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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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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

Before some minutes at coop when reconnecting:

ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptWarning: UPakConsole Transient.UPakConsole0 (Function UPak.UPakConsole.KeyEvent:0042) Accessed None
ScriptLog: Console leaving Typing
ScriptLog: Console leaving Typing
Critical: appError called:
Critical: Ran out of virtual memory. To prevent this condition, you must free up more space on your primary hard disk.
Critical: Windows GetLastError: Ke zpracování tohoto příkazu není dostatečný prostor. (8)
Exit: Executing UObject::StaticShutdownAfterError
Exit: UALAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3DRenderDevice::ShutdownAfterError
Critical: FMallocWindows::Malloc
Critical: FMallocWindows::Realloc
Critical: 00000000 -1980497920 FArray
Critical: FArray::Realloc
Critical: 1157234688*2
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: appExit
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

sounds like the well known console bug
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 »

If yes, that is only at ubrowser console, no?
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asgard12000
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Re: No joke :)

Post by asgard12000 »

unfortunately the replication system of ut differs in this point very much, but its maybe another good idea, i think i could make it.
Well I dunno if its going to work, as these might not be the only prob. Might be worth the experiment tho. I guess legend forgot about bnettempory actors.

I havent tested any other replicated variables such as lighthue or ambientsound etc But then UT's replication for ambientsound differs aswell.

UT seems fine with it but havent checked all the Unreal classes running UT.

I cant really comment, theres just too many differences, between the patches and engines.


cheers
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

if i had a way to crash the server at the moment it replicates....any hax0rs here ? :P
Sometimes you have to lose a fight to win the war.
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

leo, i think yes, i was already investigating this problem, but on my machine it doesnt appear anymore - but i will find a way to debug it, i'm sure.
Sometimes you have to lose a fight to win the war.
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BOZO
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Re: No joke :)

Post by BOZO »

There are a few C++ console commands I never messed with before:

DEBUG CRASH

DEBUG EATMEM

DEBUG GPF

DEBUG RECURSE


Maybe also try:

EDITACTOR CLASS=classname

This can help with debugging.

Darn Floppy Feet!!
{KDS}BOZO/BOZO/LordBozo
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Canadian_Bacon
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Re: No joke :)

Post by Canadian_Bacon »

hehhehe

[url]http://my.tbaytel.net/benzap/error.html[/url]

EDIT: wrong link lol

Last edited by Canadian_Bacon on Sun Nov 13, 2005 1:06 pm, edited 1 time in total.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

Browser at 227 should be like UT one with screenshot support and multitabs. Dunno if chat is possible, maybe yes. Gamespy Unreal lite includes chat, so why not classic browser? Gamespy lite isn't at Gold btw, it comes with gamespy 3d full version, but lite is made specially for Unreal. NgStats support is broken too. Screenshots at dm maps can be assigned via some ini or int file maybe.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

I remember that in version 226 there was some limitation of skins you can use, at gold this isn't. If you dled many customskins, you never could use all skins.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

Make barrel skin also to unreali.u. Nalicastle is using that texture on lift at tower I think. That texture should be at both unrealshare and unreali.
Last edited by Leo T_C_K on Sat Dec 10, 2005 5:44 pm, edited 1 time in total.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

NaliPlayer model needs visible weapon, maybe a bit modified model, like at UT or ONP.
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

although i'd like to see this fixed, i c lil chance atm, i'm no able to make skins and such, gonna ask bozo, but he seems short in time too.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

When connecting to passworded server, at UT you will get enter password window, but not at Unreal. At Unreal you need to open IP manually with ?password=****.New players don't know how to login with password and that will be good addition for them.

