The ChaosUT2 PRv2.01 Bug Thread
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...
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happens everytime
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
other mutators running : antitcc 1.10, pint size, camouflage, zound, ut2vote19 but it think they have nothing to do with it


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

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

Hi, thanks for playing, and posting, but read the 1st post.FU wrote:I only noticed it while playing the 2d mod
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.
Super Weapons in Lastman standing still not working
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.

In any other playmode its fine and SWs are available. Removing CUT2 (




Couple of updates:

Crap. No I think its just as bad.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.
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.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
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 aroundI 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.

Jb
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.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