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
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 :)
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Smirftsch
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- Location: NaPali
No joke :)
As some of you may know, i now have source access to the Unreal sources. It took some weeks to make the old sources to compile with a new vc studio, but now it works. Found no new bugs in it yet in the version i have, which i'm gonna call 226z for now.
Current status is:
Updates in:
OpenGL
FMod and ALAudio, both included
Direct3D8 which can be compared with current OpenGL release (thanx Chris!)
Fixed 226 can't connect to password protected servers anymore.
To make more fixes, i need a complete buglist of all bugs known in 226.
Current status is:
Updates in:
OpenGL
FMod and ALAudio, both included
Direct3D8 which can be compared with current OpenGL release (thanx Chris!)
Fixed 226 can't connect to password protected servers anymore.
To make more fixes, i need a complete buglist of all bugs known in 226.
Last edited by Smirftsch on Fri Aug 26, 2005 1:05 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Also from Unreal Gold?
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
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unreal://hypercoop.tk
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StalwartUK
No joke?
NOT ANOTHER 227!!!!!!!!!!!!!!!!!!!!
I have seen many "patches" over the years that claimed to be "227", some of the authors even claimed to have had access to the source but all of them never got released. I shall refuse to believe in this until I see proof.
Either you are
A. Lying,
B. Rich
C. A very good negotiator
or D. a h4x0r
If this claim is true I hope to see some proof soon.
Btw this extremist additude is due to my exposure to several "227"s over the years from various authors.
I have seen many "patches" over the years that claimed to be "227", some of the authors even claimed to have had access to the source but all of them never got released. I shall refuse to believe in this until I see proof.
Either you are
A. Lying,
B. Rich
C. A very good negotiator
or D. a h4x0r
If this claim is true I hope to see some proof soon.
Btw this extremist additude is due to my exposure to several "227"s over the years from various authors.
Last edited by StalwartUK on Fri Aug 26, 2005 1:30 pm, edited 1 time in total.
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Bug report: Consoles "Engine.Console" and "UBrowser.UBrowserConsole" can crash the game while playing online. (During opening and closing)
You will get an "out of virtual memory" error message, but this error is wrong since you even get it with 1 GB of RAM and 20 GB of free harddisk space for swap/pagefile.
You will get an "out of virtual memory" error message, but this error is wrong since you even get it with 1 GB of RAM and 20 GB of free harddisk space for swap/pagefile.
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Bug report: Incompatibility with Unreal 226f and Unreal Gold crashes clients: When Unreal Gold connects to a server running 226f and vice versa, the client crashes after connecting with an "assertion failed" error.
Update: Error msg and log:
Update: Error msg and log:
---------------------------
Critical Error
---------------------------
Assertion failed: ActorClass [File:C:\Build\UnrealGold\Engine\Src\UnChan.cpp] [Line: 691]
History: InitialClientActor
Last edited by Hyper on Fri Aug 26, 2005 2:01 pm, edited 1 time in total.
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Bug report: CollisionHash server crash
I've seen this bug a lot since I started to host a server. I run 225f but the problem is also present in 226 (Zombie told me). It's a 'native' bug that has been fixed by Epic in A later patch for unreal Tournament. it has never been fixed in Unreal 1.
You can see many crash logs in [url=http://www.oldunreal.com/cgi-bin/yabb/YaBB.pl?board=1;action=display;num=1123971772]this topic[/url].
I've seen this bug a lot since I started to host a server. I run 225f but the problem is also present in 226 (Zombie told me). It's a 'native' bug that has been fixed by Epic in A later patch for unreal Tournament. it has never been fixed in Unreal 1.
You can see many crash logs in [url=http://www.oldunreal.com/cgi-bin/yabb/YaBB.pl?board=1;action=display;num=1123971772]this topic[/url].
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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StalwartUK
Re: No joke :)
Why not just post one big post instead of lots of small ones?
The nature of your posting could be regarded as spam (usually to increase post count).
There is an Edit/Modify button that is useful.
The nature of your posting could be regarded as spam (usually to increase post count).
There is an Edit/Modify button that is useful.
Last edited by StalwartUK on Fri Aug 26, 2005 1:49 pm, edited 1 time in total.
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Bug report: Window Console client crash
I've had this crash with all Window consoles. I can't reproduce it yet, it seems to just happen from time to time.
It also happens with other window consoles like Smartballs EDMConsole and Zombies JCoopZ console, so it's probalby something in the underlying Unreal Window console code.
