ChaosUT2 V1.02 Bug Thread
Serious lag
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)
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)
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
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.
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




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.

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........
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- Joined: Sun Aug 03, 2003 11:34 am
- Location: Canadia
- Contact:
err, not sure if this bug has been addressed yet, But I am to lazy to read back
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

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


[23:21] <DH> everybody knows coders are robots
[23:21] <DH> and should be treated as such
[23:21] <JimMarlowe> shhh
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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...
but yah you might try reinstalling everything... unless the devs here know anything else to do...

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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
-The sun never sets on the Chaotic Dreams Empire
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
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
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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.
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.

[23:21] <DH> everybody knows coders are robots
[23:21] <DH> and should be treated as such
[23:21] <JimMarlowe> shhh
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
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