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Project Aura

This Board was made to give Unreal projects a home- if you need a place to discuss about your mods, campains, to offer your projects for download, to seek members for it.
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Hyper
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Re: Project Aura

Post by Hyper »

Code: Select all

DevNet: Join succeeded: John
JCoopZ: ** Player: John -- LocalID: -929066315 -- PlayerUID: -1876773379
NetComeGo: Close TcpipConnection1066 07/24/09 14:43:22
JCoopZ: Logout: John logging out
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:00F5) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:011F) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:013A) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:0160) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight9 (Function UnrealShare.Flashlight.Activated.Tick:0188) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:00F5) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:011F) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:013A) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:0160) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Warning: Flashlight Skycaves.Flashlight10 (Function UnrealShare.Flashlight.Activated.Tick:0188) Accessed None 'Owner'
Log: 1 80 85 21 2 5 0
Critical: appError called:
Critical: AuraT Skycaves.AuraT1337668 (Function Engine.Projectile.Touch:0014) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraT Skycaves.AuraT1337668, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/24/09 16:19:15
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

ya im aware of those access nones. most of them are original script problems. im hoping to fix them in the aura master file when i untwist my brain from the retarded stuff unreal always does to me... i dont know what bigice is though. sounds like it maybe a aura/ other user mod conflict. see if you can replicate the problem? if so ill have to know what goes on inside the bigice thingie to know for sure. and um ya.... good luck with that last log. you are basicly saying that youve shot over 300000 of those projectiles. :P thats a rather lot dude. no surprise unreal spazzed out. i cant fix that that sounds more like a hard core bug. flashlight will hopefully be fixed in the new version too.
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Hyper
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Re: Project Aura

Post by Hyper »

yes, sorry about the vortexshield bug. ive had it in my log too and its been fixed. just waiting on compile. ill hopefully be implementing a huge upgrade to auraarmy if i can get it working. if you cant wait and just want that bug gone let me know since you and i are pretty much the only ones i know that use aura.
AuraT is what comes from tracestinger, and lylycannon1. the trace mesh projectile. but that crash right there is basicly telling me that the old unreal script touch is the problem and if aurat is a problem in this case then so would razorblade or razorbladealt since they both share simular script and properties. only reason i can think this may happen is if the projectile doesnt get destroyed properly and continues touching the object till the crash. if the crash were to state something like (function Aura.AuraT.ProcessTouch) then it would more than likely be my fault. :P

[...]
Like this?

Code: Select all

JCoopZ: LOGIN COMPLETE: Dr_Zero -- IP Address: 200.148.3.129
JCoopZ: PostLogin(): Score entry added: 0 Dr_Zero
JCoopZ: Current Score Table contents:
JCoopZ:     0: Dr_Zero
DevNet: Join succeeded: Dr_Zero
JCoopZ: ** Player: Dr_Zero -- LocalID: 1211626551 -- PlayerUID: -1303117374
Warning: RazorBladeAlt hexephet.RazorBladeAlt22 (Function UnrealI.RazorBladeAlt.Flying.Tick:0030) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0
Warning: RazorBladeAlt hexephet.RazorBladeAlt24 (Function UnrealI.RazorBladeAlt.Flying.Tick:0030) Accessed None 'Instigator'
Log: 1 80 127 23 2 5 0
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 41680->41675; refs: 1364983
Critical: appError called:
Critical: AuraT hexephet.AuraT1540508 (Function Aura.AuraT.ProcessTouch:0076) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraT hexephet.AuraT1540508, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/09/09 06:14:18
Alter your reality...forever.