Here is a crash log:
I've had this crash with all Window consoles. I can't reproduce it yet, it seems to just happen from time to time.
It also happens with other window consoles like Smartballs EDMConsole and Zombies JCoopZ console, so it's probalby something in the underlying Unreal Window console code.
Here is a crash log:
(The function PostRender is always mentioned in the crashlogs)ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
MCoop: MCoopScoreBoard.ShowScores... ScoreBoardInfo found!!
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: MCoopMaleThree spirevillage.MCoopMaleThree2 (Function Mcoop2.MCoopMale.PlayDying:0356) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
Log: Register sound: AmbOutside.OneShot.call7 (82682)
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
Log: Register sound: UnrealI.Pupae.scuttle1pp (16098)
Critical: UObject::ProcessEvent
Critical: (UPakConsole Transient.UPakConsole0, Function UPak.UPakConsole.PostRender)
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: appExit
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 08/26/05 02:00:18
Last edited by Hyper on Fri Aug 26, 2005 2:04 pm, edited 1 time in total.
Alter your reality...forever.
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unreal://hypercoop.tk
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Shambler
- OldUnreal Member
- Posts: 310
- Joined: Thu Jun 27, 2002 1:57 pm
Re: No joke :)
Emperor I can assure you this is legit
(you should know that I'm always one of the first people to slam down on others false claims of '227' patches
)
Smirftsch has been granted source code access by UTPG (I've seen the mails and have had plenty of UTPG contact myself) and I've helped out a bit with fixing some of the bugs encountered sofar. (I do not have access myself however, I have helped out by examining error messages/snippets)
This is the real deal.
There is a bug where the actor channel can receive malformed packets of some kind which causes a lot of people to crash, I can't confirm if this has been fixed in 226 however.
Smirftsch has been granted source code access by UTPG (I've seen the mails and have had plenty of UTPG contact myself) and I've helped out a bit with fixing some of the bugs encountered sofar. (I do not have access myself however, I have helped out by examining error messages/snippets)
This is the real deal.
There is a bug where the actor channel can receive malformed packets of some kind which causes a lot of people to crash, I can't confirm if this has been fixed in 226 however.
Last edited by Shambler on Fri Aug 26, 2005 1:55 pm, edited 1 time in total.
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Separate postings are better for me since they can be easier quoted, edited and maintained.Why not just post one big post instead of lots of small ones?
The nature of your posting could be regarded as spam (usually to increase post count).
There is an Edit/Modify button that is useful.
Alter your reality...forever.
http://www.hypercoop.tk
unreal://hypercoop.tk
http://www.hypercoop.tk
unreal://hypercoop.tk
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
Bug: "New actor channel received non-open packet: 0/0/0" client crash
While playing online the client crashes with this error log:
While playing online the client crashes with this error log:
Critical: appError called:
Critical: New actor channel received non-open packet: 0/0/0
Critical: Windows GetLastError: De bewerking is voltooid. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Critical: InitialClientActor
Critical: UActorChannel::ReceivedBunch
Critical: (Actor None)
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, 08/26/05 00:35:52
Last edited by Hyper on Fri Aug 26, 2005 3:44 pm, edited 1 time in total.
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
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Re: No joke :)
And this board has a length limit to posts.
Separate postings are better for me since they can be easier quoted, edited and maintained.
-=]HONESTY PAYS[=-
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Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: No joke :)
amazing news, i never thought this would happen, finally we could see unreal as its supposed to be 
i hope this patch is for both 226f and gold, and i also hope it will fix the compatibility issues between those two, also is this patch compatible with older versions of the game?
i think the problems i would love to see solved the most are the multiplayer issues, mainly the broken security in unreal, exploits allowing all kinds of attacks.
maybe zora can help you with that, afaik she knows alot about the bugs and exploits in unreal and she has also done alot of work on fixing those with nepthys and other tools.
i would also like to see many of the pawn bugs fixed, mainly the collision hash bug and another mysterious bug that causes pawns in multiplayer to crash the server.
in my experience singleplayer is very stable, i've almost never encountered a crash, but what i do like to see fixed too is the broken musicevent actor, where if you load a saved game or reconnect to a server the music stops playing instead of continueing (afaik zora had it fixed on her maps and oldskool also uses a fix).
i hope this patch is for both 226f and gold, and i also hope it will fix the compatibility issues between those two, also is this patch compatible with older versions of the game?
i think the problems i would love to see solved the most are the multiplayer issues, mainly the broken security in unreal, exploits allowing all kinds of attacks.
maybe zora can help you with that, afaik she knows alot about the bugs and exploits in unreal and she has also done alot of work on fixing those with nepthys and other tools.
i would also like to see many of the pawn bugs fixed, mainly the collision hash bug and another mysterious bug that causes pawns in multiplayer to crash the server.
in my experience singleplayer is very stable, i've almost never encountered a crash, but what i do like to see fixed too is the broken musicevent actor, where if you load a saved game or reconnect to a server the music stops playing instead of continueing (afaik zora had it fixed on her maps and oldskool also uses a fix).
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Smirftsch
- Administrator
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- Location: NaPali
Re: No joke :)
Emperor, normaly i wouldnt refuse to answer to such a post, i don't know why i do it this time. Maybe you can tell me one other page or person who made the things i did for unreal. Nobody claims me a liar in my own forums. This is one of the most annoying and impudenced post i ever had, especially after what i did already for unreal and regarding the time i spent already in gettin the source and workin on it to make it compile with a new compiler before i made this posting.
I understand your feelings, but this is really pissing me off. It took me years to get access. i can't promise anything, thats true, because i have a lot of work to do, and no idea how long it will take until i find the time to do everything. I get no payment for that, and i have to make it in the lil spare time i have, you maybe read here about my money probs...
For the others, thanx for the posts, i will see to get through it, aside me i have help in development from kerilk and shambler for now, and i'm sure some other of my friends here @ oldunreal will help as well
oh, and no, UGOLD bugs are not important here (well only if they appear in 226 as well, they are)
I understand your feelings, but this is really pissing me off. It took me years to get access. i can't promise anything, thats true, because i have a lot of work to do, and no idea how long it will take until i find the time to do everything. I get no payment for that, and i have to make it in the lil spare time i have, you maybe read here about my money probs...
For the others, thanx for the posts, i will see to get through it, aside me i have help in development from kerilk and shambler for now, and i'm sure some other of my friends here @ oldunreal will help as well
oh, and no, UGOLD bugs are not important here (well only if they appear in 226 as well, they are)
Last edited by Smirftsch on Fri Aug 26, 2005 5:33 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Smirftsch
- Administrator
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- Location: NaPali
Re: No joke :)
for the patch, if it will be for ugold- i'm not sure if i can make them compatible, hope so, but i don't have access to ugold sources, its a different branch of unreal....
Sometimes you have to lose a fight to win the war.
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Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: No joke :)
oh, i really hope that its possible for ugold, since iam a gold user and i'm pretty sure a majority of the unreal community too :-/
although unreal gold doesnt have that many bugs, its far more stable then regular 226f, mainly because it doesnt have the infamous console crash (it does have a console related crash but it happens extremely random about once a 3 months), the only problem with gold is the incompatibility and upak server exploit.
oh, and dont mind stalwarts post, it was a bit offensive but he is correct that in the past too many people claimed to build a 227 patch, mainly ignorant people that didnt even know how to code and lacked complete experience (they thought to have the full source code while they only obtained the game headers)
not to mention the endless amounts of useless petitions around the internet demanding a 227 patch, making insane demands like "MAKE 227 PATCH WIT UNREAL 3 GRAPHICS!!!1"
although once i saw this i jumped of joy, from your experience in the past i knew epic would be able to give the source to you
are there any restrictions with what you are allowed to do with the source? are you allowed to add any features in the future (eg. decals and stencil shadows) or is it only for bugfixing and updating?
although unreal gold doesnt have that many bugs, its far more stable then regular 226f, mainly because it doesnt have the infamous console crash (it does have a console related crash but it happens extremely random about once a 3 months), the only problem with gold is the incompatibility and upak server exploit.
oh, and dont mind stalwarts post, it was a bit offensive but he is correct that in the past too many people claimed to build a 227 patch, mainly ignorant people that didnt even know how to code and lacked complete experience (they thought to have the full source code while they only obtained the game headers)
not to mention the endless amounts of useless petitions around the internet demanding a 227 patch, making insane demands like "MAKE 227 PATCH WIT UNREAL 3 GRAPHICS!!!1"
although once i saw this i jumped of joy, from your experience in the past i knew epic would be able to give the source to you
are there any restrictions with what you are allowed to do with the source? are you allowed to add any features in the future (eg. decals and stencil shadows) or is it only for bugfixing and updating?
Last edited by Turboman. on Fri Aug 26, 2005 8:19 pm, edited 1 time in total.
