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fixed bugs

To find and remove the bugs we needed every bug known in current 226. You can still review them here.
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Smirftsch
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fixed bugs

Post by Smirftsch »

ok, here i'll post the bugs already fixed:

Can't join password protected maps
Masking Tree/Bird1/Krall/Manta/Devilfish/Warlord problem
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Smirftsch
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Re: fixed bugs

Post by Smirftsch »

set & get to arrays like in UT 4.51 fixed
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Shambler
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Re: fixed bugs

Post by Shambler »

- Hardcoded limit of maximum 15 gametypes on the server/botmatch menu increased to 127.

- When on the server/botmatch menu you can now hit 'enter' on the map selection and type in a map name (or part of a map name) to search for a particular map.
Last edited by Shambler on Mon Aug 29, 2005 5:49 pm, edited 1 time in total.
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Re: fixed bugs

Post by Smirftsch »

Players Head invisible when the body can't be seen, fixed.
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Re: fixed bugs

Post by Smirftsch »

Problem with "Ghosts" and "double Scoreboard" when reconnecting to a server fixed. Not sure yet if this will be the final solution, since it could cause other problems. Needs more testing.
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Re: fixed bugs

Post by Smirftsch »

Shambler found a fix for the reverb which was not working in Galaxy soundsystem.
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Shambler
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Re: fixed bugs

Post by Shambler »

And just fixed the 226 replication bug ;D (where ASMD combo gets messed up etc.)

I think that's the most important fix gone and done with now.
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Re: fixed bugs

Post by Smirftsch »

*waves*
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Hyper
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Re: fixed bugs

Post by Hyper »

And just fixed the 226 replication bug ;D (where ASMD combo gets messed up etc.)

I think that's the most important fix gone and done with now.
Quite nice. I still don't totally get what it is, but I can remember that }TCP{Wolf told that it's something important and responsible for many issues.
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Re: fixed bugs

Post by TCP_Wolf »

Well there have been some script fixes around, which are no real "fixes" though but workarounds, which, compared to a real code correction, just plain suck a...

I am not entirely certain which comment you are referring to, but then again Replication does have issues at so many places I probably have made a few comments in the past about several issues.

Anyway, congrats Shambler on that one, this is probably a major boost also for Smirftsch because now the 2 of you can continue to focus on more interesting matters. Let's face it, killing bugs that are hidden that well so they require weeks to pinpoint really demotivate somebody from going on... I speak from experience ;)
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Re: fixed bugs

Post by Smirftsch »

not really a bug, but still progress:

added umenu (Ugold Style GUI) , currently problems with the size of the ubrowser tabs, they are way to small, suggestions are very welcome, aside this, works 100%.

Added AllowDownload to IPDrv, which allows serveradmins to disable downloading.
Last edited by Smirftsch on Sun Jan 08, 2006 2:06 pm, edited 1 time in total.
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Hyper
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Re: fixed bugs

Post by Hyper »

For the UBrowser tabs:

Th console command
"set ubrowser.UWindowTabControl bmultiline true" makes the tabs take multple rows if needed. Maybe you can use this setting to make a more permanent solution, because this console command only works after the UBrowser has been loaded into memeory.
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Re: fixed bugs

Post by TCP_Wolf »

Smartball should know that one...
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Re: fixed bugs

Post by Smirftsch »

didnt work hyper, multitab doesnt seem to have any effect on this, but it gave me hint into the right direction. Fixed now.
Last edited by Smirftsch on Sun Jan 08, 2006 5:43 pm, edited 1 time in total.
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BOZO
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Re: fixed bugs

Post by BOZO »

Lamp1 Mesh is now double sided. FIXED.
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Re: fixed bugs

Post by Turboman. »

Lamp1 Mesh is now double sided. FIXED.
nice, i've been waiting for that to be fixed ;D

i might as well add that lamp4 probably needs twosided fixing too, and same applies to certain poly's of the queen and nali mesh that are onesided. (the hands at nali and the hair at the queen)
Last edited by Turboman. on Mon Jan 09, 2006 7:40 pm, edited 1 time in total.
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BOZO
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Re: fixed bugs

Post by BOZO »

Since I'm the resident Mesh guru around here I'll look into fixing those also...
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Re: fixed bugs

Post by Smirftsch »

Since I'm the resident Mesh guru around here I'll look into fixing those also...
hehehehe....
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Re: fixed bugs

Post by Turboman. »

Since I'm the resident Mesh guru around here I'll look into fixing those also...
good, then i know who to report any mesh bugs i've found :P

i've found another bug in the "candle2" actor mesh, the candle flame has one poly set to the wrong flags, which is why it doesnt have a fire texture and its not translucent.
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BOZO
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Re: fixed bugs

Post by BOZO »

Fixed:

Tree1 Mesh.

Added some additional triangles to fix a hole in the mesh. I have corrected the issues with the textures not showing up right on this mesh and offset the reference center so the collision cylinder is now showing up in the correct place. I also adjusted some parameters so the LOD drop is not so severe.

Plant 7 Texure.

Now Masked and two sided mesh. I have also corrected the texture applied to this mesh - it had some odd artifacts showing up.

Lamp 4 Mesh.

Now two sided.


I'll be sending you the corrections for each of these shortly Smirftch once I get them packaged up.

I'' begin working on the various Nali Hand issues and Queen issues next and work the candle2 in also.
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Re: fixed bugs

Post by Smirftsch »

great!
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Re: fixed bugs

Post by Turboman. »

Since I'm the resident Mesh guru around here I'll look into fixing those also...
good, then i know who to report any mesh bugs i've found :P

i've found another bug in the "candle2" actor mesh, the candle flame has one poly set to the wrong flags, which is why it doesnt have a fire texture and its not translucent.
i might as well add another bug, the female1 carcass decoration actor has the female2 skin applied to it (look in spirevillage ontop of the big rock) although this can be solved easily as its an error in the code.

also since you're going to look into the nali i might as well add that there is a minor hardly visible triangle on his knees that has the texture flag set to a wrong number.

i've also discovered something in unreal that might be very interesting for many models in the game, although i'm not sure if this would fit in a bugfix thread as its more a feature, you decide ;)
Last edited by Turboman. on Sat Jan 21, 2006 6:44 pm, edited 1 time in total.
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BOZO
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Re: fixed bugs

Post by BOZO »

i've also discovered something in unreal that might be very interesting for many models in the game, although i'm not sure if this would fit in a bugfix thread as its more a feature, you decide
Interested I am!!

Smirftsch I just sent the fixes to you. I also added an updated Lamp1 Mesh - when I was doing these others I decided I could make that one better so new version on the way.

Keep these Mesh issues coming! I'm on a roll fixing these.
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Re: fixed bugs

Post by Turboman. »

Interested I am!!
okay sent you a PM as i didnt want to derail this thread.

and i'll search for some more model bugs, i found quite afew which i forgot atm ;)
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BOZO
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Re: fixed bugs

Post by BOZO »

Another fix:

Crucified Nali fixed. Corrected the hands issue and the two transparent triangles. Also messed with the LOD culling a bit.

Already on its way Smirftsch.

Darn Floppy Feet!!
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