CUT2:Evolution Release 1 Bug Thread
BuG stupidly solved!
After all it was'nt so hard to create the same crush (it just came back).
now this is so disturbing to know that the solution to the problem came from a spelling mistake (-) , when I told my frind what to write in the .ini
he misspeld [ChaosUT to ChaosUt] and it seems to be working?
I dont see the same crush when ever i want to host.
now this is so disturbing to know that the solution to the problem came from a spelling mistake (-) , when I told my frind what to write in the .ini
he misspeld [ChaosUT to ChaosUt] and it seems to be working?
I dont see the same crush when ever i want to host.
It's anyway Unreal.
From Diff:
Always when I start playing KOTH temple the games quits after a few seconds with following messsage:
UT2003 Build UT2003_Build_[2003-02-13_18.53]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1535 MHz with 767MB RAM
Video: NVIDIA GeForce FX 5200 (4403)
General protection fault!
History: UObject::ProcessEvent <- (ProxyProj KOTH-SwampTemple.ProxyProj, Function ChaosUT.ProxyProj.PostBeginPlay) <- ULevel::SpawnActor <- (ProxyProj) <- UObject::ProcessEvent <- (proxy_controller KOTH-SwampTemple.proxy_controller, Function ChaosUT.proxy_controller.Hunting.Timer) <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
to correct me in the first posted message:
everytime I play the chaotic mod the game quits with the following message:
UT2003 Build UT2003_Build_[2003-02-13_18.53]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1535 MHz with 767MB RAM
Video: NVIDIA GeForce FX 5200 (4403)
General protection fault!
History: UObject::ProcessEvent <- (Reg_Bolt KOTH-Pyramid.Reg_Bolt, Function ChaosUT.Reg_Bolt.PostBeginPlay) <- ULevel::SpawnActor <- (Reg_Bolt) <- UObject::ProcessEvent <- (CrossBowFire KOTH-Pyramid.CrossBowFire, Function Engine.WeaponFire.ModeDoFire) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Always when I start playing KOTH temple the games quits after a few seconds with following messsage:
UT2003 Build UT2003_Build_[2003-02-13_18.53]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1535 MHz with 767MB RAM
Video: NVIDIA GeForce FX 5200 (4403)
General protection fault!
History: UObject::ProcessEvent <- (ProxyProj KOTH-SwampTemple.ProxyProj, Function ChaosUT.ProxyProj.PostBeginPlay) <- ULevel::SpawnActor <- (ProxyProj) <- UObject::ProcessEvent <- (proxy_controller KOTH-SwampTemple.proxy_controller, Function ChaosUT.proxy_controller.Hunting.Timer) <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
to correct me in the first posted message:
everytime I play the chaotic mod the game quits with the following message:
UT2003 Build UT2003_Build_[2003-02-13_18.53]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1535 MHz with 767MB RAM
Video: NVIDIA GeForce FX 5200 (4403)
General protection fault!
History: UObject::ProcessEvent <- (Reg_Bolt KOTH-Pyramid.Reg_Bolt, Function ChaosUT.Reg_Bolt.PostBeginPlay) <- ULevel::SpawnActor <- (Reg_Bolt) <- UObject::ProcessEvent <- (CrossBowFire KOTH-Pyramid.CrossBowFire, Function Engine.WeaponFire.ModeDoFire) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Jb
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The grapple up key is actually an on/off switch for the windup. If the hook is pulling you in it turns the winder off, stopping and allowing you to swing. The same thing happens if you press the main grapple key a second time. Once stopped, pressing the main key a third time will disconnect the grapple, while pressing the grapple up key starts winding the grapple up again.
I make Darth Vader look like a teenage punk with a lightsaber.
FYI Jb, Superbots is a mutator created by Mysterial over at UT2003hq.com, that makes the bots play more intelligently. When the box in the config screen is checked, the mut uses CPU intensive hunting for the bots. Makes them play more like a person then a bot, which can get pretty hairy in some cases.
One bug(?) that I found, is that generic UT2K3 weapons pop up in CE maps, even though the Chaos mutator is active. Also I could not figure out how to swich scopes on the sniper rifle. While we are talking about scopes, what happend to the scope that used to be on the crossbow in the UT version?, it certainly would make aiming a lot easier if it had a scope, the same can be said of the rail gun. Also the sniper rifle's damage modifyer could be increased a bit, as unless you get a head shot, the bots just seem to shrug off hits to the body.
I really liked the Vortex weapon, it was funny as hell to watch the bots try to escape being sucked into it.
In KoTH is it possible to increase the time of rounds?, or should I ask JeT?

One bug(?) that I found, is that generic UT2K3 weapons pop up in CE maps, even though the Chaos mutator is active. Also I could not figure out how to swich scopes on the sniper rifle. While we are talking about scopes, what happend to the scope that used to be on the crossbow in the UT version?, it certainly would make aiming a lot easier if it had a scope, the same can be said of the rail gun. Also the sniper rifle's damage modifyer could be increased a bit, as unless you get a head shot, the bots just seem to shrug off hits to the body.
I really liked the Vortex weapon, it was funny as hell to watch the bots try to escape being sucked into it.

