CUT2:Evolution Release 1 Bug Thread
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- Inactive Chaos Team Member
- Posts: 2638
- Joined: Mon Mar 10, 2003 11:06 pm
- Location: The Dagobah System
- Contact:
I have a GF4 4600 and there is an issue just like what you are describing on transparency textures. Weve been trying to work it for a while not but without any success =/ Since its still playable, this issue was moved towards the rear of the line of stuff to fix for the first release.
I make Darth Vader look like a teenage punk with a lightsaber.
Another chaos ut errors message
i keep getting this every time i try to use a weapon or pick one up
General protection fault!
History: UObject::ProcessEvent <- (railbolt KOTH-Dungeon.railbolt, Function ChaosUT.railbolt.PostBeginPlay) <- ULevel::SpawnActor <- (railbolt) <- UObject::ProcessEvent <- (ERDWFire KOTH-Dungeon.ERDWFire, Function Engine.WeaponFire.ModeDoFire) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
someone please reply to dudelovehavemercy@hotmail.com
cheers
MsM
General protection fault!
History: UObject::ProcessEvent <- (railbolt KOTH-Dungeon.railbolt, Function ChaosUT.railbolt.PostBeginPlay) <- ULevel::SpawnActor <- (railbolt) <- UObject::ProcessEvent <- (ERDWFire KOTH-Dungeon.ERDWFire, Function Engine.WeaponFire.ModeDoFire) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
someone please reply to dudelovehavemercy@hotmail.com
cheers
MsM
Edit: Deleted beacause I now know that this is not the log...
I know where it is now...
I know where it is now...
Last edited by halprin on Tue Jul 15, 2003 8:18 pm, edited 2 times in total.
-
- Inactive Chaos Team Member
- Posts: 2638
- Joined: Mon Mar 10, 2003 11:06 pm
- Location: The Dagobah System
- Contact:
with the files version you should be able to extract all on your base ut2003 directory. Just to save you some time.
That is a log for your ut2mod. I guess it might make it in the ut2003.log
Run the game again and check that file, if it has not changed its the wrong log (i think there are 4 different .log files in my system directory in windows).
That is a log for your ut2mod. I guess it might make it in the ut2003.log
Run the game again and check that file, if it has not changed its the wrong log (i think there are 4 different .log files in my system directory in windows).
I make Darth Vader look like a teenage punk with a lightsaber.
Here it is jb:
Edit: wrong time that I played, wasn't antalus but now this is it...:
Log: Log file open, Tue Jul 15 15:26:54 2003
Init: Name subsystem initialized
Log: No locale detection on OS X at this moment.
Log: Your locale: [Unknown].
Init: Version: 2225 (121.29)
Init: Compiled: Jun 1 2003 15:36:48
Init: Command line:
Init: Base directory: /Users/halprin/Desktop/Peter/UT 2003/Unreal Tournament 2003.app/System/
Init: Character set: Unicode
Init: Build label: UT2003 Build UT2003_Build_[2003-04-07_17.42]
Init: Object subsystem initialized
Init: OS Type=MacOS 10.2.6
Init: CPU Type=PowerPC G4/Vger/Altivec
Init: This CPU has Altivec support.
Init: Physical RAM: 805306368 bytes (768 megabytes)
Init: CPU Speed=999.000000 MHz
Init: File handle limit is soft=(256), hard=(-1).
Init: Changed file handle limit to soft=(1024), hard=(10240).
Warning: Missing Class Class Editor.TransBuffer
Init: Unreal engine initialized
Init: Detected 0 joysticks
Init: SDLClient initialized.
Init: Initializing OpenGLDrv...
Log: binding libGL.dylib
Log: (Karma): Beginning Karma for game.
Log: (Karma): Creating MeAssetDB.
Log: (Karma): Loading: Alien.ka
Log: (Karma): Loading: Bot.ka
Log: (Karma): Loading: Human.ka
Log: (Karma): Loading: intro.ka
Log: (Karma): Loading: jugg.ka
Log: (Karma): Finished Creating MeAssetDB (12 Assets).
Log: LoadMap: Entry
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Log: Game class is 'GameInfo'
Log: Level is Level Entry.myLevel
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 16779346.071038...