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RedemptionAD_PHX
- OldUnreal Member
- Posts: 28
- Joined: Wed Mar 30, 2005 11:10 pm
Re: No joke :)
I have tried to aquire the source code many times from Epic, and got shot down everytime...as I'm sure many of the ones who tried, have. I did however, get it out of the vice president of Epic just recently, that they're considering Unreal and Unreal Gold as "Abandonware". (This still does not mean its legal to distribute though.) - Smirftsch, you cannot begin to imagine how happy this makes me. 
I have e-mailed them once a week, for the last three/four years. My entire intent on getting it was to release it to the community for development. Even though I didn't get the source, and it wasn't aquired how I hoped it would be, now I feel my attempts weren't completely worthless
Here's the last thing Mark Rein sent to me, and it will now be the last.
(Notice how he 'speaks so highly' of this game.)
I have e-mailed them once a week, for the last three/four years. My entire intent on getting it was to release it to the community for development. Even though I didn't get the source, and it wasn't aquired how I hoped it would be, now I feel my attempts weren't completely worthless
Here's the last thing Mark Rein sent to me, and it will now be the last.
Malachi,
Thank you for your email. Unfortunately we currently have no plans to
release Unreal 1 source code nor to provide any further updates to
Unreal 1. If you recall this game was originally released over 7 years
ago. We provided support for several years, well beyond the commercial
lifetime of the game, but it is not possible to provide continued
support for games 7 years after they've been released. That is like
asking a college freshman to go back and revise his grade 6 elementary
school homework. Even if it were practical to do so most of the
knowledge of how to do it is buried far too deeply in peoples' memories
to be easily extracted which would make the project 10 times more
complicated and likely to produce undesirable results.
Mark Rein
Epic Games Inc.
Visit us at http://www.epicgames.com
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Pitbull
- Administrator
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- Location: Between Venus and Mars
Re: No joke :)
I'm assuming UTPG doesn't have them either. To bad, but congrats Smirftsch, I was hoping you'd get it to compile, good work. ;D Looking forward to a new version. Maybe this will bring much needed life to Unreal as I don't like playing alone. ;) Hopefully some editor fixes (like the 226 incompatibility) can be applied as well. :P Reguardless, I'm sure we will see some amazing things from this. 8)for the patch, if it will be for ugold- i'm not sure if i can make them compatible, hope so, but i don't have access to ugold sources, its a different branch of unreal....
Last edited by Pitbull on Sat Aug 27, 2005 2:11 am, edited 1 time in total.
Upon this rock I will build my church
LOADING HATERS..████████████] 99% Complete.
LOADING HATERS..████████████] 99% Complete.
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Smirftsch
- Administrator
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- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
Re: No joke :)
Turboman, i really agree with you, but the question is not if i want to make it for UGold but to be able to.
I have full access to everything, and as long i don't give the sources to someone or want to use it commercial i'm allowed whatever i want
- so adding new features is possible, and i really want to add some things, like decals, footstepsounds, maybe shadows one day. But for the moment the most important thing is to make a bugfree - or at least less buggy version of Unreal.
Redemption, thanx, it took me very long time to get it, and i think i had a lot of luck to get contact to the right people...
Pitbull, the UTPG team is having access to these sources as well, but they lack of time to do it. They did work a lot on UT and people don't imagine how much work it must have been they have done already, i'm sure they would have made 227 if they would have had a chance to realize it.
I have full access to everything, and as long i don't give the sources to someone or want to use it commercial i'm allowed whatever i want
Redemption, thanx, it took me very long time to get it, and i think i had a lot of luck to get contact to the right people...
Pitbull, the UTPG team is having access to these sources as well, but they lack of time to do it. They did work a lot on UT and people don't imagine how much work it must have been they have done already, i'm sure they would have made 227 if they would have had a chance to realize it.
Sometimes you have to lose a fight to win the war.
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Smirftsch
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Re: No joke :)
Bug report: CollisionHash server crash
Hyper, i need more information about that, i read the reports but i don't know whats now causing it in the end, or where i can start to find it. Could you put together the informations you have ?
Hyper, i need more information about that, i read the reports but i don't know whats now causing it in the end, or where i can start to find it. Could you put together the informations you have ?
Sometimes you have to lose a fight to win the war.