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Hyper
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Re: Project Aura

Post by Hyper »

A crash happened at my custom map server, mentioning an AuraIcer:

Code: Select all

JCoopZ: All inventory from -=*Dioden/Sweden*=- is accepted
JCoopZ: LOGIN COMPLETE: -=*Dioden/Sweden*=- -- IP Address: 82.117.115.232
JCoopZ: PostLogin(): Score entry added: 1 -=*Dioden/Sweden*=-
JCoopZ: Current Score Table contents:
JCoopZ:     0: abdul
JCoopZ:     1: -=*Dioden/Sweden*=-
DevNet: Join succeeded: -=*Dioden/Sweden*=-
JCoopZ: ** Player: -=*Dioden/Sweden*=- -- LocalID: 1504471181 -- PlayerUID: -5646357
ChatLog: -=*Dioden/Sweden*=-: hi
ChatLog: abdul: hi
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 39163->39158; refs: 700537
NetComeGo: Close TcpipConnection384 09/20/09 17:32:07
JCoopZ: Logout: abdul logging out
Log: HardWater strange5.HardWater308 moved without proper hashing
Log: HardWater strange5.HardWater309 moved without proper hashing
Log: HardWater strange5.HardWater310 moved without proper hashing
Log: HardWater strange5.HardWater311 moved without proper hashing
Log: HardWater strange5.HardWater206 moved without proper hashing
Log: HardWater strange5.HardWater525 moved without proper hashing
Log: HardWater strange5.HardWater526 moved without proper hashing
Log: HardWater strange5.HardWater527 moved without proper hashing
Log: HardWater strange5.HardWater506 moved without proper hashing
Log: HardWater strange5.HardWater508 moved without proper hashing
Critical: appError called:
Critical: AuraIcer strange5.AuraIcer1509296 (Function Aura.AuraIcer.Flying.HitWall:0040) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraIcer strange5.AuraIcer1509296, Function Aura.AuraIcer.Flying.HitWall)
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 09/21/09 01:40:04
Alter your reality...forever.

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Hyper
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Re: Project Aura

Post by Hyper »

Another AuraIcer related crash:

Code: Select all

DevNet: Join request: :5555/Index.unr?Password=password?Class=Unreali.MaleTwo?Name=dax?Skin=UnrealShare.Skins.Ash?Team=255
JCoopZ: Team 255
JCoopZ: Login: dax
JCoopZ: Password password
JCoopZ: Incoming Player named dax desired MaleTwo and got jzMaleTwo
JCoopZ: Logging in to StrangeWorld--Part2
Log: Possessed PlayerPawn: jzMaleTwo Strange2.jzMaleTwo0
ServerLog: Incoming travelling actor of class jCoopZ1.jzMaleTwo

[...]

ServerLog: SpawnPlayActor: Spawned travelling actor
JCoopZ: All inventory from dax is accepted
JCoopZ: LOGIN COMPLETE: dax -- IP Address: 72.70.154.174
JCoopZ: PostLogin(): Score entry added: 0 dax
JCoopZ: Current Score Table contents:
JCoopZ:     0: dax
DevNet: Join succeeded: dax
JCoopZ: ** Player: dax -- LocalID: -1654070290 -- PlayerUID: -37687778
Critical: appError called:
Critical: AuraIcer Strange2.AuraIcer940098 (Function Engine.Projectile.Touch:0014) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (AuraIcer Strange2.AuraIcer940098, Function Engine.Projectile.Touch)
Critical: TouchTo
Critical: AActor::BeginTouch
Critical: ULevel::MoveActor
Critical: AActor::physProjectile
Critical: AActor::performPhysics
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 10/14/09 06:15:45
Alter your reality...forever.

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Hyper
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Re: Project Aura

Post by Hyper »

I don't know why the instance number of the projectile is so high here:

AuraIcer940098

These are not summoned projectiles, these crashes happen via normal use of weapons. (where normal can include constant shooting for some time)
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.:..:
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Re: Project Aura

Post by .:..: »

I don't know why the instance number of the projectile is so high here:

AuraIcer940098

These are not summoned projectiles, these crashes happen via normal use of weapons. (where normal can include constant shooting for some time)
Nametable keeps on counting up map after map.
So after days and days of projectile spamming the nametable gets kinda huge.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Jâçkrâßßit

Re: Project Aura

Post by Jâçkrâßßit »

Tried to connect to Boodaflow server on 226b Unreal Gold client and failed. I'd suggest making the server "227 Only" instead of having older clients download the packages only to see they need 227 to actually get in.

