I'm seeing the same issue though not sure if the animation is stopping. Will post log when I get the chance.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.
ChaosUT2 V1.02 Bug Thread
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ok will doGasman wrote: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

[23:21] <DH> everybody knows coders are robots
[23:21] <DH> and should be treated as such
[23:21] <JimMarlowe> shhh
Hmm... how do you turn it on?
Hey there guys. I just downloaded the Chaos UT2 1.02 full UMOD, installed it... and there's nothing to activate it.
The Chaos UT2: Evolution mutator isn't on the list, and the only other gametypes it added are KOTH and Team KOTH.
The download I used was off your main page, it was about 40 meg. I also got your map pack. What am I doing wrong?
Thanks!
The Chaos UT2: Evolution mutator isn't on the list, and the only other gametypes it added are KOTH and Team KOTH.
The download I used was off your main page, it was about 40 meg. I also got your map pack. What am I doing wrong?
Thanks!
Would be nice...
Sure, I'd love to spend another 8 hours downloading it on my cruddy 28.8 connection. Unfortunatly, the only file listed now on the Chaos UT2 site is the one I downloaded. There is no 1.0 any more.
And for an update, I can't play KOTH either, as it says it's also missing the Chaos_004 texture file.
And for an update, I can't play KOTH either, as it says it's also missing the Chaos_004 texture file.
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- Chaotic Dreams Team
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Try looking around www.UT2003files.com I'm pretty sure we have it there...
Ok, fixed it.
Ok, I downloaded the 1.00 to 1.02 zipfile patch off chaoticdreams.org, applied it, and it filled in the missing files (at least I think it got everything, nothing crashes or complains).
I'd take a look at the PR 1.02 UMOD file and apply it to a clean install of UT2003, because it's definitely missing some files. I know chaostex_004.utx is one of them because whenever I tried to play a Chaos map, it complained about it being missing. Since it was included in the patch, it now works.
I'd take a look at the PR 1.02 UMOD file and apply it to a clean install of UT2003, because it's definitely missing some files. I know chaostex_004.utx is one of them because whenever I tried to play a Chaos map, it complained about it being missing. Since it was included in the patch, it now works.
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For anyone that download the PR1.02 UMOD we did confrim that we left out Chaostex_004. Sorry it was my fault. This texture file is very smal (26k zipped) so we may not update the UMOD to include it...not sure. Anyways if you still can not launch a chaos game grab this:
http://www.chaoticdreams.org/ce/ChaosUT ... ex_004.zip
http://www.chaoticdreams.org/ce/ChaosUT ... ex_004.zip
Jb
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I updated the main www.chaoticdreams.org site with the link.
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
-The sun never sets on the Chaotic Dreams Empire
This kicks me out though it might have been addressed already:
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2212 MHz with 1023MB RAM
Video: RADEON 9700 PRO (6378)
ShieldAmmo DM-The_Garden.ShieldAmmo (Function Engine.Ammunition.UseAmmo:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2212 MHz with 1023MB RAM
Video: RADEON 9700 PRO (6378)
ShieldAmmo DM-The_Garden.ShieldAmmo (Function Engine.Ammunition.UseAmmo:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine