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A few 227g bugs.

Posted: Tue Sep 14, 2010 2:23 am
by Shivaxi
Exploring a few things of 227g_37, I came across some bugs that seem to be G related:

-Movers are not acting properly.  One example is that every mover no longer encroaches the player, and instead goes right through the player, as if set to Encroach_Ignore

-Monsters can see you right through doors and other movers, probably related to the above problem.

-Matrix's Knifee mod is extremely offset with third person pickup meshes, like when replacing a weapon with one of Knifee's weapons, the mesh itself is off center where it should be.  However it is fine in 227f...so I'm really not sure about this one.  It may be effecting other mods as well.

-There's a very strange rendering issue going on that I have only seen in some very old video games, which is now appearing in 227g.  For example:

227f Rendering:  http://img831.imageshack.us/img831/710/227frender.jpg

227g Rendering:  http://img26.imageshack.us/img26/4355/227grender.jpg

I am using OpenGL in both shots.  And as you can see, in 227g, the 2 textures are interfering with eachother, since they are on the same face in the grid.  But usually, whatever geometry is built last, is what shows up in front of the other, like in the shot for 227f.  This only seemed to happen when I switched to this level naturally, as in hitting the ending in the previous level to go to this one.  If I tried to open Terraniux manually, this did not happen.

-Crashed multiple times with a GPF on my 227g server when trying to reconnect...especially on Harobed for some reason, and only when I have weapons in my inventory for other reason.  Here is one of the logs:

NetComeGo: Close TcpipConnection 09/13/10 22:21:00
Exit: WinSock shut down
Log: File loaded Harobed
Log: Collecting garbage
Log: Purging garbage
Log: Assertion failed: Removed!=0 [File:.\UnObj.cpp] [Line: 3457]
Log: Assertion failed: Removed==1 [File:.\UnObj.cpp] [Line: 3458]
Critical: UObject::UnhashObject
Critical: UObject::~UObject
Critical: DeleteObject
Critical: (23627)
Critical: DeleteGarbage
Critical: (PlayC4Arming)
Critical: UObject: urgeGarbage
Critical: UObject::CollectGarbage
Critical: Cleanup
Critical: UGameEngine::LoadMap
Critical: AttemptLoadPending
Critical: TickPending
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject: taticShutdownAfterError
Exit: Executing UWindowsClient: hutdownAfterError
Exit: UALAudioSubsystem: hutdownAfterError
Exit: UD3D8RenderDevice: hutdownAfterError
Exit: Exiting.

and the GPF error message to go with it, if that matters any:


---------------------------
Critical Error
---------------------------
General protection fault!  History: UObject::UnhashObject ---------------------------
OK   
---------------------------



EDIT:  Oh and I forgot to mention that the music seems to be messed up again, where it is fading in every music event, even when the music event is specified to fade_instant.  This was fixed before on one of the versions =/

Re: A few 227g bugs.

Posted: Tue Sep 14, 2010 5:10 am
by Dozey
i don't know that this is in 227g but in my 227 version when i set the mover keys and play level to test mover is opening and closeing with no matter what time you set of bOpenedTime. And then when you want to reopen you must wait cause mover won't open until bOpenedTime will left (so if you got used 5sec. in option bOpenedTime you must wait that 5 sec.) After this 2 bugs mover work corectly :-/

Re: A few 227g bugs.

Posted: Tue Sep 14, 2010 6:56 am
by .:..:
-Movers are not acting properly.  One example is that every mover no longer encroaches the player, and instead goes right through the player, as if set to Encroach_Ignore
Already fixed.
-Monsters can see you right through doors and other movers, probably related to the above problem.
Unable to reproduce, what map is this?
EDIT:  Oh and I forgot to mention that the music seems to be messed up again, where it is fading in every music event, even when the music event is specified to fade_instant.  This was fixed before on one of the versions =/
What audio driver?

Re: A few 227g bugs.

Posted: Tue Sep 14, 2010 8:11 am
by Smirftsch
The mover problem is solved already. For the render problems- no idea, you are the 2nd now with these "grid", but I haven't seen it yet.

The crash however looks like you didn't use the 227f conformed packages :)

Re: A few 227g bugs.

Posted: Tue Sep 14, 2010 4:46 pm
by Shivaxi
Well I later discovered the crash only seems to happen with the Knifee weapons it seems.

And the monsters seeing you through movers happens on every map...most noticeably in Dig where the Skaarj is behind the wall in the hallway where the lights go out.  He starts shooting you and trying to claw you through the door.  Of course, I was playing on Difficulty 6....perhaps their enhanced vision is causing this?  But it could have been related to the Mover problem, which is fixed already, so this may be as well.

The audio driver I use is ALAudio.

And to re-create the weird rendering issue, I use OpenGL, and I open Terralift, then play through the level (or ghost to the end), and then the render issue happens in the next map, like in the screenshot. It doesn't always work when I do this, but this is the best way I've found to re-produce it.  Just playing through the maps for a bit will have it show up usually.  It's more noticable when you use something with a zoom like a Rifle, since it only happens when you are far away, and it seems to happen on a lot of geometry, not just ones that are on the same surface.

http://img291.imageshack.us/img291/229/ ... rissue.jpg

Re: A few 227g bugs.

Posted: Tue Sep 14, 2010 9:26 pm
by Hellkeeper
Artifacts like these are sometimes caused by bad drivers or configuration in the Graphic Card's panel : Distant surfaces seem to fight over which one should be displayed last and this flickering issue happens. I had this same problem with UT2004 for a few months (I add that I had been playing it for months without this). Make sure everything's alright there.

Re: A few 227g bugs.

Posted: Tue Sep 14, 2010 10:05 pm
by Matrix224
Well I later discovered the crash only seems to happen with the Knifee weapons it seems.

......

Recompile in 227g would probably fix it.