ChaosUT PR2.0 Bug Thread

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
Melekai
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Post by Melekai »

when i start a server i cant select the melee weapon.. during instant action server it works fine..
FurrySound
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Post by FurrySound »

Make sure you have the serverpackages lines in your ut2003.ini file...

http://dynamic4.gamespy.com/~chaotic/in ... er_ut2.php
FurrySound{TOC}
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Melekai
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Post by Melekai »

they are in. there was even a checkbox to isntall them form the install file.
anwyay they are in teh file.. any other ideas?
Brandon
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Post by Brandon »

Proxie works fine for me, its just that online I hardly ever get to play as one, and there will be a ton of them. :?
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NeoNight
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Post by NeoNight »

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 GeForce FX 5200 (Omega KX 1.4523a) (4523)

General protection fault!

History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop


thats the bug I get once in a while when I use chaosut2 melee with ut2k3rpg :/... oh well

also here is the log (well part of it)

ScriptLog: GUIController::CloseMenu - Package.ChaosDuelInGameMenu
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:03BF) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:0401) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:03BF) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:0401) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:03BF) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:0401) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:03BF) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:0401) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:03BF) Accessed null class context
Error: RPGStatsMenu Package.RPGStatsMenu (Function UT2003RPGv4.RPGStatsMenu.InitFor:0401) Accessed null class context
Warning: MeleeSwordFire Duel-Arena.MeleeSwordFire (Function ChaosUT.MeleeSwordFire.SetActionAttack:009D) Accessed None
Warning: MeleeSwordFire Duel-Arena.MeleeSwordFire (Function ChaosUT.MeleeSwordFire.SetActionAttack:0140) Accessed None
ScriptLog: GUIController::CloseMenu - Package.RPGStatsMenu
Warning: MeleeSwordFire Duel-Arena.MeleeSwordFire
Last edited by NeoNight on Wed Dec 03, 2003 12:03 am, edited 1 time in total.
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jeditobe1
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Post by jeditobe1 »

let me guess.. you ramped the attack speed up?
I make Darth Vader look like a teenage punk with a lightsaber.
R.Flagg
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Post by R.Flagg »

Sir, with all due respect, that is not helping.

I understand that some folks want us to be compatible with other mods and muts (or whatever you'd call that), but please do not clog up our bugs thread with stuff like that.

Please remove the other mods and muts from the game, and let us know if you still have problems.
NeoNight
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Post by NeoNight »

jeditobe1 wrote:let me guess.. you ramped the attack speed up?
well sort of.. at first I was playing with the stats I had accumalted while playing with guns (something like lvl 200+ my weapon speed was at like 100, oh boy did the attacks get screwy ) then I restarted my character and played normally. After a few rounds ut2k3rpg and chaos melee decided they didn't like each other very much so they had an accessed none battle and ut2k3 was caught in the crossfire :cry: lol.

my last OT post on this thread, I promise!
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Sensei
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Post by Sensei »

Good, Cause when R.Flagg doesn't get his meds... :twisted:
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Isotope
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Post by Isotope »

I dont know if anyone has noticed this, but...

When a person dies, and drops his or her weapon, it hits the ground, and doesnt rotate. It instantly snaps down against the ground after hitting and/or bouncing.
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jb
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Post by jb »

Isotope wrote:I dont know if anyone has noticed this, but...

When a person dies, and drops his or her weapon, it hits the ground, and doesnt rotate. It instantly snaps down against the ground after hitting and/or bouncing.
yeap thats kind of a known limitation. We will try to use karma next time. The snap was done to prevent them from sticking into the ground with the blade 3/4 of the way in the foors!
Jb
jeditobe1
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Post by jeditobe1 »

/me looks around for people who know karma
I make Darth Vader look like a teenage punk with a lightsaber.
LoQtUS
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Post by LoQtUS »

Ill jump on that right quick ;)
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FurrySound
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Post by FurrySound »

/me flops over and twitches... Karma? :roll:
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Captain_Brian
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Post by Captain_Brian »

jb wrote:
Isotope wrote:I dont know if anyone has noticed this, but...

When a person dies, and drops his or her weapon, it hits the ground, and doesnt rotate. It instantly snaps down against the ground after hitting and/or bouncing.
yeap thats kind of a known limitation. We will try to use karma next time. The snap was done to prevent them from sticking into the ground with the blade 3/4 of the way in the foors!
Awwww!!! That would be AWESOME though! Come on, just think... you kill this guy and his sword flies through the air and then *CHING* sticks into the ground! That would be so cool! Unless you mean the HILT sticks into the ground, because that WOULD be a little weird. But still... :D


-Brian
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