ScriptLog: Base Mutator is Entry.Mutator
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: 0 ANTIPORTALS
Log: Browse: NvidiaLogo.ut2?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: LoadMap: NvidiaLogo.ut2?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Warning: Type mismatch in MA of Orientation: file 2, class 16
Log: (Karma): Initialising Karma for Level.
Log: Static mesh batches: 508608 vertex bytes, 110460 index bytes
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 18633->18593; refs: 183459
Log: Game class is 'CinematicGame'
Log: Level is Level NvidiaLogo.myLevel
Warning: Paths may not be valid.
Log: Bringing Level NvidiaLogo.myLevel up for play (0) appSeconds: 16779346.944696...
ScriptLog: Base Mutator is NvidiaLogo.Mutator
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: 0 ANTIPORTALS
Log: Created and initialized a new SDL viewport.
Init: AL_VENDOR : Any
Init: AL_RENDERER : Software
Init: AL_VERSION : OpenAL 1.0.5
Init: ALAudio: subsystem initialized.
ScriptLog: Team 1
ScriptLog: Login: halprin
Log: CinematicPlayer got player SDLViewport
Log: No ScoreBoardType specified in GameInfo
ScriptLog: New Player halprin id= 255b114f4ed173c1706aba1018521312
Init: Input system initialized for SDLViewport
Log: Enter SetRes: 800x600 Fullscreen 1
Log: OpenGL
Init: GL_VENDOR : NVIDIA Inc.
Init: GL_RENDERER : NVIDIA GeForce4 MX OpenGL Engine
Init: GL_VERSION : 1.1 NVIDIA-1.2.22
Init: Device supports: GL
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_ARB_texture_cube_map
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_ATI_texture_env_combine3
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_ARB_multitexture
Init: Device supports: GL_APPLE_vertex_array_range
Init: Device supports: GL_APPLE_vertex_array_object
Init: Device supports: GL_NV_multisample_filter_hint
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: C32 RGB888 Z24 S0
Init: OpenGL: Level of anisotropy is 1.000000 (max 2.000000).
Init: OpenGL: Not using multisample
Init: Using GL_APPLE_vertex_array_range.
Init: OpenGL: allocated 32 MByte of AGP memory
Init: Game engine initialized
Log: Startup time: 8.810443 seconds
Log: Precaching: NvidiaLogo.LevelInfo0
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Finished precaching geometry in 0.047 seconds
Log: Finished precaching textures in 0.268 seconds
Log: URL: Adding default option Name=halprin
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Corrosion
Log: URL: Adding default option team=1
Log: Browse: Index.ut2?disconnect?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: Failed; returning to Entry
Log: GP=FALSE
Log: Spawning new actor for Viewport SDLViewport
ScriptLog: Team 1
ScriptLog: Login: halprin
Log: PlayerController got player SDLViewport
Error: Sound is too short for streaming: ..\Music\KR-UT2003-Menu.ogg
Log: No ScoreBoardType specified in GameInfo
ScriptLog: New Player halprin id= 255b114f4ed173c1706aba1018521312
Log: Scanning and building mutator list
Log: xUtil::CacheLoad CachePlayers (0.066759 seconds)
Error: Couldn't load DecoText XPlayers.smith
ScriptLog: UT2InstantActionPage::PlayButtonClick - Sending [open DM-Antalus?Game=XGame.xDeathMatch?Difficulty=0?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=10?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=True?Mutator=ChaosGames.ChaosUT] to the console
ScriptLog: GUIController::CloseMenu - Package.UT2InstantActionPage
Log: URL: Adding default option Name=halprin
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Corrosion
Log: URL: Adding default option team=1
Log: Browse: DM-Antalus?Game=XGame.xDeathMatch?Difficulty=0?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=10?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=True?Mutator=ChaosGames.ChaosUT?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: LoadMap: DM-Antalus?Game=XGame.xDeathMatch?Difficulty=0?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=10?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=True?Mutator=ChaosGames.ChaosUT?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: (Karma): Initialising Karma for Level.
Log: Static mesh batches: 2745936 vertex bytes, 380904 index bytes
Log: Collecting garbage
Log: Purging garbage
Log: 16779363517.3ms Unloading: Package NvidiaLogo
Log: 16779363517.4ms Unloading: Package NvidiaLogo_T
Log: 16779363517.5ms Unloading: Package HumanoidArchitecture2
Log: 16779363517.5ms Unloading: Package NvidiaLogo_M
Log: 16779363517.6ms Unloading: Package NvidiaLogoSounds
Log: 16779363517.6ms Unloading: Package NvidiaGorge
Log: (Karma): Terminating Karma for Level.
