. You *might* get some interesting logs and if its not logged differently at least those things can possiblly be ruled out.

Apart from that I dont know that I can help you much more with this as Id only be making wild guesses.

Cheers  



Last edited by asgard12000 on Mon Oct 17, 2005 8:09 am, edited 1 time in total.
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)i

Post by Smirftsch »

already compared every single step of the chain, and i didnt find anything. I even tried to reproduce this effect on 224 (225 isnt availible, there were never sources archived for it, it seems, so only 226 and 224 are possible), without any result- whatever step in the chain i took out there- none of it seemed to affect the ringexplosion, makes me believe that we are digging on the wrong place. Sigh, will keep ya informed.
Last edited by Smirftsch on Mon Oct 17, 2005 11:24 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
User avatar
Turboman.
OldUnreal Member
Posts: 898
Joined: Tue Feb 04, 2003 6:40 pm

Re: No joke :)

Post by Turboman. »

just got this one 5 minutes ago, never seen this before, occured exactly after i reconnected

Log: Collecting garbage
Log: Purging garbage
Log: Unloading: Package FsPack
Log: Bringing Level zmu97extreme.MyLevel up for play (62)...
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: beerwolf
Log: Possessed PlayerPawn: UPakMaleThree Entry.UPakMaleThree3
ScriptLog: All inventory from beerwolf is accepted
Init: Initialized moving brush tracker for Level zmu97extreme.MyLevel
Log: Loading: Package FsPack
Warning: Failed to load 'Class FsPack.MarinePlayer': Failed to find object 'Class FsPack.MarinePlayer'
Log: Possessed PlayerPawn: zcPPMaleThree zmu97extreme.zcPPMaleThree0
Critical: NewThang
Critical: FMovingBrushTracker::AddPolyFragment
Critical: FMovingBrushTracker::Update
Critical: URender::SetupDynamics
Critical: URender::OccludeFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/17/05 21:00:45

EDIT: immediately followed by another one, must be happy hour i guess :P
ScriptLog: Login: beerwolf
Log: Possessed PlayerPawn: UPakMaleThree Entry.UPakMaleThree3
ScriptLog: All inventory from beerwolf is accepted
Init: Initialized moving brush tracker for Level ZM4Vulcan.MyLevel
Warning: Failed to load 'Class FsPack.MarinePlayer': Failed to find object 'Class FsPack.MarinePlayer'
Log: Possessed PlayerPawn: zcPPMaleThree ZM4Vulcan.zcPPMaleThree0
Critical: UWetTexture::ConstantTimeTick
Critical: UTexture::Tick
Critical: (WetTexture ztMusicWeapon.Wet.MusicJRifle1)
Critical: UTexture::Update
Critical: URender::DrawLodMesh
Critical: (LodMesh UnrealI.Rifle3rd)
Critical: DrawMesh
Critical: URender::DrawActorSprite
Critical: URender::DrawFrame
Critical: URender::DrawWorld
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/17/05 21:06:14
Last edited by Turboman. on Mon Oct 17, 2005 6:57 pm, edited 1 time in total.
User avatar
Shambler
OldUnreal Member
Posts: 310
Joined: Thu Jun 27, 2002 1:57 pm

Re: No joke :)

Post by Shambler »

Good news :)

Jeff Morris (Epic) got back to me today:
Hi John. Joe says I need to get you under mutual NDA before we can get you access to the source. Please send me your complete mailing address and I’ll get you the NDAs ASAP.



Thanks!



Jeff
So I should be getting access to the source in a few weeks:)
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

finally :), great news
Sometimes you have to lose a fight to win the war.
User avatar
asgard12000
OldUnreal Member
Posts: 254
Joined: Mon Aug 15, 2005 2:46 pm

Re: No joke :)i

Post by asgard12000 »

already compared every single step of the chain, and i didnt find anything. I even tried to reproduce this effect on 224 (225 isnt availible, there were never sources archived for it, it seems, so only 226 and 224 are possible), without any result- whatever  step in the chain i took out  there- none of it seemed to affect the ringexplosion, makes me believe that we are digging on the wrong place. Sigh, will keep ya informed.
I did some logging 224 vs 226, prebeginplay vs initial state etc.

From what I can tell the actor is fine on the clients machine. eg its been replicated, logs are showing its got a location, roles are set, its even logging its animation and rates. I even called the IsAnimating() function to see if its animating and its returning as true.
And this was in postbeginplay.

Anyway...

Why is it that its animating clientside but the client cant see it, or more important why can the client see it in initial state and not postbeginplay.
It works in 224.

Is there a native bool or condition that says eg. bimReady or prehaps the bScriptInitialized is set in the chain and perhaps playanim() or the native texture "class" script checks for this to be set true in 226 but in 224 it doesnt? Before it will display a texture or some such?

Some functions may be waiting for a condition to set in the chain before they'll act. (guessing )

Really i dont know and Im only trying to throw some alternative ideas around.

cheers












User avatar
Leo T_C_K
OldUnreal Member
Posts: 4303
Joined: Sat Aug 27, 2005 6:24 pm

Re: No joke :)

Post by Leo T_C_K »

If it will be possible for UnrealGold at future, please fix following bugs or add these things:

Botmatch menu context help does not work. Configurable marines at marinematch, so you can change their skin and female bots should be assigned as females. Unreal basically supports favouriteweapons and other things for bots like UT, so at menu that can be too, instead of setting it through unreal.ini.

OpenAL driver should be at audio menu, so you can change it through it like at Ugold drivers menu, which exit unreal and show compatible and supported drivers. About that window which show compatible supported drivers, that can be changed too, because there you can't see not supported drivers. So make that window like UT one.
Advanced options can be at ugold menu too.
Browser with multiple lines of tabs, like Hyper and Zombie did.

There is unused option at Gravity match and cloak match, which is not shown at menu. It is always set to bTerranWeaponsOnly=True. Player can change it to false to have classic weapons there by command or through unreal.ini, but you can't through menu. Also there is suicidepenalty=5.

Problem with spacemarines which needs crashsitegame to talk, but intermission before crashsite2 change game back to default upaksingleplayer I already reported. At map it is set to crashsitegame, also if you open it.
That can be teoretically fixed by player if he will type switchcooplevel crashsite2, when map loads, but he can't because it will get error can't find for packade test1.

UGold supports screenshots at botmatch/multiplayer menu, an UTX file with screenshots can be great.
At Ugold is also missing belt_fx file, but at 226f it sucks anyway. Effect will dissapear soon after you will play online or install some mods.
Of course Carifle clip skin from 224 upak can be included like already reported Turbo.
User avatar
Smirftsch
Administrator
Posts: 9009
Joined: Wed Apr 29, 1998 10:00 pm
Location: NaPali

Re: No joke :)

Post by Smirftsch »

asgard, that explains a lot. Indeed it shows that its not directly a problem in the chain, explains why i didnt found anything at all. I'll check for something like what you describe in your ideas, if correct or not, a good point to start anyway.
Sometimes you have to lose a fight to win the war.

Return to “Report Bugs in Unreal 226 versions”