The ChaosUT2 PRv2.01 Bug Thread

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
T-Bone7
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Post by T-Bone7 »

I hosted a LAN duel game to play with a friend. He was stuck with whatever weapon I chose, he couldn't switch weapons, but when I switched my weapon, he had whatever I chose. I think this is only slightly better than both of us being stuck with the default sword as in PR2.0. I have to have a third comp. run a ded. server, and it works fine.
Wombats fall from the sky and reality disappears...
TKATK
the magical link fairy
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Post by TKATK »

did you install by umod?if not then you need to add server packages to the ini file to be able to play CUT:2E online properly
FU
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Post by FU »

the blue line when you active the grav belt disappears after 60 seconds :o
TKATK
the magical link fairy
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Post by TKATK »

didnt you use it up?
FU
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Post by FU »

no, I picked up a new one so my low grav abilities were still there

but the blue line disappeared

8O
FurrySound
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Post by FurrySound »

Does this happen all the time? Or only sometimes? Can you reproduce it everytime? and are you running any other mods/muts while you see this? Thanks.
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
FU
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Joined: Wed Dec 10, 2003 10:41 am

Post by FU »

happens everytime :o

I wouldnt care much if it does not get fixed because its not a big deal
you have to collect 3 shield belts to make it happen so ...

I only noticed it while playing the 2d mod :wink:

other mutators running : antitcc 1.10, pint size, camouflage, zound, ut2vote19 but it think they have nothing to do with it

:P
NeoNight
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Post by NeoNight »

FU wrote:sometimes the grapple shoots backwards in the 2d mod :?
I think the only way to fix that is to add that don't move in 3d code to the grapple or something. But uh that would be a gaint no no eh?
A knight of the new........
R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

FU wrote:I only noticed it while playing the 2d mod
Hi, thanks for playing, and posting, but read the 1st post.

If this only happens when using that mod, then you are not following my request. We have enough bugs to worry about w/o you confusing matters with this '2d' mod. I don't know what it is, but no more posts on the matter.

Stay on topic, further off-topic posts will be removed.

We are trying to make it easier for us to get something done here, please do not disrespect that.
FU
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Post by FU »

sorry I just said I noticed it while playing 2d

its easy to spot there because its not first person

but the bug is not caused by the 2d mod itself

this thread is about chaos bugs and the bug is the blue line disappears after 60 seconds no matter what gametype or additional mutators

:cry:
jb
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Post by jb »

FU,

thanks for the info!
Jb
T-Bone7
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Post by T-Bone7 »

TKATK wrote:did you install by umod?if not then you need to add server packages to the ini file to be able to play CUT:2E online properly
yes, I used the umod. This seems to be an issue with listen servers...
Wombats fall from the sky and reality disappears...
Uniwares
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Joined: Fri Dec 19, 2003 7:23 pm

Super Weapons in Lastman standing still not working

Post by Uniwares »

I still have the same problem when playing Lastman Standing, that Super Weapons is always switched off.
In any other playmode its fine and SWs are available. Removing CUT2 ( 8O ) solves the problem.
:cry: :cry: :cry:
jb
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Post by jb »

Couple of updates:
I hosted a LAN duel game to play with a friend. He was stuck with whatever weapon I chose, he couldn't switch weapons, but when I switched my weapon, he had whatever I chose. I think this is only slightly better than both of us being stuck with the default sword as in PR2.0. I have to have a third comp. run a ded. server, and it works fine.
Crap. No I think its just as bad.

the blue line when you active the grav belt disappears after 60 seconds this thread is about chaos bugs and the bug is the blue line disappears after 60 seconds no matter what gametype or additional mutators
Fixed. We had to set some hard value on the gravbelt emittter effect and this was set to 60. So if you got two belts you have 120 of float time..but the emitter shuts off at 60. Doh. Changed to to 360. The code only allows you to carry up to two fully charged belts...so if your time limit is 60 seconds then 2*60 is 120. Note the max value is limited to 120 of float time in the code (so 2 fully charged belts is 240 of float time)...so 360 is enough of a buffer.
I still have the same problem when playing Lastman Standing, that Super Weapons is always switched off.
In any other playmode its fine and SWs are available. Removing CUT2 ( ) solves the problem.
Yeap its the way the the LMS code handles the weapons. The LMS code that epic does removes the super weapons if they are not of a painter or a reedemer. So our code swaps in our vortex...but since the vortex is not the reedemer and/or painter Epic's LMS code removes it...or thats what I think is happening look at the LMS gamecode. Have to think a bit how to fix. Hopefully we can have them change to use the InventoryGroup of 0 as thats were are the super weapons go. ATM I don't have a good idea for a work around :(
Jb
Uniwares
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Post by Uniwares »

jb wrote:Couple of updates:
Yeap its the way the the LMS code handles the weapons. The LMS code that epic does removes the super weapons if they are not of a painter or a reedemer. So our code swaps in our vortex...but since the vortex is not the reedemer and/or painter Epic's LMS code removes it...or thats what I think is happening look at the LMS gamecode. Have to think a bit how to fix. Hopefully we can have them change to use the InventoryGroup of 0 as thats were are the super weapons go. ATM I don't have a good idea for a work around :(
Well, good explanation, but it does not explain why even the checkbox for the game settings does not retain its settings. It always switches back to unchecked (no super weapons). Without CUT2 this works.
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