Log: (Karma): Level Karma Terminated.
Log: 16779363526.4ms Unloading: Package AltRedeemer
Log: 16779363527.0ms Unloading: Package Bonuspack
Log: 16779363527.1ms Unloading: Package MutantSkins
Log: 16779363527.2ms Unloading: Package AnnouncerEvil
Log: 16779363527.2ms Unloading: Package Egypt_techmeshes_Epic
Log: 16779363527.2ms Unloading: Package HumanoidHardware
Log: 16779363527.4ms Unloading: Package HumanoidHardwareBrush
Log: 16779363527.4ms Unloading: Package AbaddonHardwareBrush
Log: 16779363527.5ms Unloading: Package ChaosGames
Log: 16779363527.8ms Unloading: Package ChaosGames_UI
Log: 16779363527.9ms Unloading: Package ChaosInterface
Log: 16779363527.9ms Unloading: Package ChaosTex_001
Log: 16779363528.0ms Unloading: Package ChaosGraffitti
Log: 16779363528.0ms Unloading: Package ChaosEsounds1
Log: 16779363528.0ms Unloading: Package ChaosTex_003
Log: 16779363528.1ms Unloading: Package ChaosTex_002
Log: 16779363528.1ms Unloading: Package MultiPickup
Log: 16779363528.2ms Unloading: Package Chaos_Extras1
Log: 16779363528.3ms Unloading: Package ChaosFX_1
Log: 16779363528.3ms Unloading: Package ChaosExtras
Log: 16779363528.3ms Unloading: Package sg_UT2003_pickups
Log: 16779363528.4ms Unloading: Package sg_UT2003_Jumpboots
Log: 16779363528.4ms Unloading: Package ChaosUTmodels_1
Log: 16779363540.0ms Unloading: Package FogMatch100
Log: 16779363540.2ms Unloading: Package MapVote400b11
Log: 16779363540.6ms Unloading: Package IntroSounds
Log: 16779363544.6ms Unloading: Package Matrix_v120
Log: 16779363545.5ms Unloading: Package matrixrings
Log: 16779363545.5ms Unloading: Package MonkeyMatrixInterface
Log: 16779363545.9ms Unloading: Package BR-Anubis
Log: 16779363546.6ms Unloading: Package AnubisStatic
Log: 16779363546.7ms Unloading: Package AnubisTextures
Log: 16779363546.7ms Unloading: Package CheckerFX
Log: 16779363546.7ms Unloading: Package BarrenHardware
Log: 16779363546.8ms Unloading: Package BarrensHardwareBrush
Log: 16779363546.8ms Unloading: Package DavesTextures
Log: 16779363546.8ms Unloading: Package gooseFX
Log: 16779363546.8ms Unloading: Package BarrenHardware-epic
Log: 16779363546.9ms Unloading: Package Face3_decomeshes
Log: 16779363546.9ms Unloading: Package GeoThermalTextures
Log: 16779363546.9ms Unloading: Package AWStellarMeshes
Log: 16779363546.9ms Unloading: Package AWCity
Log: 16779363546.9ms Unloading: Package CP_Nightmare1_Epic
Log: 16779363553.2ms Unloading: Package mutbombcombo
Log: 16779363553.3ms Unloading: Package madbomber
Log: 16779363553.3ms Unloading: Package nuke
Log: 16779363553.4ms Unloading: Package Telefrag
Log: 16779363553.7ms Unloading: Package UTClassic
Log: Garbage: objects: 32279->26391; refs: 315607
Log: Game class is 'xDeathMatch'
Log: Level is Level DM-Antalus.myLevel
Log: Bringing Level DM-Antalus.myLevel up for play (0) appSeconds: 16779363.743989...
ScriptLog: Difficulty 0
ScriptLog: GameSpeed 1.00
ScriptLog: Base Mutator is DM-Antalus.DMMutator
ScriptLog: Mutators ChaosGames.ChaosUT
ScriptLog: Add mutator ChaosGames.ChaosUT
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
ScriptLog: MaxLives 0
ScriptLog: GoalScore 10
ScriptLog: TimeLimit 0
ScriptLog: Translocators: True
ScriptLog: bAutoNumBots: True
ScriptLog: Adjust skill True
ScriptLog: WeaponStay: True
Log: Backtrace: ULinkerLoad::Serialize <- TArray<< <- UFireTexture::Serialize <- LoadObject <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- UObject::execClassContext <- UObject::ProcessEvent <- BeginPlay <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Exit: Exiting.
