ChaosUT2 V1.02 Bug Thread

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Post Reply
slider142
Posts: 5
Joined: Sun Aug 24, 2003 8:35 pm
Location: Brooklyn, NY

Serious lag

Post by slider142 »

On my server, when one uses the napalm grenades, there is no noticeable lag. However, if one uses several grenades in one room over time, the fire effect respawns client-side every time any client enters that room, even though the actual napalm was used ages ago (At first I thought it was just randomly spawning fires around the map for some style effect. =P ) This causes mondo client-side lag (as in 0.01 frames per second) every time the effect respawns for that particular client.
I'm not sure if this is part of the mod or not, but here are the other mutators that run with Chaos on my server:
DropEverything (Mysterial)
DropsLifetimeModifier (Mysterial) (Perhaps this one ?)
UT2003RPGv3.3 (Mysterial)
SentinelReplacerB (MrEvil)
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

Slider142,

the clients were staying around longer than they should have will try to eleminate that. Thanks for the feedback.
Jb
NeoNight
Posts: 241
Joined: Mon Jul 14, 2003 7:15 pm

Post by NeoNight »

happened when I shot a cutter blade at a bot that was using the shield gun's shield. While using switch arsenal ver6b1 and switchkakutou (that kung fu mut with SA compatability)... Don't know if this is a bug with SA or with the C.U.T.T.E.R. and neither does the author of SA 8O :? :? :?

edit: ok after playing with chaos ut2 (latest version) I have come to the conclusion that it is a bug with the cutter blades not wanting to be reflected by the shield guns shield or something that is causing the crash.

:oops: UT2003 Build UT2003_Build_[2003-04-07_17.42]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 940 MHz with 255MB RAM
Video: NVIDIA GeForce2 GTS/GeForce2 Pro (4523)

ShieldAmmo DM-[Fx]RomraMoonStation.ShieldAmmo (Function Engine.Ammunition.UseAmmo:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Pr
A knight of the new........
BobTheDog
Posts: 30
Joined: Sun Aug 17, 2003 1:41 am

Post by BobTheDog »

Oooooohhhhhhhh ok so it happens when cutters hit a shielded player!

perhpas it is because the blade likes to lodge in what it hits.. so it sticks in the shield causing it to play the hit effect constantly over and over instantaneously.
Gasman
Chaotic Dreams Team
Posts: 480
Joined: Thu May 02, 2002 11:49 pm
Location: Texas

Post by Gasman »

NeoNight..great info..thanks for bringing this to our attention. I have been chasing this bug for awhile as it was hard to duplicate. Now..back to the bug chasing room I go. (user)
Gasman
DemonHunter
Posts: 563
Joined: Sun Aug 03, 2003 11:34 am
Location: Canadia
Contact:

Post by DemonHunter »

err, not sure if this bug has been addressed yet, But I am to lazy to read back :roll:

After a few shots my EDRW stops working properly, the Animation doesn't go and there is no sound.
It works for the first few shots of every level then stops, usually after 1-2 clips.

I am running Chaos 1.02 and have been for a while, this bug only recently poped up.

Its annoying as the EDRW is my fav weapon :?
Image
[23:21] <DH> everybody knows coders are robots
[23:21] <DH> and should be treated as such
[23:21] <JimMarlowe> shhh
BobTheDog
Posts: 30
Joined: Sun Aug 17, 2003 1:41 am

Post by BobTheDog »

never seen that before... sounds odd.. perhaps you should reload UT2K3... get the latest patch.. and redownload the mod?
DemonHunter
Posts: 563
Joined: Sun Aug 03, 2003 11:34 am
Location: Canadia
Contact:

Post by DemonHunter »

I have all the latest patches :cry:
but ok
Image
[23:21] <DH> everybody knows coders are robots
[23:21] <DH> and should be treated as such
[23:21] <JimMarlowe> shhh
BobTheDog
Posts: 30
Joined: Sun Aug 17, 2003 1:41 am

Post by BobTheDog »

yeah... my UT2K3 was REALLY buggy on my old WinME system... it would erase the user.ini and or the UT2003.ini occaisionally... and it wouldn't ERASE them it would erase everything in them.. leaving them blank.

but yah you might try reinstalling everything... unless the devs here know anything else to do... :cry:
FurrySound
Posts: 3098
Joined: Fri May 17, 2002 4:37 pm
Location: USA
Contact:

Post by FurrySound »

I was rocking and skeletoning left and right last night and did not see what you are talking about... Do you have the log file from when this was happening? If not, can you 'recreate' the issue and save the log file and send it to myself or gasman please? Thanks..
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

DemonHunter,

any other detials you can add? Right now we dont see this issue. And in order to fix it we need to be able to reproduce it. Once we can see it and make a test case or condition were it fails each and every time then we can fix it. Sometimes finding the test case or condition is 9/10 of the work :(
Jb
NeoNight
Posts: 241
Joined: Mon Jul 14, 2003 7:15 pm

Post by NeoNight »

DemonHunter wrote:I have all the latest patches :cry:
but ok
what mutators are you using aside from cut?
A knight of the new........
DemonHunter
Posts: 563
Joined: Sun Aug 03, 2003 11:34 am
Location: Canadia
Contact:

Post by DemonHunter »

What exact details do you need?
I haven't been running any mutators except Xmaps

My PC is XP, and I have been running Chaos from the release, no problems until this one suddenly popped up.
Haven't added anything that would affect it that I can think of.
Image
[23:21] <DH> everybody knows coders are robots
[23:21] <DH> and should be treated as such
[23:21] <JimMarlowe> shhh
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

DemonHunter,

ok try just for fun and kicks running with out Xmaps (as I dont think that will have anything to do with it). Again we are having trouble seeing this on our side. And until we can see it, we can not fix it :(
Jb
Gasman
Chaotic Dreams Team
Posts: 480
Joined: Thu May 02, 2002 11:49 pm
Location: Texas

Post by Gasman »

DemonHunter,

If you can get this to happen again, please do us this favor:

1. Stop playing the game right after it happens.
2. Go to your UT2k3 system directory and look for a file called UT2003.log
3. Email that log file to gasman@awesomenet.net and/or to Jb jb@planetunreal.com

We will have a better idea of what is causing this problem.
Thanks
Gasman
Post Reply