
ChaosUT PR2.0 Bug Thread
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- Posts: 1
- Joined: Wed Dec 03, 2003 5:21 am
Possible Bugs
I'm having the exact same problem as Star Gazer. (Your weapon is permanently stuck as the Bastard Sword.) The problem affects only the player on the hosting machine (listen or dedicated,) for some odd reason. I'm fairly certain the problem is not on my end as I did a completely fresh install of UT2003 for the new release of Chaos UT 2 complete with the latest patch, bright skins, and bonus packs. I have no other mutators or mods installed except for CUT2 either. All of the appropriate Serverpackages are listed as well. (I installed from the UMOD version.) I tried deleting my UT2003 ini to see if perhaps that eliminated the problem; it didn't however.
Another problem... Creating a server with the specified player count for each map works perfectly the first time you create a server. However, when you go to host the next time, it also allows the user to set customized bots and/or the minimum player amount, the maximum player amount, and the maximum spectator amount. This screws up the servers capability to launch bots as far as I have seen and I'm pretty sure that's where the Accessed None in my log is coming from.
Two more things that aren't neccesarily bugs but may need to be addressed.
After installing Chaos UT 2 via the umod, a text (txt) file named ChaostUTini is created in my system folder. It contained the default INI settings of Chaos UT. I did notice that Chaos UT no longer utilizes an INI file so I thought that was kind of weird.
Since I deleted my UT2003 INI, I realized that I lost the info to add the Proxy announcer. I couldn't remember what I had to add so I tried looking at your readme and your documentation. Unfortunately, it's not listed in there. I thought that perhaps it would be in your manual installation so I downloaded that as well. It's not in there either. So unless players had added it previously, those who have downloaded your manual install version won't know how to install the proxy announcer unless they download the umod install of Chaos UT R2 or the umod install of the Proxy Announcer that you have a link to on your forum.
That's about it. Sorry for such a lengthy post. I'm not trying to tear your mod apart. I absolutely love it. Seriously... it's one of the best weapon/gameplay mods out there for UT2003. I just want to help you guys make it even better.
Added: Sorry if there is are/were some grammatical errors... I'm very tired right now.
Also added: I forgot to mention that I am using a custom skin for Syzigy (BotB I believe,) and also have the Xenon skin for the same model as well. I don't think that would conflict with anything, but I just thought I should let you know.
Another problem... Creating a server with the specified player count for each map works perfectly the first time you create a server. However, when you go to host the next time, it also allows the user to set customized bots and/or the minimum player amount, the maximum player amount, and the maximum spectator amount. This screws up the servers capability to launch bots as far as I have seen and I'm pretty sure that's where the Accessed None in my log is coming from.
Two more things that aren't neccesarily bugs but may need to be addressed.
After installing Chaos UT 2 via the umod, a text (txt) file named ChaostUTini is created in my system folder. It contained the default INI settings of Chaos UT. I did notice that Chaos UT no longer utilizes an INI file so I thought that was kind of weird.
Since I deleted my UT2003 INI, I realized that I lost the info to add the Proxy announcer. I couldn't remember what I had to add so I tried looking at your readme and your documentation. Unfortunately, it's not listed in there. I thought that perhaps it would be in your manual installation so I downloaded that as well. It's not in there either. So unless players had added it previously, those who have downloaded your manual install version won't know how to install the proxy announcer unless they download the umod install of Chaos UT R2 or the umod install of the Proxy Announcer that you have a link to on your forum.
That's about it. Sorry for such a lengthy post. I'm not trying to tear your mod apart. I absolutely love it. Seriously... it's one of the best weapon/gameplay mods out there for UT2003. I just want to help you guys make it even better.

Added: Sorry if there is are/were some grammatical errors... I'm very tired right now.

Also added: I forgot to mention that I am using a custom skin for Syzigy (BotB I believe,) and also have the Xenon skin for the same model as well. I don't think that would conflict with anything, but I just thought I should let you know.
Good news bad news deal. Bad news, yeap its a known bug with listen severs. Good news, its been fix already in the current code base. We may release "hotfix" to address this as well as a few other of the major bugs we found. The fix will be just the .Us file and should only be about 400kb is size. We need to get last major bug fixed with the Proxy and INV games before we can deliever such a fix.Kain-Xavier wrote:I'm having the exact same problem as Star Gazer. (Your weapon is permanently stuck as the Bastard Sword.) The problem affects only the player on the hosting machine (listen or dedicated,) for some odd reason. I'm fairly certain the problem is not on my end as I did a completely fresh install of UT2003 for the new release of Chaos UT 2 complete with the latest patch, bright skins, and bonus packs. I have no other mutators or mods installed except for CUT2 either. All of the appropriate Serverpackages are listed as well. (I installed from the UMOD version.) I tried deleting my UT2003 ini to see if perhaps that eliminated the problem; it didn't however.