Log: Waiting for file streaming thread to finish...
Uninitialized: Name subsystem shut down
Uninitialized: Allocation checking disabled
Uninitialized: Log file closed, Tue Jul 15 15:27:25 2003
I did instant action in Antalus with the CUT2 mutator.
Edit: wrong time that I played, wasn't antalus but now this is it...:
Log: Log file open, Tue Jul 15 15:26:54 2003
Init: Name subsystem initialized
Log: No locale detection on OS X at this moment.
Log: Your locale: [Unknown].
Init: Version: 2225 (121.29)
Init: Compiled: Jun 1 2003 15:36:48
Init: Command line:
Init: Base directory: /Users/halprin/Desktop/Peter/UT 2003/Unreal Tournament 2003.app/System/
Init: Character set: Unicode
Init: Build label: UT2003 Build UT2003_Build_[2003-04-07_17.42]
Init: Object subsystem initialized
Init: OS Type=MacOS 10.2.6
Init: CPU Type=PowerPC G4/Vger/Altivec
Init: This CPU has Altivec support.
Init: Physical RAM: 805306368 bytes (768 megabytes)
Init: CPU Speed=999.000000 MHz
Init: File handle limit is soft=(256), hard=(-1).
Init: Changed file handle limit to soft=(1024), hard=(10240).
Warning: Missing Class Class Editor.TransBuffer
Init: Unreal engine initialized
Init: Detected 0 joysticks
Init: SDLClient initialized.
Init: Initializing OpenGLDrv...
Log: binding libGL.dylib
Log: (Karma): Beginning Karma for game.
Log: (Karma): Creating MeAssetDB.
Log: (Karma): Loading: Alien.ka
Log: (Karma): Loading: Bot.ka
Log: (Karma): Loading: Human.ka
Log: (Karma): Loading: intro.ka
Log: (Karma): Loading: jugg.ka
Log: (Karma): Finished Creating MeAssetDB (12 Assets).
Log: LoadMap: Entry
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Log: Game class is 'GameInfo'
Log: Level is Level Entry.myLevel
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 16779346.071038...
ScriptLog: Base Mutator is Entry.Mutator
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: 0 ANTIPORTALS
Log: Browse: NvidiaLogo.ut2?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: LoadMap: NvidiaLogo.ut2?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Warning: Type mismatch in MA of Orientation: file 2, class 16
Log: (Karma): Initialising Karma for Level.
Log: Static mesh batches: 508608 vertex bytes, 110460 index bytes
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 18633->18593; refs: 183459
Log: Game class is 'CinematicGame'
Log: Level is Level NvidiaLogo.myLevel
Warning: Paths may not be valid.
Log: Bringing Level NvidiaLogo.myLevel up for play (0) appSeconds: 16779346.944696...
ScriptLog: Base Mutator is NvidiaLogo.Mutator
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: 0 ANTIPORTALS
Log: Created and initialized a new SDL viewport.
Init: AL_VENDOR : Any
Init: AL_RENDERER : Software
Init: AL_VERSION : OpenAL 1.0.5
Init: ALAudio: subsystem initialized.
ScriptLog: Team 1
ScriptLog: Login: halprin
Log: CinematicPlayer got player SDLViewport
Log: No ScoreBoardType specified in GameInfo
ScriptLog: New Player halprin id= 255b114f4ed173c1706aba1018521312
Init: Input system initialized for SDLViewport
Log: Enter SetRes: 800x600 Fullscreen 1
Log: OpenGL
Init: GL_VENDOR : NVIDIA Inc.
Init: GL_RENDERER : NVIDIA GeForce4 MX OpenGL Engine
Init: GL_VERSION : 1.1 NVIDIA-1.2.22
Init: Device supports: GL
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_ARB_texture_cube_map
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_ATI_texture_env_combine3
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_ARB_multitexture
Init: Device supports: GL_APPLE_vertex_array_range
Init: Device supports: GL_APPLE_vertex_array_object
Init: Device supports: GL_NV_multisample_filter_hint
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: C32 RGB888 Z24 S0
Init: OpenGL: Level of anisotropy is 1.000000 (max 2.000000).