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Smirftsch
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Re: No joke :)

Post by Smirftsch »

already fixed
Sometimes you have to lose a fight to win the war.
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Bane
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Re: No joke :)

Post by Bane »

And actually on the topic of passwords, would it be at all possible to make it so server owners can't just steal the joining player's password? its not exactly a bug fix, but it can be a real problem. I once accidently gave a password to Klingon (anyone still remember him?) because I was used to 226f, which doesn't add ?password=...., and therefore the pw can't be stolen. I really think it'd be a good idea to stop that...
Author of Hide and Seek mod, and the NALIBALL mod

Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

And actually on the topic of passwords, would it be at all possible to make it so server owners can't just steal the joining player's password? its not exactly a bug fix, but it can be a real problem. I once accidently gave a password to Klingon (anyone still remember him?) because I was used to 226f, which doesn't add ?password=...., and therefore the pw can't be stolen. I really think it'd be a good idea to stop that...
At UnrealGold your password is not saved at User.ini which is good, but you need to close unreal after playing with password and then start Unreal normal way. I found that at Oldskool are animations fix at automag and rifle. Not changed model, but unused animations are added. One at automag and one at Rifle when zooming.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

At cooperative there is bug when playing strangeworld, the daynight change which uses triggerlights I think. When you walk into area when is night and before there was day, you will walk into birght area and then light will turn off. At strangeworld are more bugs caused by UDSDemo which is bugged, player can't move when cutscene ends and needs to reconnect, but I don¨t know if that map bug or UDSdemo bug.
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

And actually on the topic of passwords, would it be at all possible to make it so server owners can't just steal the joining player's password? its not exactly a bug fix, but it can be a real problem. I once accidently gave a password to Klingon (anyone still remember him?) because I was used to 226f, which doesn't add ?password=...., and therefore the pw can't be stolen. I really think it'd be a good idea to stop that...
yes, i'm aware about this problem, probably gonna change it to UT style pw type in the next step, means askin to type in pw when gonna joining the server. On the other hand, if its just bout admin pw, i suggest for the moment UTF, in which its done pretty nice, you can simply become admin within a menu.
Last edited by Smirftsch on Thu Dec 15, 2005 12:02 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
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Turboman.
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Re: No joke :)

Post by Turboman. »

At cooperative there is bug when playing strangeworld, the daynight change which uses triggerlights I think.  When you walk into area when is night and before there was day, you will walk into birght area and then light will turn off. At strangeworld are more bugs caused by UDSDemo which is bugged, player can't move when cutscene ends and needs to reconnect, but I don¨t know if that map bug or UDSdemo bug.
we should keep this on topic of actual unreal bugs rather then custom map ones.
UDSDemo is NOT the cause of the strangeworld camera bug, its plain because their coder (beppo) didnt code all the stuff properly for online play (see: alot of actors have their REMOTEROLE set to DUMBPROXY)
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

I didn't open map through editor, so I don't know what is there, but readme file at strangeworld is fake, it was readme file to 2.0 version which is lost(Railgun2, fixed bugs). Maybe somebody can contant DavidM for releasing version 2.0 again. At least I think it was 2.0 or something.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

What about adding multiskyzone to 227? Return to Na Pali uses that at intro and outro maps, so why not allow it at standard maps too?
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Smirftsch
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Re: No joke :)

Post by Smirftsch »

can you provide more info about that ?
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Turboman.
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Re: No joke :)

Post by Turboman. »

What about adding multiskyzone to 227? Return to Na Pali uses that at intro and outro maps, so why not allow it at standard maps too?
correction, RTNP does not use a multiskyzone, it is a skyboxtrigger that switches skyzones when being activated.
Last edited by Turboman. on Mon Jan 30, 2006 4:01 pm, edited 1 time in total.
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Leo T_C_K
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Re: No joke :)

Post by Leo T_C_K »

Oh ok, I haven't look into that really, I though it is multiskyzone which works only at intro gametype.
There is horrible bug at UGold and maybe at RtNP 226 too. When you click on start multiplayer game or botmatch, it will take several minutes to load, especially if you have many mods installed, but at Ut it is question of few seconds. It isn't dependand how many mods you have installed too. Unreal needs more Ut systems, like at cache(cache.ini) or downloading from server in Ut style which is alot faster.

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