Redjack-
No bug. An option in the mutator config menu is the way that weapons are dealt with - cycle or replace. When cycle is selected, default weapons cycle with Chaos weapons. (and ammo)One bug(?) that I found, is that generic UT2K3 weapons pop up in CE maps, even though the Chaos mutator is active
Settings>Controls, there is a control needed for Advanced Weapons Option or something of the like. This changes modes for secondaries, and is used for the rocket launcher and crossbow, as well as sniper.Also I could not figure out how to swich scopes on the sniper rifle.
Last edited by Shuri on Mon Jul 14, 2003 11:32 pm, edited 1 time in total.
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- Joined: Mon Dec 09, 2002 2:13 am
Same thing here. I was playing. The screen froze, the sound got stuck in endless loop, and ctrl-alt-del didn't work. I thought about overheating, but a friend (Redneck_[duvet]) told me he experienced the same thing killing a bot.defalc wrote:Ugh...just locked my system solid, needed a reboot.
Then we played for about one hour and a half, me being the server and him the client, and the problem didn't appear again. It is possible that it only happens in "instant action" mode. He had superbots, I think, and I had TTM 2.2.
__________________
Beside here's a reproductible one. When I set a server non-dedicated, at the end of a game, when the winner is told. I press escape and go into ChaosUT parameters.
Then I stay there, and at the moment when the game switches maps, I get
_________________________________________
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1535 MHz with 511MB RAM
Video: ALL-IN-WONDER RADEON (6255)
UdpGamespyQuery DM-1on1-Postal.UdpGamespyQuery (Function IpDrv.UdpGamespyQuery.PreBeginPlay:00FB) Assertion failed, line 56
Historique: FFrame::Serialize <- UObject::ProcessEvent <- (UdpGamespyQuery DM-1on1-Postal.UdpGamespyQuery, Function IpDrv.UdpGamespyQuery.PreBeginPlay) <- ULevel::SpawnActor <- (UdpGamespyQuery) <- UObject::ProcessEvent <- (MasterServerUplink DM-1on1-Postal.MasterServerUplink, Function IpDrv.MasterServerUplink.BeginPlay) <- BeginPlay <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ServerTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
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I didn't check if it also occurs without Chaos UT.
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biiig problem
ok! when i start a game and that i fire a weapon, i got this sticky and annoying bug that quit me from ut2003 and give me this happy message:
UT2003 Build UT2003_Build_[2003-02-13_18.53]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1205 MHz with 319MB RAM
Video: RADEON 9000 SERIES (6307)
General protection fault!
History: UObject::ProcessEvent <- (ProxyProj KOTH-Pyramid.ProxyProj, Function ChaosUT.ProxyProj.PostBeginPlay) <- ULevel::SpawnActor <- (ProxyProj) <- UObject::ProcessEvent <- (proxy_controller KOTH-Pyramid.proxy_controller, Function ChaosUT.proxy_controller.Hunting.Timer) <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
so i say to myself, ****! how i could get this fix up?
and i didnt find out.. so its why i use your help!
thnx,
The Bastard Sword Fan
UT2003 Build UT2003_Build_[2003-02-13_18.53]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 1205 MHz with 319MB RAM
Video: RADEON 9000 SERIES (6307)
General protection fault!
History: UObject::ProcessEvent <- (ProxyProj KOTH-Pyramid.ProxyProj, Function ChaosUT.ProxyProj.PostBeginPlay) <- ULevel::SpawnActor <- (ProxyProj) <- UObject::ProcessEvent <- (proxy_controller KOTH-Pyramid.proxy_controller, Function ChaosUT.proxy_controller.Hunting.Timer) <- AController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
so i say to myself, ****! how i could get this fix up?
and i didnt find out.. so its why i use your help!

thnx,
The Bastard Sword Fan
CUT2 crash
I downloaded the .ut2mod of CUT2 and installed it. But when I try to either join a internet game or create a bot game with anything other than any of the KOTH game type with the CUT2 mutator, when the map is loading, UT2k3 just quits. No warning that the app unexpectedly quit. Almost as if, I guess, CUT2 sent a quit command UT2k3. UT2k3 never did this before. F.Y.I. I have a Mac but that shouldn't be the problem because a .ut2mod is a universal thing both installers read the same.
Re: CUT2 crash
Can you email me your log file so I can take a look? some times the answer will be in that file. thanks, jb@planetunreal.comhalprin wrote:I downloaded the .ut2mod of CUT2 and installed it. But when I try to either join a internet game or create a bot game with anything other than any of the KOTH game type with the CUT2 mutator, when the map is loading, UT2k3 just quits. No warning that the app unexpectedly quit. Almost as if, I guess, CUT2 sent a quit command UT2k3. UT2k3 never did this before. F.Y.I. I have a Mac but that shouldn't be the problem because a .ut2mod is a universal thing both installers read the same.
Jb
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Everytime I fire a Chaos weapon (apart from the CUTTER and the laser guided missiles which work) I get a message something about an error build or something. It happens for the grenade launcher, the vortex...
All but the CUTTER, Chaos Enchanced rocket launcher thingy and Proxies. the normal UT2003 weapons work too. And, (this isn't a bug, but a thing) when i use the "loaded" cheat to get all weaps and ammo, only the normal weaps appear and the chaos ones don't, so i had to collect the chaos weapons. I use loaded because i had no bots and i wanted to 'fiddle' with the weapons to get used to them and trying them out without annoying bots killing you before you get the weaps so i could get used to the new weapons but the chaos ones didn't appear.
All but the CUTTER, Chaos Enchanced rocket launcher thingy and Proxies. the normal UT2003 weapons work too. And, (this isn't a bug, but a thing) when i use the "loaded" cheat to get all weaps and ammo, only the normal weaps appear and the chaos ones don't, so i had to collect the chaos weapons. I use loaded because i had no bots and i wanted to 'fiddle' with the weapons to get used to them and trying them out without annoying bots killing you before you get the weaps so i could get used to the new weapons but the chaos ones didn't appear.

Fragging with all sorts of weapons gives more skill, not only using your favourite.