Init: OpenGL: Not using multisample
Init: Using GL_APPLE_vertex_array_range.
Init: OpenGL: allocated 32 MByte of AGP memory
Init: Game engine initialized
Log: Startup time: 8.810443 seconds
Log: Precaching: NvidiaLogo.LevelInfo0
Log: Allocating 32768 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Finished precaching geometry in 0.047 seconds
Log: Finished precaching textures in 0.268 seconds
Log: URL: Adding default option Name=halprin
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Corrosion
Log: URL: Adding default option team=1
Log: Browse: Index.ut2?disconnect?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: Failed; returning to Entry
Log: GP=FALSE
Log: Spawning new actor for Viewport SDLViewport
ScriptLog: Team 1
ScriptLog: Login: halprin
Log: PlayerController got player SDLViewport
Error: Sound is too short for streaming: ..\Music\KR-UT2003-Menu.ogg
Log: No ScoreBoardType specified in GameInfo
ScriptLog: New Player halprin id= 255b114f4ed173c1706aba1018521312
Log: Scanning and building mutator list
Log: xUtil::CacheLoad CachePlayers (0.066759 seconds)
Error: Couldn't load DecoText XPlayers.smith
ScriptLog: UT2InstantActionPage::PlayButtonClick - Sending [open DM-Antalus?Game=XGame.xDeathMatch?Difficulty=0?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=10?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=True?Mutator=ChaosGames.ChaosUT] to the console
ScriptLog: GUIController::CloseMenu - Package.UT2InstantActionPage
Log: URL: Adding default option Name=halprin
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Corrosion
Log: URL: Adding default option team=1
Log: Browse: DM-Antalus?Game=XGame.xDeathMatch?Difficulty=0?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=10?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=True?Mutator=ChaosGames.ChaosUT?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: LoadMap: DM-Antalus?Game=XGame.xDeathMatch?Difficulty=0?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=10?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=True?Mutator=ChaosGames.ChaosUT?Name=halprin?Class=Engine.Pawn?Character=Corrosion?team=1
Log: (Karma): Initialising Karma for Level.
Log: Static mesh batches: 2745936 vertex bytes, 380904 index bytes
Log: Collecting garbage
Log: Purging garbage
Log: 16779363517.3ms Unloading: Package NvidiaLogo
Log: 16779363517.4ms Unloading: Package NvidiaLogo_T
Log: 16779363517.5ms Unloading: Package HumanoidArchitecture2
Log: 16779363517.5ms Unloading: Package NvidiaLogo_M
Log: 16779363517.6ms Unloading: Package NvidiaLogoSounds
Log: 16779363517.6ms Unloading: Package NvidiaGorge
Log: (Karma): Terminating Karma for Level.
Log: (Karma): Level Karma Terminated.
Log: 16779363526.4ms Unloading: Package AltRedeemer
Log: 16779363527.0ms Unloading: Package Bonuspack
Log: 16779363527.1ms Unloading: Package MutantSkins
Log: 16779363527.2ms Unloading: Package AnnouncerEvil
Log: 16779363527.2ms Unloading: Package Egypt_techmeshes_Epic
Log: 16779363527.2ms Unloading: Package HumanoidHardware
Log: 16779363527.4ms Unloading: Package HumanoidHardwareBrush
Log: 16779363527.4ms Unloading: Package AbaddonHardwareBrush
Log: 16779363527.5ms Unloading: Package ChaosGames
Log: 16779363527.8ms Unloading: Package ChaosGames_UI
Log: 16779363527.9ms Unloading: Package ChaosInterface
Log: 16779363527.9ms Unloading: Package ChaosTex_001
Log: 16779363528.0ms Unloading: Package ChaosGraffitti
Log: 16779363528.0ms Unloading: Package ChaosEsounds1
Log: 16779363528.0ms Unloading: Package ChaosTex_003
Log: 16779363528.1ms Unloading: Package ChaosTex_002
Log: 16779363528.1ms Unloading: Package MultiPickup
Log: 16779363528.2ms Unloading: Package Chaos_Extras1
Log: 16779363528.3ms Unloading: Package ChaosFX_1
Log: 16779363528.3ms Unloading: Package ChaosExtras
Log: 16779363528.3ms Unloading: Package sg_UT2003_pickups
Log: 16779363528.4ms Unloading: Package sg_UT2003_Jumpboots