Hmmm let me check with our server guy to see if he also sees that as well.Another problem... Creating a server with the specified player count for each map works perfectly the first time you create a server. However, when you go to host the next time, it also allows the user to set customized bots and/or the minimum player amount, the maximum player amount, and the maximum spectator amount. This screws up the servers capability to launch bots as far as I have seen and I'm pretty sure that's where the Accessed None in my log is coming from.
It was a design choice. A few server operators ask us to put it in the UT2003.ini file so that they could host 2 or more Games on their servers and customize the Chaos rules on each game.After installing Chaos UT 2 via the umod, a text (txt) file named ChaostUTini is created in my system folder. It contained the default INI settings of Chaos UT. I did notice that Chaos UT no longer utilizes an INI file so I thought that was kind of weird.
Again sorry we did not document that better. We have made it a sticky here and will add it to the manual:Since I deleted my UT2003 INI, I realized that I lost the info to add the Proxy announcer. I couldn't remember what I had to add so I tried looking at your readme and your documentation. Unfortunately, it's not listed in there. I thought that perhaps it would be in your manual installation so I downloaded that as well. It's not in there either. So unless players had added it previously, those who have downloaded your manual install version won't know how to install the proxy announcer unless they download the umod install of Chaos UT R2 or the umod install of the Proxy Announcer that you have a link to on your forum.
http://forums.chaoticdreams.org/viewtop ... 4407#24407
No its good feedback. Sorry we did not get all of the bugs/issues fixed on the first time.That's about it. Sorry for such a lengthy post. I'm not trying to tear your mod apart. I absolutely love it. Seriously... it's one of the best weapon/gameplay mods out there for UT2003. I just want to help you guys make it even better.
Jb
It seems like the larger weapons (hammer, mace, axe) have a tendancy to somtimes hit as soon as the attack button is pressed. I would hazard to guess that this is because their hit-zone sticks out in front of the player a bit (if I understood the manual correctly). And as I have observed that weapons can deal damage even on the first frame of animation, it seems like this is causing them to deal unreasonable ammounts of damage before the weapon is even swung when an enemy is very close. Perhaps you could make it so there is a slight delay before the weapon can do damage when an attack is initiated, and/or do more damage at the apex of the swing?
Also there seems to be a delay between when the match timer runs out and when the game actually ends.
Also there seems to be a delay between when the match timer runs out and when the game actually ends.
-That is not dead which can eternal lie,
And with strange aeons even death may die.
And with strange aeons even death may die.
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- Posts: 53
- Joined: Tue Dec 02, 2003 5:54 am
a few things I noticed while hosting a melee duel server tonight...
some I would call bugs, others I think just need some tweaking:
1. when you have "Player Must Be Ready" checked for the server, the melee gametype ignores this and starts the matches immediately (if no bots are added to the server, the first player who connects must suicide, or let the timer run out before any new players can join the match)
2. after a kill is made, there is only a few second delay before the next round starts, this makes it almost impossible to choose a new weapon in time and have it ready for the next fight.
3. when spawning into an online melee duel, the camera sometimes defaults to first person, and usually takes two deaths to reset back to third person view. also during that time, your weapon is not visible making it almost impossible to fight.
4. when playing "online" or over a LAN, you can do the spin menouvers by simply double tapping forward and attacking while in medium stance with the katana or the double daggers. however in instant action, these moves don't work unless you are in midair for a long amount of time, enough time to swing the weapon twice before the spin actually takes effect, making it almost useless and also making it harder to practice this menouver against the bots.
5. WebAdmin doesn't show any of the new CUT2 settings for Melee.
When these bugs/problems were noticed, the server was running dedicated Melee Duel combat, with the Quad Jump mutator, and both with and without the SuperBots2.2 Mutator.
All server packages are loaded in the UT2003.ini
Rebooting, and Restarting UT2003 didn't clear up any of these issues.
All Required Bonus Packs and Patches are installed, as well as the new CUT2 map packs.
and once again, great mod, I love the addition of Melee Combat, it adds a whole new dimension to the game, and is something I'm looking forward to seeing expand and improve with more releases
some I would call bugs, others I think just need some tweaking:
1. when you have "Player Must Be Ready" checked for the server, the melee gametype ignores this and starts the matches immediately (if no bots are added to the server, the first player who connects must suicide, or let the timer run out before any new players can join the match)
2. after a kill is made, there is only a few second delay before the next round starts, this makes it almost impossible to choose a new weapon in time and have it ready for the next fight.
3. when spawning into an online melee duel, the camera sometimes defaults to first person, and usually takes two deaths to reset back to third person view. also during that time, your weapon is not visible making it almost impossible to fight.
4. when playing "online" or over a LAN, you can do the spin menouvers by simply double tapping forward and attacking while in medium stance with the katana or the double daggers. however in instant action, these moves don't work unless you are in midair for a long amount of time, enough time to swing the weapon twice before the spin actually takes effect, making it almost useless and also making it harder to practice this menouver against the bots.
5. WebAdmin doesn't show any of the new CUT2 settings for Melee.
When these bugs/problems were noticed, the server was running dedicated Melee Duel combat, with the Quad Jump mutator, and both with and without the SuperBots2.2 Mutator.
