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No joke :)

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
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Verdigo
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Re: No joke :)

Post by Verdigo »

Winged Unicorn made a fix for the asmd ring combo problem in mcoop2 so I imagine he knows whats wrong with it. I did manage to *fix* UnrealShare.RingExplosion not animating in a 226 dedicated server by removing

Code: Select all

if ( Level.NetMode != NM_DedicatedServer )
from:

Code: Select all

simulated function PostBeginPlay()
{
      if ( Level.NetMode != NM_DedicatedServer )
      {
            PlayAnim( 'Explosion', 0.25 );
            SpawnEffects();
      }
      if ( Instigator != None )
            MakeNoise(0.5);
}
So it now looks like:

Code: Select all

simulated function PostBeginPlay()
{
      PlayAnim( 'Explosion', 0.25 );
      SpawnEffects();

      if ( Instigator != None )
            MakeNoise(0.5);
}
I'm still a little fuzzy on network coding so I'm sure what NM_DedicatedServer does but it appears to me that it will only call PlayAnim if the game is in a Non-Dedicated server and removing it makes it animate properly in a 226f dedicated server. I imagine that doing that to the other effects would fix it as well. Kind of a dumb thing on Epic's part there but its not the first. Flare doesn't bounce off walls correctly but changing bAlwaysRelevant to True usually fixes that. It doesn't fix anything with RingExplosion though.

For the FCollisionHash problem I only have a small snippet of a log for that crash.

Code: Select all

Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: UObject::ProcessEvent
Critical: (MCoopVerd naliforest.MCoopVerd1, Function Engine.PlayerPawn.PlayerCalcView)
Winged claimed that error there is a problem with Unreal and not Mcoop2. I can replicate it while running my Mcoop2 server and constantly using AuraAdmin.Alm. I crash very often with it so tomarrow I should have the whole log entry.

As for the mirror thing, I use to see my Shieldbelt in Glide but not since my Voodoo 3 days. Now it has a whole host of problems. Like changing your fatness is reversed. Higher than 128 is suppose to make you fatter but in the mirror it makes you skinnier.

You can see a screen shot of that here:

[url]http://home.comcast.net/~verdigo/images/Shot0006.jpg[/url]
Last edited by Verdigo on Fri Sep 30, 2005 9:39 pm, edited 1 time in total.

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Verdigo
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Re: No joke :)

Post by Verdigo »

I correct my self; You can't see your ShieldBelt in your reflection because of 2 things.... ShieldBeltEffect is set to bOwnerNoSee and UnrealShare.ShieldBeltEffect has it's fatness set to 157 which is suppose to make the effect slightly bigger than the player's mesh. The mirror reverses the fatness setting making the ShieldBeltEffect appear smaller than your mesh therefor you can't see it. But after setting BOwnerNoSee to False then looking at your right hand(left for mirror reflection) you'll see part of the ShieldBeltEffect.

Here is the ShieldBeltEffect with the reversed skinny Malethree. You can see the shrunken effect. The fatness on Malethree was changed after I picked up the shieldbelt so the fatness for the ShieldBeltEffect would be normal.

[url]http://home.comcast.net/~verdigo/images/Shot0007.jpg[/url]



Here is the problem reversed and ShieldBeltEffect reflection temporarily corrected.

[url]http://home.comcast.net/~verdigo/images/Shot0009.jpg[/url]

Image
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

yes, removing the if ( Level.NetMode != NM_DedicatedServer ) "fixes" it, but its more a workarround, the source of why it isnt working is the real problem, because as you may have seen, exactly with the same code its working on 224 and 225. Indeed its a problem in the network replication code. Wish me luck that i can find it, its probably the cause of many other problems with 226 servers as well
Sometimes you have to lose a fight to win the war.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

I don't know what do you mean exactly with reflection, but shieldbelt has at versions 224+ also that effect, which had at versions before (Player had gold skin). It is at new versions too, but it get broken if you are playing online and then it is gone, it looks better than at versions before and when you play teamplay, shield skin will be red or blue, depends on in what team are you playing.

Also something what never worked properly at Unreal is map connections. Look to Apocalypse threat or Unreal beta maps. This probably can't be fixed, but it will be great addition for mappers if somebody can allow map connections memorable (You killed monsters at previous level and when you get back, monsters will be there, so connections never worked). This is just crappy idea to make connections like Quake2, Half-Life, Daikatana etc.. , but if it is possible.....