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Hyper
- OldUnreal Member
- Posts: 3558
- Joined: Fri Oct 11, 2002 5:41 pm
Re: No joke :)
The problem is that I don't know the cause neither. That's why I opened that topic. It might be related to pawns, but I'm not sure.Bug report: CollisionHash server crash
Hyper, i need more information about that, i read the reports but i don't know whats now causing it in the end, or where i can start to find it. Could you put together the informations you have ?
I think you have to talk with Zombie, he might know (a bit) more. He sent you a pm some days ago I believe.
Alter your reality...forever.
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unreal://hypercoop.tk
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unreal://hypercoop.tk
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Turboman.
- OldUnreal Member
- Posts: 898
- Joined: Tue Feb 04, 2003 6:40 pm
Re: No joke :)
i'm not quite sure but if i remember it happens alot when a pawn gets stuck into a wall or other odd collision stuff happens, i recently got that error in a map i'm working on (5 minutes after playing) and i suspect its a pawn that walks into a bsp hole, i know zora knows alot about these bugs.Bug report: CollisionHash server crash
Hyper, i need more information about that, i read the reports but i don't know whats now causing it in the end, or where i can start to find it. Could you put together the informations you have ?
Last edited by Turboman. on Sat Aug 27, 2005 10:31 am, edited 1 time in total.
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Wolven
- OldUnreal Member
- Posts: 44
- Joined: Sat Aug 27, 2005 12:27 pm
Re: No joke :)
Good work Smirftsch! 
If you need a bug tracker for your project just email or pm me: rowanjl@gmail.com
If you don't trust me, then ask hyper if he trusts me (I hope he does since I'm hosting some files for him)
If you need a bug tracker for your project just email or pm me: rowanjl@gmail.com
If you don't trust me, then ask hyper if he trusts me (I hope he does since I'm hosting some files for him)
The one and only CW-TheWölf
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Zombie
- Administrator
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Re: No joke :)
My belief is that the 'ActorLineCheck' is used in many different processes making this crash possible in different ways. Each crash log may differ very slightly in what native processes were being performed at the time of the crash. Perhaps a few uscript accessable native functions uses 'ActorLineCheck' such as LineOfSightTo, Trace, and TraceShot.
On the other hand what precisely triggers it is a mystery. At the moment I'm just going with what asGard, and Turboman think it is. It could be spawning pawns in bad spot, changing their collision sizes, pawns walking into a bsp, or spawning ANY actor in a bad spot with altered collision size. Also, pawns or weapons could be performing traces to those badly placed or collision altered actors exposing the bug.
If you also have access to UT sourcecode you may want to do comparison between ActorLineCheck in unreal 226 and what's in the latest UT patch. There was a fix done to 'ActorLineCheck' in UT 418+ and a few other native functions. Otherwise maybe you can contact the UTPG team about that to get an answer and fix.
-Zombie
On the other hand what precisely triggers it is a mystery. At the moment I'm just going with what asGard, and Turboman think it is. It could be spawning pawns in bad spot, changing their collision sizes, pawns walking into a bsp, or spawning ANY actor in a bad spot with altered collision size. Also, pawns or weapons could be performing traces to those badly placed or collision altered actors exposing the bug.
If you also have access to UT sourcecode you may want to do comparison between ActorLineCheck in unreal 226 and what's in the latest UT patch. There was a fix done to 'ActorLineCheck' in UT 418+ and a few other native functions. Otherwise maybe you can contact the UTPG team about that to get an answer and fix.
-Zombie
Last edited by Zombie on Sat Aug 27, 2005 6:50 pm, edited 1 time in total.
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RedemptionAD_PHX
- OldUnreal Member
- Posts: 28
- Joined: Wed Mar 30, 2005 11:10 pm
Re: No joke :)
Unrelated to Unreal, in such applications like 3D Gamestudio 5, I use to get an error similar to this one. It would only happen if too many solid-mesh-objects would cross into a solid brush/virtual extraction layer.
Just guessing at it, but its like if too many steelboxes were placed on the default canvas, or too many different meshes with collisions were in the same add/subtraction. In 3DGS, I use to test things like this by making a 256x256x256 additional layer somewhere on the canvas, and then shove something like twenty to fourty player-class objects into it.
Just guessing at it, but its like if too many steelboxes were placed on the default canvas, or too many different meshes with collisions were in the same add/subtraction. In 3DGS, I use to test things like this by making a 256x256x256 additional layer somewhere on the canvas, and then shove something like twenty to fourty player-class objects into it.
Last edited by RedemptionAD_PHX on Sat Aug 27, 2005 6:53 pm, edited 1 time in total.