I think I mismatched on 'UnrealShare.Blastmark'
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Spike
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Re: Project Aura

Post by Spike »

Tried to connect to Boodaflow server on 226b Unreal Gold client and failed.  I'd suggest making the server "227 Only" instead of having older clients download the packages only to see they need 227 to actually get in.

I think I mismatched on 'UnrealShare.Blastmark'  
Noted. Booda has been notified of it. Thank you.
Boodaflow says:
i agree and should fix that right now.
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Spike
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Re: Project Aura

Post by Spike »

(Updated later in the thread)
Last edited by Spike on Sat Jan 22, 2011 11:15 pm, edited 1 time in total.
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Re: Project Aura

Post by Spike »

As of now we are at a point of update for the Aura Readme Files, as soon as Boodaflow gets some updates in we will update.

PS: If anyone is interested in helping Boodaflow get a site going email me at xerospike@hotmail.com Thank you.
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Hyper
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Re: Project Aura

Post by Hyper »

I experienced a crash related to a babybag with the updated aura files I received recently. Here is the log:

Code: Select all

Critical: appError called:
Critical: BabyBag sancient1.BabyBag1 (Function UnrealShare.ScriptedPawn.Attacking.ChooseAttackMode:016A) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: AActor::ProcessState
Critical: Object BabyBag sancient1.BabyBag1, Old State State UnrealShare.ScriptedPawn.Attacking, New State State UnrealShare.ScriptedPawn.Attacking
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 03/26/10 18:29:05
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Hyper
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Re: Project Aura

Post by Hyper »

New crash:

Code: Select all

JCoopZ: All inventory from Galaxyburner is accepted
JCoopZ: LOGIN COMPLETE: Galaxyburner -- IP Address: 84.56.176.158
JCoopZ: PostLogin(): Score entry added: 0 Galaxyburner
JCoopZ: Current Score Table contents:
JCoopZ:     0: Galaxyburner
DevNet: Join succeeded: Galaxyburner
JCoopZ: ** Player: Galaxyburner -- LocalID: 892396448 -- PlayerUID: -1162682931
Warning: Dung klingon-13.Dung1 (Function AuraArmy1.Dung.MeleeDamageTarget:011B) Accessed None 'Target'
Log: 1 48 79 17 2 8 0
Critical: FCollisionHash::ActorLineCheck
Critical: CheckWithActors
Critical: ULevel::MultiLineCheck
Critical: ULevel::Trace
Critical: AActor::ProcessState
Critical: Object Dung klingon-13.Dung1, Old State State UnrealShare.ScriptedPawn.wandering, New State State UnrealShare.ScriptedPawn.wandering
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 04/04/10 03:55:46
Alter your reality...forever.

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Hyper
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Re: Project Aura

Post by Hyper »

Another BabyBag releated crash. (I've had more of these)
Critical: appError called:
Critical: BabyBag NALIC.BabyBag1 (Function AuraMaster.AuraPet.AttitudeTo:0204) Runaway loop detected (over 20000000 iterations)
Critical: Windows GetLastError: A non-blocking socket operation could not be completed immediately. (10035)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: AActor::ProcessState
Critical: Object BabyBag NALIC.BabyBag1, Old State State UnrealShare.ScriptedPawn.Attacking, New State State UnrealShare.ScriptedPawn.Attacking
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=1)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 04/28/10 23:22:05
Alter your reality...forever.

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.:..:
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Re: Project Aura

Post by .:..: »

That state runaway loop crash Hyper had above shouldn't happen on newer 227g versions anymore since we added state loop crash protection (so that should include any runaway with AActor::ProcessState).
Last edited by .:..: on Sun Dec 19, 2010 8:52 am, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Spike
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Re: Project Aura

Post by Spike »

