latest update

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Gothicize
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Re: latest update

Post by Gothicize » Mon Mar 17, 2014 5:11 pm

Mobster wrote:Joeyz plan is actually the complete opposite now. He doesn't want to clog up the inventory with multiple weapons in the slots, but make everything PU based.
So it would be like the Flak cannon now for weapon projectile modifiers. So you go to the origin weapon for example Shock rifle, and find a rare drop Wand pu.(turbo laser, shock spread, etc.) Then you would apply that to the shock rifle, for wand projectiles.

The way it is now is obviously throwing tons of weapons in each slot so it's confusing, and you have to sift thru to get the right one. This way you will have the one main root weapon and can make it a turbo laser, or a wand from that.
But mainly it also throws errors that lead to weapon loss or other wacky things with or without lag/packet loss.

When he does this he also can take out the wand, flare, turbo laser, mini rocket launcher, etc from the summon. Cause they will be pu's to find, and open up the chances to get the weapons you hardly find.

__________

We decided not to totally remove the wand from crate/summon. This way if someone finds it before spelling out the letters they have the advantage.
I rather like this idea. I say do it. :epicbattle:

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bananaface
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Re: latest update

Post by bananaface » Tue Mar 18, 2014 2:11 pm

server crashing alot again.

UT2004 Build UT2004_Build_[2005-11-23_16.22]

OS: Windows NT 6.1 (Build: 7601)
CPU: AuthenticAMD Unknown processor @ 3014 MHz with 4095MB RAM
Video: AMD Radeon HD 5700 Series (1247)

General protection fault!

History: UObject::GetFullName <- TestReach <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ShadowBitmapMaterial ShadowActor[0]) <- UObject::Serialize <- (ShadowBitmapMaterial DM-Aphran.myLevel.ShadowBitmapMaterial3) <- TestReach <- (ShadowBitmapMaterial DM-Aphran.myLevel.ShadowBitmapMaterial3) <- UStruct::SerializeBin <- (Class Engine.ShadowProjector ShadowTexture[0]) <- UObject::Serialize <- (ShadowProjector DM-Aphran.ShadowProjector) <- AActor::Serialize <- TestReach <- (ShadowProjector DM-Aphran.ShadowProjector) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level DM-Aphran.myLevel) <- UObject::Serialize <- (ParticleMaterial DM-Aphran.myLevel.ParticleMaterial2182) <- TestReach <- (ParticleMaterial DM-Aphran.myLevel.ParticleMaterial2182) <- UStruct::SerializeBin <- (Class XEffects.NewMinigunMFlash ParticleMaterial[0]) <- UObject::Serialize <- (NewMinigunMFlash DM-Aphran.NewMinigunMFlash) <- AActor::Serialize <- TestReach <- (NewMinigunMFlash DM-Aphran.NewMinigunMFlash) <- UStruct::SerializeBin <- (Class EnhancedWeaponsOfPower_v180.SSRMinigunLightAttachment mMuzFlash3rd[0]) <- UObject::Serialize <- (SSRMinigunLightAttachment DM-Aphran.SSRMinigunLightAttachment) <- AActor::Serialize <- TestReach <- (SSRMinigunLightAttachment DM-Aphran.SSRMinigunLightAttachment) <- UStruct::SerializeBin <- (Class XGame.xPawn WeaponAttachment[0]) <- UObject::Serialize <- (xPawn DM-Aphran.xPawn) <- AActor::Serialize <- TestReach <- (xPawn DM-Aphran.xPawn) <- UStruct::SerializeBin <- (Class XGame.xPlayer AcknowledgedPawn[0]) <- UObject::Serialize <- (xPlayer DM-Aphran.xPlayer) <- AActor::Serialize <- TestReach <- (xPlayer DM-Aphran.xPlayer) <- UStruct::SerializeBin <- (Class WinDrv.WindowsViewport OldActor[0]) <- UObject::Serialize <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UPlayer::Serialize <- UViewport::Serialize <- TestReach <- (WindowsViewport Package.WindowsClient.WindowsViewport) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4GUIController ViewportOwner[0]) <- UObject::Serialize <- (UT2K4GUIController Package.UT2K4GUIController) <- TestReach <- (UT2K4GUIController Package.UT2K4GUIController) <- UStruct::SerializeBin <- (Class GUI2K4.fntUT2k4Small Controller[0]) <- UObject::Serialize <- (fntUT2k4Small Package.fntUT2k4Small) <- TestReach <- (fntUT2k4Small Package.fntUT2k4Small) <- UStruct::SerializeBin <- (Class GUI2K4.STY2TextLabel Fonts[0]) <- UObject::Serialize <- (STY2TextLabel Package.STY2TextLabel) <- TestReach <- (STY2TextLabel Package.STY2TextLabel) <- UStruct::SerializeBin <- (Class GUI2K4.AltSectionBackground CaptionStyle[0]) <- UObject::Serialize <- (AltSectionBackground Package.AltSectionBackground) <- TestReach <- (AltSectionBackground Package.AltSectionBackground) <- UStruct::SerializeBin <- (Class GUI2K4.UT2K4InGameChat sb_Main[0]) <- UObject::Serialize <- (UT2K4InGameChat Package.UT2K4InGameChat) <- TestReach <- (UT2K4InGameChat Package.UT2K4InGameChat) <- UStruct::SerializeBin <- (Class XInterface.ExtendedConsole ChatMenu[0]) <- UObject::Serialize <- (ExtendedConsole Package.ExtendedConsole) <- TestReach <- (ExtendedConsole Package.ExtendedConsole) <- UStruct::SerializeBin <- (Class Engine.HUD PlayerConsole[0]) <- UObject::Serialize <- (HUD Entry.HUD) <- AActor::Serialize <- TestReach <- (HUD Entry.HUD) <- UStruct::SerializeBin <- (Class Engine.PlayerController myHUD[0]) <- UObject::Serialize <- (PlayerController Entry.PlayerController) <- AActor::Serialize <- TestReach <- (PlayerController Entry.PlayerController) <- UStruct::SerializeBin <- (Class Engine.PlayerReplicationInfo Owner[0]) <- UObject::Serialize <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- AActor::Serialize <- TestReach <- (PlayerReplicationInfo Entry.PlayerReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.GameReplicationInfo PRIArray[0]) <- UObject::Serialize <- (GameReplicationInfo Entry.GameReplicationInfo) <- AActor::Serialize <- TestReach <- (GameReplicationInfo Entry.GameReplicationInfo) <- UStruct::SerializeBin <- (Class Engine.LevelInfo GRI[0]) <
Aka Nanners.

