CUT2:PR3.0 Bug Report Thread

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Kaboodles
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Post by Kaboodles »

I have another bug:

Chaos weapons and the Arena Mutator don't seem to mix. When I try to do some sort of Chaos weapon Arena, the weapon pickups all disappear, so you only have the grapple hook and any ammo that your friends or enemies drop when they die.
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jb
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Post by jb »

Kaboodles_The_Assassin wrote:I have another bug:

Chaos weapons and the Arena Mutator don't seem to mix. When I try to do some sort of Chaos weapon Arena, the weapon pickups all disappear, so you only have the grapple hook and any ammo that your friends or enemies drop when they die.
We have a new Chaos Arena mut in and working for this type of thing :)
Jb
jeditobe1
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Post by jeditobe1 »

Well.. its still in development....
I make Darth Vader look like a teenage punk with a lightsaber.
n00blike
Posts: 13
Joined: Thu Jun 10, 2004 12:22 pm

Re: Weard bug

Post by n00blike »

n00blike wrote:Advanced Weapon Option Button not working online (it does work offline)

Here is a link to zoefff's (Darkmatter) post in the official atari forum.

Here is zoefff's post that he coudn't register:
Originally posted by zoefff
yes, i know that this is a very unknown issue but when it got released and found the bug i thought someone els would post the bug and get an awnser but it apears i am the only one with this bug :(

and no, i can't register there because it won't give me a confirmation email to activate my acount :(

but thnx anyway for youre time :)

-zoefff


- n00blike
hmmm no response??? while everybody els gets a response :( :evil:

I'll get some more info then...


Here is zoefff's log file of trying to cami and trying to get lazer guided rockets:


<snipped by RFlagg>
TheForgotten
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Post by TheForgotten »

Simple bug (ie simple to make, simple to fix).
There a broken links in the html help pages - I've noticed the config page links at the top of the weapons page, but you might want to check for more.
TKATK
the magical link fairy
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Post by TKATK »

now why did you qoute a log that long 8O
R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

I was actually goofing off online last night with the guy you're referring to, who cannot use his AWO key. (he had a dif nic at the time though, I believe) We were ....,

well anyway, I asked him to mail me his log file and user.ini, and if he does, then we will edit down that post. (and maybe even sooner)
FireFly
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Joined: Mon Jun 07, 2004 9:22 am

Post by FireFly »

When I blow up a turret with a kami atack it doesn't give me credit. And when I was playing yesterday, it kept switching me to third person after using the melee weapons.
RX
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Joined: Mon Jun 07, 2004 6:43 am

Post by RX »

The RESET button in the control settings works abnormal! When I push it every setting will be deleted and there is no way to recover it, I must reinstall ChaosUT...
Is it a bug?
TKATK
the magical link fairy
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Post by TKATK »

erm,hasnt the reset button always done it :?:
RX
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Post by RX »

:? :? :? :? :?
RESET=default settings, or no?
After I push it, everything is gone! And I write everithing back to no effect...I must reinstall to recover the settings... :evil:
RX
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Post by RX »

Or maybe absolutely no control is the default setting in ChaosUT?
:twisted:
R.Flagg
Chaotic Dreams Team
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Post by R.Flagg »

Ok, if that's true, then yes, perhaps we should see if shuri or someone can make it so that pressing that key returns our defaults.

But come on...., reinstall just to get the default keys back? I mean, I suppose you could, but you could also just go ahead and bind the keys that you want couldn't you?

If you really want to know what the default keys were, they are listed in the readme.

FireFly, I don't think we have added in yet any credit for killing turrets, no matter how you kill them. Or if they did get that in yet, I haven't even noticed.

One thing I'm wondering about though is how to treat the two sizes. I mean, is it too much to allow 2 points for killing big turrets, so that small turrets can get 1 point? Or should we maybe give you one point for killing a big turret, and 10 adrenaline for killing a small one?
jb
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Post by jb »

R.Flagg wrote:FireFly, I don't think we have added in yet any credit for killing turrets, no matter how you kill them. Or if they did get that in yet, I haven't even noticed.

One thing I'm wondering about though is how to treat the two sizes. I mean, is it too much to allow 2 points for killing big turrets, so that small turrets can get 1 point? Or should we maybe give you one point for killing a big turret, and 10 adrenaline for killing a small one?

Turret Scoring was coding in awhile back ago. I did a few quick tests at the time and saw that I got the proper credit (scores). So kind of left it alone since then. Which means it may be working fine or it may be horrible busted :) But it gives out some points in certian games. Let me just post the code as its commited somewhat well:

Code: Select all

//=============================================================================
// ScoreKill
// Used to dish out points when a turret goes by-by
//=============================================================================
function ScoreKill(Controller Killer)
{
   local int ScoreFactor;

   // Get the base score for this kill, with a bigboy being the big turrets = more score
   if (bIsABigboy)
     ScoreFactor = 2;
   else
     ScoreFactor = 1;

   // if the killer is another turret, gets its owner info and use the turrets owner's info as the killer's info
   if (Killer.IsA('TurretController') && TurretController(Killer).Cannon.InstigatorController != None)
         Killer=TurretController(Killer).Cannon.InstigatorController;

   // Make sure the killer was not the owner
   if (Killer == InstigatorController)
     ScoreFactor = ScoreFactor * (-1);

   // Ok pass out some points based off the game type, condsider good o'l DM as its easy :)
   if (Level.Game.IsA('xDeathMatch'))
      Killer.PlayerReplicationInfo.Score += ScoreFactor;

   // Check for team games now, only give pts in team death match for now, but give individual points
   else if (Level.Game.IsA('TeamMatch'))
   {
        // Give team points only in Team DM
         if (Level.Game.IsA('xTeamMatch') && !Level.Game.IsA('ChaosTeamKotH'))
                Killer.PlayerReplicationInfo.Team.Score += ScoreFactor;

        // Ok now hand out individual points
        Killer.PlayerReplicationInfo.Score += ScoreFactor;
   }
}
You get 2 pts for a big one, 1 for a small. It works in DM, TeamDM and KoTH. I guess we should double check the logic to make sure it gives out the correct points with all of the new gametypes and conditions. But yea there it is. Oh the reason why it does not give you a Kami kill probably is due to the way its called. It only calls this function if the killer of the turret is still alive. Probably a limitation that we can change. But when you Kami, the game does a good job at removing the player so the turret when it recieves the fatal damage does not know who to credit the kill towards (as your player is dead) so it does not try. Again something we can look into.
Jb
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