As for a recap of this threads purpose:
  • The Primary function of this thread is Aura bugs, warnings, errors, and so on. This is not a idea pool for addons to Aura!
  • If you have anything regarding Aura Mapper or wanting to make maps for Boodaflow's server, those will be addressed in this thread.
Also:
  • Having remade almost all of the Readme packages for aura, feel free to message me for the readme's for aura. xerospike@hotmail.com They will be updated as Booda makes changes to aura, and they are directly in connection with Boodaflow's auras not with the ones that are already out in Unreal. So if there is a summon or command not in your Aura it is probably because it is in Boodaflow's Aura he's updating. The modifications Booda is making to Aura will probably be public soon (hopefully), and he is going to integrate them into one file, or is going to try to, so as to remove the mismatch issues that Aura is notorious for. The Readme's will list all summons and information on them, as well as for AuraAdmin it lists all the commands with them.
  • To also clear up some other things with Aura, anything involving Boodaflow's server, which could be questions or bugs noticed, go in this thread also.
  • If it also helps any bugs found in Hyper.nl's server involving Aura should probably also go here too. MAKE SURE YOU TELL US WHICH SERVER THE ISSUE OCCURRED IN!!
Last edited by Spike on Sat Jan 22, 2011 11:12 pm, edited 1 time in total.
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Re: Project Aura

Post by Spike »

For anyone that has any questions about how to play in Aura Palace (Boodaflow's server) This should help you out quite a bit. Be advised this is for play in Boodaflow's server and not Hyper.nl's, at least until Hyper.nl gets the new GemDagger upgrades.

-=[ Using the GemDagger ]=- STEP 1: Obtain a GemDagger either from a Pheonix Bird, or have another player give you one at the cost of 15 frags.

STEP 2: Hit the button to the left of the #1 on your keyboard, this opens the console (It's called the Tilde button). Inside the console type CodeList to view the commands for the GemDagger itself.

-The store is labeled by: [Resay Word] [Item] and [Cost in frags].

-To get the item you want, in the console type Resay [what the store tells you to resay] to get it. The frags will be deducted from your score and the item/weapon will be placed into your inventory.

STEP 3: Along with the CodeList is the command: SaveInfo which is required to save your inventory to the GemDagger's database, make sure you save often!

-Once you pickup the GemDagger on your return to the server you will be given everything you have saved (Unless updates were made which is highly possible and the GemDagger was changed).

*To pay for items you must kill and earn frags for the kills.
*If you don't have enough frags, the
WaterBook item (Which replaces Bluebooks in levels by the Aura Mutator) will double your frags up to 10,000 after 10,000 it will not double your frags, so do some math to get higher items or kill more.

-=[ Using Aura's Custom Classes ]=- STEP 1: Hit tab and type the command or alternatively use the browser:

Open (Boodasip).Class=Aurapawns.(Class from Aurapawns)?Skin=(Skin if you want or if available)

STEP 2: Select a custom class; the custom classes are as follows: AuraPawns.Birdy, Firefly, Plus, AuraNaliP, and AuraSkaarjP.

-Birdy is a class that lets you become a bird, that comes with a rear pooping cannon for annoying others.

-Firefly is just as it sounds, it is a tiny fly that buzzes around which makes it hard for enemies to hit.

-AuraNaliP is a small Nali class that when feigndeathing will go into a meditative state and regenerate health!

-AuraSkaarjP affectionately named the TeddySkaarj, is a tiny SkaarjTrooper that has the ability to when crouched pull up a shield to block incoming attacks, can actually use lunge/strafe to attack left, right, or forward..And also has the unusual ability to, when feigningdeath, fire its head off as a projectile.

The AuraPawns.AuraSkaarjP has custom skins (by Spike) that you can use. They can be accessed via adding this to the open command:

Open (Boodasip).Class=Aurapawns.auraskaarjp?Skin=SktrooperSkinsTeddy.(Skin from Below)

The skins are SktrooperSkinsTeddy.TeddySkaarj, AquaTeddy, PinkTeddy, StealthTeddy, DesertTeddy, JungleTeddy and ArcticTeddy.