Talking about apoc, there is one problem when playing online with newbies: Somebody end to previous map and every players will not spawn where player ended, but at basic start of map. It is probably a more map problem(Bad settings on playerstart maybe) but at SP  everything works fine. Mappack also need to put apoc folder at unreal.ini file under core.system section for right work at coop, what don't know every players and maps will be downloaded into their standard maps folder even if they have mappack.
Last edited by Leo T_C_K on Thu Sep 29, 2005 6:08 pm, edited 1 time in total.
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Turboman.
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Re: No joke :)

Post by Turboman. »

i assume you mean cms mappack by apoc? afaik its also a mappers issue, the mapper hasnt even bothered to assign teleporters properly.
but you shouldnt be playing apoc in the first place, it sucks balls :P
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

i assume you mean cms mappack by apoc? afaik its also a mappers issue, the mapper hasnt even bothered to assign teleporters properly.
but you shouldnt be playing apoc in the first place, it sucks balls  :P
Cms mappack by apoc? No, I mean Apoclapse threat by Crescent Moon Squad.  :P
And I don't think it is boring, I played it at singleplayer long ago every paths and i often play it at multiplayer too. I completed all episodes joint with Unreal Platinum and pre-sequels or sequels to them, except UT content.
Last edited by Leo T_C_K on Tue Sep 27, 2005 2:55 pm, edited 1 time in total.
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Turboman.
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Re: No joke :)

Post by Turboman. »

Cms mappack by apoc? No, I mean Apoclapse threat by Crescent Moon Squad.  :P
And I don't think it is boring, I played it at singleplayer long ago every paths and i often play it at multiplayer too. I completed all episodes joint with Unreal Platinum and pre-sequels or sequels to them, except UT content.
CMS=crescent moon squad

i'm aware of two cms mappacks, and both stand as worst mappacks i've ever played, the loud vocal music still haunts me  :'(

as for the hub level transition system, i've already talked about it with zora, it would require a state save to be made at end of previous level and this savegame to be loaded when returning to level, unfortunately the native savegame code in unreal doesnt support that in multiplayer, but this is more a feature request then a bug.
Last edited by Turboman. on Tue Sep 27, 2005 3:40 pm, edited 1 time in total.
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Xavious
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Re: No joke :)

Post by Xavious »

The Apocalypse Threat isn't all that great anyway, lighting and geometry is horrible. Gameplay is sound, though, and the multiple paths through the game are good.
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

please make discussions which are not directly related to bugs in the general forums or at least in another topic.
Sometimes you have to lose a fight to win the war.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

At Stargate Talisman, there are bugs when using OpenAl, it didn't show at galaxy when I played it at singleplayer. It crashs because of sound. Maps like lssg6 and more. Here is link to download it, you can test it, at OpenAL it doesn't work. Download it [url=http://www.unrealeditor.info/down/usingl/stargatetlse.ace]here[/url].

Log: Sound->Handle - pass
Log: Data.Unload - pass
Log: Register sound: STARGATELS.hlasy.THANKYOU (28304) (Sound STARGATELS.hlasy.THANKYOU)
Log: check 28304
Critical: UALAudioSubsystem::RegisterSound
Critical: FSoundData::Load
Critical: TLazyArray
Last edited by Leo T_C_K on Thu Sep 29, 2005 6:02 pm, edited 1 time in total.
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

Yes, i'm aware of this problem, its caused by OpenAL itself - and by the THANKYOU.WAV which uses a very seldom header. Reported it to Creative, expect it to be fixed in the OpenAL 1.1 release.
Last edited by Smirftsch on Thu Sep 29, 2005 6:48 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Verdigo
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Re: No joke :)

Post by Verdigo »

Code: Select all

MCoop: ** >K·§·A

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Spazzpez
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Re: No joke :)

Post by Spazzpez »

All of these bugs of witch i havent reported, ive never seen ... well maybe two bugs i have in the past
:P
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Turboman.
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Re: No joke :)

Post by Turboman. »

rendering bug: models (not geometry) with translucent parts arent rendered properly over masked textures, the translucent part is overlapped by the masked texture, present in both opengl as glide(wrapper), so i assume it applies to d3d as well

rendering bug 2: fog in opengl looks ugly in comparison to glide, the fog in opengl has slight edges and seams visible as if its 16-bit colored, however fog in glide has very smooth transition as if its 32-bit colored, which is strange since glide does not support 32-bit colors.

