ChaosUT PR2.0 Bug Thread

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
jeditobe1
Inactive Chaos Team Member
Posts: 2638
Joined: Mon Mar 10, 2003 11:06 pm
Location: The Dagobah System
Contact:

Post by jeditobe1 »

ive played DDOM CTF and BR in all 3 public versions both offline and online and never had those issues. Was the server (i assume it was online?) running muts like furry said? or was anyone using some type of weird model?
I make Darth Vader look like a teenage punk with a lightsaber.
FU
Posts: 46
Joined: Wed Dec 10, 2003 10:41 am

Post by FU »

hmm weird

yes it was running some mutators:
anti tcc, zound, camouflage combo, pint size combo, ut2vote

but none of them alter the gameplay of those gametypes, and without chaos mutator it works fine :oops:
FurrySound
Posts: 3098
Joined: Fri May 17, 2002 4:37 pm
Location: USA
Contact:

Post by FurrySound »

Can you try running it without any other mutators running and see what happens? Thanks.
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

It could have something to do with some kind of interaction between Chaos and the other mods. Sounds like it anyway.
T-Bone7
Posts: 49
Joined: Tue Jul 15, 2003 4:49 am
Location: Louisiana, USA

Post by T-Bone7 »

OK, this may seem minor, but it annoys me.

The Grenade launcher launches grenades further when you're running forward and shorter when running backwards. I sometimes kill myself retreating from and grenading an enemy, and sometimes it's a bit difficult estimating where it will go because of this. I remember there was a similar issue with left/right movement and it was fixed, but this was not. I really like the grenade launcher, but a deal less because of this... :evil:

Please fix this in the upcoming hotfix, I know it shouldn't be too difficult. :wink:

Just trying to help make your mod perfect. :)
Wombats fall from the sky and reality disappears...
FU
Posts: 46
Joined: Wed Dec 10, 2003 10:41 am

Post by FU »

I think its "realistic" and supposed to be like that

I like it :P
jb
Posts: 9825
Joined: Fri May 03, 2002 12:29 am
Location: Coral Springs, FL
Contact:

Post by jb »

12/12/2003

Ever have a bug that's not that bad of a one..you try to fix it and it takes 100x longer to get fixed? Well that's were we are at. Every now and then you get stuck in 1st mode playing on line. Granted it only takes a sec for the user to fix it by typing but we wanted to fix it proper. Well that's the last delay for the PR2.01 patch. We have been trying to fix that one for the last 2/3 days and still don't have it right as our fixes fix it. But break something else in the process. Doh! So folks we are trying to get it done and should have it very very soon. Sorry for the delay. Here is a revised change log of the "stuff" we have fixed:
* Changed Version number
* Added the telefrag fix for melee
* Fixed issue with Listen Server not letting you save your weapon settings
* Tweaked melee weapons to avoid headshots during the start/end of the swing
* Tweaked the Inv Proxies
* Fixed the blood trails that were coming out of the weapons
* Made the damage that the weapons do cause more blood for the sharp weapons (Ie not hammer/mace)
* Tweaked melees so they don't hurt the first few stages of the swing (they need to build momentum)
* Yet another tweak to the proxy inv rules to fix two players controlling one proxy
* changed MeleeSword(Instigator.Weapon) ref to MeleeSword(Weapon) on the firemodes to increase compatibility with RPG2k3
* Fixed the issue were the proxy HUD was shown while you were spectating a proxy
* Fixed issue with GBRP (GravBeltRandomPickup) Not respawning
* fixed Typo in the exp expo and napalm nades
* Fixed issues with Duel letting you start a round with only one player
* Fixed issues with Duel adding bots
* Added new idle animations
* Added random bot engagement counter
* Limited Duel Round limits to be no more than 360 seconds
* Changed Duel AI Tab to have Duel Round time in SECONDS
* Adjusted "x Proxies Left" position on Proxy HUD. Proxies don't see through walls.
We have a few other minor stuff in as well. Again sorry for the delay but we are working on it.
Jb
[BE]Nébû
Posts: 22
Joined: Mon Dec 01, 2003 10:53 pm
Location: Germany
Contact:

Post by [BE]Nébû »

(up) wicked! (clap)
Image
Shadowstar
Chaotic Dreams Team
Posts: 3290
Joined: Sun Apr 06, 2003 6:22 am
Location: Arizona
Contact:

Post by Shadowstar »

T-Bone7 wrote:OK, this may seem minor, but it annoys me.