Log: 16779363528.4ms Unloading: Package ChaosUTmodels_1
Log: 16779363540.0ms Unloading: Package FogMatch100
Log: 16779363540.2ms Unloading: Package MapVote400b11
Log: 16779363540.6ms Unloading: Package IntroSounds
Log: 16779363544.6ms Unloading: Package Matrix_v120
Log: 16779363545.5ms Unloading: Package matrixrings
Log: 16779363545.5ms Unloading: Package MonkeyMatrixInterface
Log: 16779363545.9ms Unloading: Package BR-Anubis
Log: 16779363546.6ms Unloading: Package AnubisStatic
Log: 16779363546.7ms Unloading: Package AnubisTextures
Log: 16779363546.7ms Unloading: Package CheckerFX
Log: 16779363546.7ms Unloading: Package BarrenHardware
Log: 16779363546.8ms Unloading: Package BarrensHardwareBrush
Log: 16779363546.8ms Unloading: Package DavesTextures
Log: 16779363546.8ms Unloading: Package gooseFX
Log: 16779363546.8ms Unloading: Package BarrenHardware-epic
Log: 16779363546.9ms Unloading: Package Face3_decomeshes
Log: 16779363546.9ms Unloading: Package GeoThermalTextures
Log: 16779363546.9ms Unloading: Package AWStellarMeshes
Log: 16779363546.9ms Unloading: Package AWCity
Log: 16779363546.9ms Unloading: Package CP_Nightmare1_Epic
Log: 16779363553.2ms Unloading: Package mutbombcombo
Log: 16779363553.3ms Unloading: Package madbomber
Log: 16779363553.3ms Unloading: Package nuke
Log: 16779363553.4ms Unloading: Package Telefrag
Log: 16779363553.7ms Unloading: Package UTClassic
Log: Garbage: objects: 32279->26391; refs: 315607
Log: Game class is 'xDeathMatch'
Log: Level is Level DM-Antalus.myLevel
Log: Bringing Level DM-Antalus.myLevel up for play (0) appSeconds: 16779363.743989...
ScriptLog: Difficulty 0
ScriptLog: GameSpeed 1.00
ScriptLog: Base Mutator is DM-Antalus.DMMutator
ScriptLog: Mutators ChaosGames.ChaosUT
ScriptLog: Add mutator ChaosGames.ChaosUT
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
ScriptLog: MaxLives 0
ScriptLog: GoalScore 10
ScriptLog: TimeLimit 0
ScriptLog: Translocators: True
ScriptLog: bAutoNumBots: True
ScriptLog: Adjust skill True
ScriptLog: WeaponStay: True
Log: Backtrace: ULinkerLoad::Serialize <- TArray<< <- UFireTexture::Serialize <- LoadObject <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- UObject::execClassContext <- UObject::ProcessEvent <- BeginPlay <- UGameEngine::LoadMap <- LocalMapURL <- UGameEngine::Browse <- ClientTravel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Exit: Exiting.
Log: Waiting for file streaming thread to finish...
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I did instant action in Antalus with the CUT2 mutator.
About the laser dot issue, since someone said that he had several nVidia PCs that rendered it fine, I thought it was because he had the latest patch. So I DLed and applied it and it made no difference!
I wouldn't mind it if I had a crosshair... BTW, is the dot for the rocket launcher supposed to be white?
A few more suggestions:
The CUTTER seems a bit too powerful, esp. alt-fire.
What happened to ricocheting primary sniper bullets?
Minor: Can the rocket ammo be blue to match the Chaos rocketlauncher?

A few more suggestions:
The CUTTER seems a bit too powerful, esp. alt-fire.
What happened to ricocheting primary sniper bullets?
Minor: Can the rocket ammo be blue to match the Chaos rocketlauncher?
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- Inactive Chaos Team Member
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Yes the rocket launcher dot is supposed to be white blue. To match its new skin (well... we might get a better model).T-Bone7 wrote:About the laser dot issue, since someone said that he had several nVidia PCs that rendered it fine, I thought it was because he had the latest patch. So I DLed and applied it and it made no difference!I wouldn't mind it if I had a crosshair... BTW, is the dot for the rocket launcher supposed to be white?
A few more suggestions:
The CUTTER seems a bit too powerful, esp. alt-fire.
What happened to ricocheting primary sniper bullets?