NOTE: For now these skins are only on Boodaflow's Aura Palace server.
Last edited by Spike on Sat Jan 22, 2011 11:07 pm, edited 1 time in total.
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Re: Project Aura

Post by Smirftsch »

cleaned up this topic by request ;)
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

The reason my server has issues with older versions of Unreal is simply because of a bug with the Unreali.Moon1 mesh. Since so much of aura uses this spherical mesh and is rather unreplacable, i'm not planning on doing as such. hopefully the bug will be fixed in 227g. otherwise i recommend you suck it up and use 227. :P


PS..... Hyper, about those projectile crashes... try replacing an aura projectile with a regular projectile such as razorblade into one of my weapons and you should find yourself with the same problem. :P i know i pretty much suck at script but its not always my fault that unreal is totally retarded. :O
Last edited by Boodaflow on Tue Dec 21, 2010 9:53 am, edited 1 time in total.
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.:..:
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Re: Project Aura

Post by .:..: »

Moon mesh problem is unfixable because of how Epic changed it from Mesh to LodMesh on 224 > 225 versions.
So I suggest you re-import the mesh in Aura mod as an own mesh.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
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Bleeder91[NL]
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Re: Project Aura

Post by Bleeder91[NL] »

Uhm, the Abombination that is "sucking my life dry" isn't doing any damage cuz of earth armor i guess, be he's still gaining health. I'd consider that a "bug", but maybe it's just me. :)
Last edited by Bleeder91[NL] on Tue Dec 21, 2010 6:25 pm, edited 1 time in total.
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Boodaflow
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Re: Project Aura

Post by Boodaflow »

eh.... bad news for 226 and lower i guess.... im not gonna bulk up aura just because someone is to lazy to update to 227. :P as for abomb, thats a good point and i think i thought of a solution. will have to see whenever i get done fiddling with the list of crap to fix etc. (hense the reason the server hasnt been up in awhile. sorry.)
also i seemed to have fixed Death. a spell Sage tends to cast but it never goes away or anything. for some stupid reason, gotostate('Death'); doesnt work in an effect script and causes problems. why i dont know... but seems rather buggy to me considering there is no death function/state or anything that would cause this....
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Spike
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Re: Project Aura

Post by Spike »

Uhm, the Abombination that is "sucking my life dry" isn't doing any damage cuz of earth armor i guess, be he's still gaining health. I'd consider that a "bug", but maybe it's just me. :)
Hey thank you for the bug post, but we fail to see this error at all...Not sure what is going on but I tested it and the armors and was still receiving damage. Abomination's attack should go through ANY armor. If you are still finding this issue post back and we can clarify it in the server. Thank you.

Also I assume this is in Booda's server, I don't believe Hyper uses Abomination.
Last edited by Spike on Sat Jan 22, 2011 11:55 pm, edited 1 time in total.
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The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Spike
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Joined: Tue Dec 30, 2008 1:29 am

Re: Project Aura

Post by Spike »

Random Update on Behalf of Booda:

A lot of aura weapons are being reassessed, and redone. Aura Master.u is going to now be the sort of center of Aura from now on. AuraArmy is being re-looked at also, along with the mutator: AuraGame. The GemDagger is also no longer the same, it is going to be incorporating a new system in which the Gemdagger will remember your items based on a command called SaveInfo, in which your inventory will be kept in a INI based on your IP.

Just a quick review of what is going on with Aura. Stop by Boodaflows Aura Palace to help out in testing and such.

Thanks- Boodaflow & Spike

PS: Any questions or errors do remember to post here for us.
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The · Killer · §kaarj · Assassins Brotherhood (1999-2020)
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Spike
OldUnreal Member
Posts: 435
Joined: Tue Dec 30, 2008 1:29 am

Re: Project Aura

Post by Spike »

Aura is finally getting a website! It is currently under construction and will house the files for Aura and the Readme's for all of AuraMod....OldUnreal however will still be the main site for bug reports and such.

As soon as the site is functioning fully it will be linked to here, and hopefully added to the links section of Old Unreal.
Last edited by Spike on Sat Mar 05, 2011 11:59 pm, edited 1 time in total.
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The · Killer · §kaarj · Assassins Brotherhood (1999-2020)

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