The Grenade launcher launches grenades further when you're running forward and shorter when running backwards. I sometimes kill myself retreating from and grenading an enemy, and sometimes it's a bit difficult estimating where it will go because of this. I remember there was a similar issue with left/right movement and it was fixed, but this was not. I really like the grenade launcher, but a deal less because of this... :evil:

Please fix this in the upcoming hotfix, I know it shouldn't be too difficult. :wink:

Just trying to help make your mod perfect. :)

I agree for the most part. I think the effect IS realistic, but maybe a bit overdone. I think if it was toned down a bit it would be perfect. The thing is, it's a grenade LAUNCHER, as in, it LAUNCHES the grenade. The way it is now, if you're moving backward at a high speed, instead of launching the grenade forward relative to your current velocity, it overcompensates and ends up sucking the grenade into you like some kind of weird vacuum. This has happened to me numerous times when grappling. It's a great way to do fireworks (napalm exploding in the air), but other than that it's a bit annoying. I think cutting the effect down to, say, half of what it is now would be perfect.
T-Bone7
Posts: 49
Joined: Tue Jul 15, 2003 4:49 am
Location: Louisiana, USA

Post by T-Bone7 »

Shadowstar wrote:I think the effect IS realistic, but maybe a bit overdone. I think if it was toned down a bit it would be perfect.
Who the heck wants realism? This is Chaos! It's not realistic to have grappling hooks come out of your torso and have temporary black holes stored in containers, but it makes the game fun. To me, the effect just plain annoying, and I think it should act like flak grenades.
Last edited by T-Bone7 on Sun Dec 14, 2003 1:26 am, edited 1 time in total.
Wombats fall from the sky and reality disappears...
Kyllian
Posts: 1181
Joined: Thu Dec 04, 2003 1:13 pm
Location: 29.229.90

Post by Kyllian »

Sh*t, almost forgot. Found a little bug with people disconnecting from Duel servers while the UT2vote window is up(or mapvote, not sure which)
Here's what happened. It was myself and another player(I think it was furry's server, duel with cut weaps), game was over, the mapvote window was up and he said he had to go, so he disconnected before I voted for anything, well, according to Duel, it was time for a new round with a bot as my opponent.
I could run around the level all I wanted, just couldn't fight back against the fully armed bot
Image
(Melaneus) Dammit, don't you know Furrysound's actually this hot anthro cat goddess? Who does server administration?
Iceboy
Posts: 140
Joined: Mon Nov 11, 2002 5:14 pm
Location: At My PC, where else?
Contact:

Post by Iceboy »

T-Bone7 wrote:OK, this may seem minor, but it annoys me.

The Grenade launcher launches grenades further when you're running forward and shorter when running backwards. I sometimes kill myself retreating from and grenading an enemy, and sometimes it's a bit difficult estimating where it will go because of this. I remember there was a similar issue with left/right movement and it was fixed, but this was not. I really like the grenade launcher, but a deal less because of this... :evil:

Please fix this in the upcoming hotfix, I know it shouldn't be too difficult. :wink:

Just trying to help make your mod perfect. :)
Umm... isn't that how physics works? I think its fine the way it is.
Kyllian
Posts: 1181
Joined: Thu Dec 04, 2003 1:13 pm
Location: 29.229.90

Post by Kyllian »

IIRC, the left/right grenade movement issue was a complaint from the general public, giving the CUT2 team a lot of complaints about how they didn't like it.
I was one of them who didn't like it, but never spoke up cuz I couldn't get used to the weapons back then(earlier release, weeks ago)
Image
(Melaneus) Dammit, don't you know Furrysound's actually this hot anthro cat goddess? Who does server administration?
Tomash
Posts: 7
Joined: Sat Dec 13, 2003 7:27 pm
Location: Gone out fishin'

Post by Tomash »

I've run across few more bugs. Don't know if those were mentioned before:
1. The beheaded corpses move slightly when lying on the ground.
2. In Multiplayer, there isn't any slowmo deathcam.
3. In Multiplayer, everyone, who played with me had the crosshair visible, while using meele weapons. It was in the middle of the screen, so each of them saw his name under it.
Kyllian
Posts: 1181
Joined: Thu Dec 04, 2003 1:13 pm
Location: 29.229.90

Post by Kyllian »

Tomash wrote:I've run across few more bugs. Don't know if those were mentioned before:
1. The beheaded corpses move slightly when lying on the ground.
2. In Multiplayer, there isn't any slowmo deathcam.
3. In Multiplayer, everyone, who played with me had the crosshair visible, while using meele weapons. It was in the middle of the screen, so each of them saw his name under it.
1. That's a part of 2k3's code. My guess they were trying to add some realism(you get the same twitching when you headshot someone with the LG)
2. I blame netcode
3. that is truly weird... I've never had that, except when I went into 3rd person view in normal games
Image
(Melaneus) Dammit, don't you know Furrysound's actually this hot anthro cat goddess? Who does server administration?
Post Reply