Minor: Can the rocket ammo be blue to match the Chaos rocketlauncher?
The cutter's primary fire when in the hands of an expert is much more deadly than the alt fire imo. Be that as it may, they might both be a little powerful, but i think the primary is balanced between skilled needed and damage done.
Sniper bullets were brought up in dev a few times, still no clear decision.
Rocket Ammo was brought up, but we decided to keep it red because in theory its the exact same rockets from both launchers. Its the launchers themselves that are different.
Last edited by jeditobe1 on Tue Jul 15, 2003 10:30 pm, edited 1 time in total.
I make Darth Vader look like a teenage punk with a lightsaber.
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Yes, that way the victim can distingush between an attacker equipped with a sniper and one with a RL. Different reactions for different kind of attacks.T-Bone7 wrote:BTW, is the dot for the rocket launcher supposed to be white?
We still have to decide about that one, but I'm not 100% sure... Shame on me.What happened to ricocheting primary sniper bullets?

A little help, jb?
EDIT: Ah, jeditobe1 was faster than me...
–The biggest trick the devil ever pulled, was convincing the world he didn't exist.–
That's what I thought you might say, but just wanted to check.jeditobe1 wrote:in theory its the exact same rockets from both launchers. Its the launchers themselves that are different.
Last edited by T-Bone7 on Tue Jul 15, 2003 10:33 pm, edited 1 time in total.
Tbone-7,T-Bone7 wrote:About the laser dot issue, since someone said that he had several nVidia PCs that rendered it fine, I thought it was because he had the latest patch. So I DLed and applied it and it made no difference!I wouldn't mind it if I had a crosshair... BTW, is the dot for the rocket launcher supposed to be white?
A few more suggestions:
The CUTTER seems a bit too powerful, esp. alt-fire.
What happened to ricocheting primary sniper bullets?
Minor: Can the rocket ammo be blue to match the Chaos rocketlauncher?
can you take a screen shot of the sniper dot issue you have an email it to me (jb@planetunreal.com)? Spa tried to break it but can not so we need to see what you see in order to fix it. Sorry about that.
Oh the laser dot for RL changes colors, a white-ish light means its ready or locked on. A dark blue means that it lost its lock.
The sniper? well not sure...Guss I just we did not get time to code that in yet.
Jb
Welp thanks for the heads up R.Flagg, now I know it's not the other muts I am using and can put them back.
Jb: No offense taken, after fiddleing with the settings I found the bind key control tab and bound the Chaos commands. Now I can cycle ammo and do the other stuff I was having problems with.
I got a crash also, while playing DM-Catalyst82, but then again it could have been from me trying to do to much to fast. I do not have a high end system, so problems pop up occasionily. Although I never had so many GPF's before. Cannot blame it soley on Chaos, because I also have FaceOff and Jungle Warfare loaded, and I think it started with them.

Jb: No offense taken, after fiddleing with the settings I found the bind key control tab and bound the Chaos commands. Now I can cycle ammo and do the other stuff I was having problems with.
I got a crash also, while playing DM-Catalyst82, but then again it could have been from me trying to do to much to fast. I do not have a high end system, so problems pop up occasionily. Although I never had so many GPF's before. Cannot blame it soley on Chaos, because I also have FaceOff and Jungle Warfare loaded, and I think it started with them.
Been playing some more... BAD NEWS
I was playing instant action w/ 2 bots. I was in one place and the bots were in another, and I saw 1 bot had killed the other with alt link fire, and it froze, same type of crash as with the crossbow bug. None of us three was using a crossbow at the time except maybe the bot who was killed. If it is related to the crossbow crashes, the only thing I can think of is the bot who was killed fired an arrow just before death and it ended up being a headshot... but in other cases it is usually caused by a second bot being behind the first, headshotted bot. In this case, that's impossible since there were three of us total, and I wasn't near.
I was playing instant action w/ 2 bots. I was in one place and the bots were in another, and I saw 1 bot had killed the other with alt link fire, and it froze, same type of crash as with the crossbow bug. None of us three was using a crossbow at the time except maybe the bot who was killed. If it is related to the crossbow crashes, the only thing I can think of is the bot who was killed fired an arrow just before death and it ended up being a headshot... but in other cases it is usually caused by a second bot being behind the first, headshotted bot. In this case, that's impossible since there were three of us total, and I wasn't near.