rendering feature: glide has a cool "alpha translucency" effect on masked textures, this cannot be defined by texture makers but is done by the engine itself, it looks really cool with most textures (eg: treeleafs) because they dont have the black edges but instead blend into the environment properly, might be a cool feature for opengl/d3d as well?
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Spazzpez
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Re: No joke :)

Post by Spazzpez »

rendering feature: glide has a cool "alpha translucency" effect on masked textures, this cannot be defined by texture makers but is done by the engine itself, it looks really cool with most textures (eg: treeleafs) because they dont have the black edges but instead blend into the environment properly, might be a cool feature for opengl/d3d as well?
I'd love to see that in D3d jus to get rid of the black lining as if it were carelessly made but the epic team did a kick-ass job on unreal so *claps and applauds and screams* towards the epic team
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

its no feature, its a bug, and already fixed.
Sometimes you have to lose a fight to win the war.
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Spazzpez
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Re: No joke :)

Post by Spazzpez »

oh
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Turboman.
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Re: No joke :)

Post by Turboman. »

its no feature, its a bug, and already fixed.
you mean the translucency is a bug and has been removed from glide? or has it been added in the other renderers?
Last edited by Turboman. on Sun Oct 02, 2005 2:46 pm, edited 1 time in total.
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Canadian_Bacon
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Re: No joke :)

Post by Canadian_Bacon »

Heres a bug, when your downloading from a server sometimes it cuts off and says connection failed. It usually happens when your downloading very slow. And no, it isn't related to a connection failure when a level has been switched on a server. The main problem with this is i have some buddies who say that if you reconnect really fast the download goes faster but... nephyths picks it up as a DDOS attack hahaha. so there has to be a way to better incorporate downloading into unreal 227
jackrabbit

Re: No joke :)

Post by jackrabbit »

I am running OpenGL with the S3TC textures on U1 V.226 and I get this Critical Error when trying to join the map DarkCity-D.unr

Assertion Failed: InPos
jackrabbit

Re: No joke :)

Post by jackrabbit »

Oh yeah another HUGE bug in the game related to Bacon's post.

My clan {hLk} noticed that when you minimize your unreal in smalled F12 mode that you will download more constant and faster. We think because it takes up less from the game which makes speeds faster.

Is there any way that this bug can be fixed in fullscreen for constant download speed?




One idea I did have is to in someway make your frames go very low or somthing that reduces your frames ect. while your in jail connecting. If you notice most games just have a load bar, but in U1 your actually put into a small jail cell to connect to the map. Maybe even replace that jail cell that we all know and love with just a basic load bar??? is this possible with the new patch?
Last edited by jackrabbit on Sun Oct 02, 2005 2:19 pm, edited 1 time in total.
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Shambler
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Re: No joke :)

Post by Shambler »

JackRabbit, try replacing your GenWarp.utx file in your textures folder (it might be corrupt)...As for the download speed, sounds interesting, if you type Set Console bNoDrawWorld True then it will stop rendering everything except the console. (skyrocketing FPS, set it back to false afterwards)

The problem with that is you can't see how much is downloaded :) so it's harder to tell if it has sped up.


EDIT: A load bar probably isn't possible due to the way levels are loaded, I'll take a look at doing that whenever I get access to the source.

EDIT2: Yes it appears FPS does affect your download speed :) However on servers that run Nephthys and which limit your download speed it doesn't make (much of) a difference.
After helping Smirf lookup the code it appears that the file downloading is ticked the same as any actor in the game (and the tickrate is directly related to FPS clientside) and that the checksum that confirms there was no corrupted data is only sent back once a tick aswell.

I'm guessing that the data needs to all be in the right order, so the server must wait untill it recieves that checksum before sending out a new piece of data.
Last edited by Shambler on Sun Oct 02, 2005 3:59 pm, edited 1 time in total.
jackrabbit

Re: No joke :)

Post by jackrabbit »

yes it would just be nice if for instance if while loading a map: Set Console bNoDrawWorld True would already be set so lack of certain download speed would not occour for new users and old.
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

ok, but how much is really the difference ? is it worth it ?
Sometimes you have to lose a fight to win the war.
jackrabbit

Re: No joke :)

Post by jackrabbit »

well really it depends on the speed of the server. For instance many people like to run local co-op servers but the load times for custom downloads can be terrible because of the meer fact that your frames are too high while loading. In some cases it can be really important, and in others not so much so you can make the call on what to do with this.


oh by the way, is networking going to be changed in any way for the better in the new patch?
Last edited by jackrabbit on Sun Oct 02, 2005 4:59 pm, edited 1 time in total.

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