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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
game freeze, grrr!
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Kick-ass
- Posts: 4
- Joined: Wed Jan 04, 2006 8:24 am
game freeze, grrr!
1 thing that annoyes the most which i'd like to see fixed is when you toss a weapon the game sometimes freezes. this can be extreamly annoying. your probly aware of this but ill just post it anyway 
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: game freeze, grrr!
yes, although i rarely use weaponthrow that often outside infiltration. Question is, does it happen in regular Unreal as well ? Never noticed it there- Or is it maybe something Infiltration related....SHAAAMBLER ?? 
Sometimes you have to lose a fight to win the war.
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Pedi
- OldUnreal Member
- Posts: 60
- Joined: Wed Nov 16, 2005 4:52 pm
Re: game freeze, grrr!
Hm yes I play regular Unreal. When i throw a weapon away so Unreal will end sometimes. The error windows shows something about the HUD. But when im playing on a server with a good ping ( there isnt one anymore ) so I can throw my weapons without ending unreal...
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Smirftsch
- Administrator
- Posts: 9008
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: game freeze, grrr!
about the HUD ? Interesting, do you think you can post this message and the logs about it here ? Thanks 
Sometimes you have to lose a fight to win the war.
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TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: game freeze, grrr!
Both EDM and UTeamFix have a workaround for this, although a native solution would be much better. InfCD has no workaround.
Both Smartball and myself have been researching this at length, and we suspect that for brief moments at times, the inventory chain is in an inconsistent state at a moment the inventory is drawn, creating an infinite loop. But this is theory only... we actually both managed to DETECT the existence of such a loop with script, but it was impossible to break it for unknown reasons.
Both Smartball and myself have been researching this at length, and we suspect that for brief moments at times, the inventory chain is in an inconsistent state at a moment the inventory is drawn, creating an infinite loop. But this is theory only... we actually both managed to DETECT the existence of such a loop with script, but it was impossible to break it for unknown reasons.
-=]HONESTY PAYS[=-
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Pedi
- OldUnreal Member
- Posts: 60
- Joined: Wed Nov 16, 2005 4:52 pm
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: game freeze, grrr!
UnrealFixHud? Isnt's that from UTeamFix?
But even then, it's proibably based on the UnrealHUD and inherits all it's possible bugs.
But even then, it's proibably based on the UnrealHUD and inherits all it's possible bugs.
Alter your reality...forever.
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unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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TCP_Wolf
- Administrator
- Posts: 1078
- Joined: Sun Mar 03, 2002 12:04 pm
Re: game freeze, grrr!
Yes... besides, the workaround has been included only in later UTF versions. The screenshot looks like it was taken on a Deck-only server which cannot run the new version and is thus stuck at 9b which does not have it.
-=]HONESTY PAYS[=-
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Smartball
- Global Moderator
- Posts: 241
- Joined: Fri Mar 22, 2002 4:01 am
Re: game freeze, grrr!
Zombie brought to my attention another infiniteloop-type freeze which (I believe) is related to the same type of issue as the weapon-throwing one. It's MUCH less common, as the loop code resides in UWindow.UWindowWindow (the parent of all windows...bleh). The function is DoTick(), where the window loops through all of its children and calls DoTick() on them as well. The reason I think this is very similar to the weapon-throwing crash is that the crash from throwing a weapon in the HUD happens while the code is looping through the player's inventory in the same fashion
(something=initialobject;something!=none;something=something.next)
Perhaps through some type of native confusion an object in a list actually ends up referencing ITSELF as "next"???? That's my only guess anyway....
As I said, this UWindow loop is pretty damn rare, but I just thought I'd post this here because if a native fix for the weapon-throwing issue is found then I would bet money it can be applied to fix this one too.
(something=initialobject;something!=none;something=something.next)
Perhaps through some type of native confusion an object in a list actually ends up referencing ITSELF as "next"???? That's my only guess anyway....
As I said, this UWindow loop is pretty damn rare, but I just thought I'd post this here because if a native fix for the weapon-throwing issue is found then I would bet money it can be applied to fix this one too.
Last edited by Smartball on Sun Jul 02, 2006 5:06 pm, edited 1 time in total.
Of all the things I've lost, I miss my mind the most.