All server packages are loaded in the UT2003.ini
Rebooting, and Restarting UT2003 didn't clear up any of these issues.
All Required Bonus Packs and Patches are installed, as well as the new CUT2 map packs.
and once again, great mod, I love the addition of Melee Combat, it adds a whole new dimension to the game, and is something I'm looking forward to seeing expand and improve with more releases


CUT2 & UT2Vote19 (http://www.unrealza.co.za/proasm/) are good friends -
all works great for me, got an Linux-Server up and running (80.190.245.87:16666)
all works great for me, got an Linux-Server up and running (80.190.245.87:16666)

Wulfman,
1) Duel was written to ignore the "player must be ready" This was done so no one has to wait for players who are AFK (away from keyboard)
2) Yes there are only a few seconds to select your weapon, but once you get better used to Melee that will be all you need. People in line have been waiting long enough, plenty of time to get a weapon and it wouldn't be nice to make them wait longer. Just think of it as another challenge for the winner to hold his place.
3) The 1st person cam is a known issue, and a patch/fix is being worked on right now. If the server allows it, you can type "behindview 1" to get back to third person.
4) Personally I haven't had a problem doing the same moves on and off line. I will check it out some more...
1) Duel was written to ignore the "player must be ready" This was done so no one has to wait for players who are AFK (away from keyboard)
2) Yes there are only a few seconds to select your weapon, but once you get better used to Melee that will be all you need. People in line have been waiting long enough, plenty of time to get a weapon and it wouldn't be nice to make them wait longer. Just think of it as another challenge for the winner to hold his place.
3) The 1st person cam is a known issue, and a patch/fix is being worked on right now. If the server allows it, you can type "behindview 1" to get back to third person.
4) Personally I haven't had a problem doing the same moves on and off line. I will check it out some more...
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Update on the bugs as we have tried to consentrate on the biggier issues at first and leave the minor ones for a bit later:
We think we have the telefrag when you touch the other player with your weapon fixed. Doing more testing to see if it is.
We have the Hosting a listen server and not being able to change your weapon issue fixed.
We have the issue with "bleeding" weapons fixed.
Headshots when your first start your swing or at the very end have been corrected for. You still will hurt them a bit, but no longer get a head shot on them.
The INV Proxy one is hard for me to test for as it usally happens when you have more than one human playing. But a "tweak" to that has also been made.
We will try to extra froce you into 3rd mode. The Duel code over-rids the server setting bAllowBehindView to true so you should always be able to type in Behindview 1 in your console to correct for when your stuck in 1st view on-line. Not sure why it sometimes loses it as it seems to happen once in awhile (for me its only when I join a on-line game and not every time). My thought is that an varible was not replicated in time.
And the other bugs will get addressed is we want to get the ones that are hurting gameplay fixed first and get that patch to you ASAP.
We think we have the telefrag when you touch the other player with your weapon fixed. Doing more testing to see if it is.
We have the Hosting a listen server and not being able to change your weapon issue fixed.
We have the issue with "bleeding" weapons fixed.
Headshots when your first start your swing or at the very end have been corrected for. You still will hurt them a bit, but no longer get a head shot on them.
The INV Proxy one is hard for me to test for as it usally happens when you have more than one human playing. But a "tweak" to that has also been made.
We will try to extra froce you into 3rd mode. The Duel code over-rids the server setting bAllowBehindView to true so you should always be able to type in Behindview 1 in your console to correct for when your stuck in 1st view on-line. Not sure why it sometimes loses it as it seems to happen once in awhile (for me its only when I join a on-line game and not every time). My thought is that an varible was not replicated in time.
And the other bugs will get addressed is we want to get the ones that are hurting gameplay fixed first and get that patch to you ASAP.
Jb
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- Chaotic Dreams Team
- Posts: 3290
- Joined: Sun Apr 06, 2003 6:22 am
- Location: Arizona
- Contact:
JB, what did we decide about having a ramping system to cause the damage to start out really low at the very beginning, reach full damage in the middle, and go back down to low at the end of a swing? IMO, this would fix the instant-hit ability on the weapons. They'd still get an instant-hit but it would cause so little damage that it wouldn't really affect anything.
My Chaos Google Drive (sounds, etc):
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
https://drive.google.com/folderview?id= ... sp=sharing
My Sounds Release Thread:
http://forums.chaoticdreams.org/viewtop ... 7&start=45
Update: I put up a 3rd version of the tweak today. It should finally remove the telefrag issues. It also decreases the strength of the kick in Duel Melee games only. And it disables weapon damage for the frist few frames of animations. Shadowstar's idea is a good one but it will take more time to implement and test out. I was looking for more of qucik fixes this time around.
I finally saw the proxy inv bug. Looks like it only happens when you have more players than proxies at start. Now that I know a bit more about it we can work on a fix. Also any other reports of Duel Weirdness?
I finally saw the proxy inv bug. Looks like it only happens when you have more players than proxies at start. Now that I know a bit more about it we can work on a fix. Also any other reports of Duel Weirdness?
Jb