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Amy Infless
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Re: latest update

Post by Amy Infless » Tue Mar 18, 2014 10:13 pm

bananaface wrote:...DM-Aphran.... (Class XEffects.NewMinigunMFlash ParticleMaterial[0]) <- UObject::Serialize <- (NewMinigunMFlash DM-Aphran.NewMinigunMFlash) <- AActor::Serialize <- TestReach <- (NewMinigunMFlash DM-Aphran.NewMinigunMFlash) <- UStruct::SerializeBin <- (Class EnhancedWeaponsOfPower_v180.SSRMinigunLightAttachment mMuzFlash3rd[0]) <- UObject::Serialize <- (SSRMinigunLightAttachment DM-Aphran.SSRMinigunLightAttachment) <- AActor::Serialize <- TestReach <- (SSRMinigunLightAttachment DM-Aphran.SSRMinigunLightAttachment) <- UStruct::SerializeBin <- (Class XGame.xPawn WeaponAttachmen....
i like these ultralong errors... esp cause they are not fully shown... i have some of these ending in
middle of a word... looks like its limited to "some" lines... and most only show mapname or weaponsofpower
but no wep or other weaponrelated things...

this one is the first long error i see with a possible reason, something that has to do with mini-ssr...
strange anyways cause we have the old 179 mini-ssr running for x years now and i cant remember any disconnections or other troubles from players who use that wep...

ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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bananaface
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Re: latest update

Post by bananaface » Wed Mar 19, 2014 8:32 am

Amy Infless wrote:
bananaface wrote:...DM-Aphran.... (Class XEffects.NewMinigunMFlash ParticleMaterial[0]) <- UObject::Serialize <- (NewMinigunMFlash DM-Aphran.NewMinigunMFlash) <- AActor::Serialize <- TestReach <- (NewMinigunMFlash DM-Aphran.NewMinigunMFlash) <- UStruct::SerializeBin <- (Class EnhancedWeaponsOfPower_v180.SSRMinigunLightAttachment mMuzFlash3rd[0]) <- UObject::Serialize <- (SSRMinigunLightAttachment DM-Aphran.SSRMinigunLightAttachment) <- AActor::Serialize <- TestReach <- (SSRMinigunLightAttachment DM-Aphran.SSRMinigunLightAttachment) <- UStruct::SerializeBin <- (Class XGame.xPawn WeaponAttachmen....
i like these ultralong errors... esp cause they are not fully shown... i have some of these ending in
middle of a word... looks like its limited to "some" lines... and most only show mapname or weaponsofpower
but no wep or other weaponrelated things...

this one is the first long error i see with a possible reason, something that has to do with mini-ssr...
strange anyways cause we have the old 179 mini-ssr running for x years now and i cant remember any disconnections or other troubles from players who use that wep...

ats
Mobster thinks it might have to do with the codes of the new PU's aswell, since they are based on the mini ssr codes and have the same bad thing in.
There were 3 players with mini ssr's, and all of them had phantom PU on it and it might be because there were so many things with bad codes it caused the crash.
Aka Nanners.

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bananaface
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Re: latest update

Post by bananaface » Wed Mar 19, 2014 3:03 pm

Random game freezes aswell with sound looping, no crash report and have to force shut down UT.
Aka Nanners.

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Gothicize
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Re: latest update

Post by Gothicize » Wed Mar 19, 2014 5:54 pm

bananaface wrote:Random game freezes aswell with sound looping, no crash report and have to force shut down UT.
Wow. So far the only thing I seem to have a problem with is the map crashing.

I've been trying out the phantom power up and Death said he hasn't had any problems with it. So far the only time ive noticed that it crashes is when the essr, laser, or mini rl PU gets used. So my next thought is to see if it might be from a certian combo of PU being used together. I was going to suggestion trying one thing at a time and see if that might help figure things out faster.

:epicbattle:

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Amy Infless
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Re: latest update

Post by Amy Infless » Wed Mar 19, 2014 7:29 pm

bananaface wrote:Random game freezes aswell with sound looping, no crash report and have to force shut down UT.
good. finally a 2. player with exactly that problem. so its not only me with my old mashine. logfile says
nothing and no crash-popup-window appears. curious this only happens on 180... so it cant be my old machine...


ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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Re: latest update

Post by Amy Infless » Wed Mar 19, 2014 10:49 pm

dunno whats up now, for some reason nuke-spawn-pickups can be made again.

we played sparliffs chamber and nuked and deemered them to hell. no lag, no lagspikes, no lagouts.

noone used laser, mini or essr pus.

all i tried was cloning redeemers and it worked, dunno if thats good or bad thing...

for some reason i got a portal gun, theres non in the map and i had no summon,
also noone tossed it to me.
the only "bad thing" in this map was this error from the portal gun:

Code: Select all

Warning: pgPortalDecal DM-(Sparliff)-Chamber.pgPortalDecal (Function PortalGun2c.pgPortalDecal.WarpActor:00E2) Accessed None 'OtherSide'
Warning: pgPortalDecal DM-(Sparliff)-Chamber.pgPortalDecal (Function PortalGun2c.pgPortalDecal.WarpActor:01FC) Accessed None 'OtherSide'
the portals worked.

ats
Do not try kill THIS bug !!! ->Image Your monitor may not like it...

Those who correct my English will be shot! Survivors will be shot again!

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Gothicize
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Re: latest update

Post by Gothicize » Thu Mar 20, 2014 12:11 am

Ya the portal gun was showing me blank on the blue side and Kyle saw blank on the orange side. I had 4 nuke spawns and put a wall up with enough space to shoot it past it. Was using the Essr pu and went all the way to wave 17 before i died. :shocked:

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bananaface
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Re: latest update

Post by bananaface » Thu Mar 20, 2014 1:27 am

Amy Infless wrote:
bananaface wrote:Random game freezes aswell with sound looping, no crash report and have to force shut down UT.
good. finally a 2. player with exactly that problem. so its not only me with my old mashine. logfile says
nothing and no crash-popup-window appears. curious this only happens on 180... so it cant be my old machine...


ats
Death guy forgot his name has it aswell.
Aka Nanners.

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