Bug Report Thread for CUT2:3 PR3.5
UT2004 Build UT2004_Patch_[2004-07-27_14.28]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3077 MHz with 511MB RAM
Video: NVIDIA GeForce FX 5900 Ultra (6177)
Could not spawn a GUI Controller!
History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free
i have the latest ut patch and all that, this comes up when i try to run the game
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3077 MHz with 511MB RAM
Video: NVIDIA GeForce FX 5900 Ultra (6177)
Could not spawn a GUI Controller!
History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free
i have the latest ut patch and all that, this comes up when i try to run the game
From the release notes:Sporx wrote:UT2004 Build UT2004_Patch_[2004-07-27_14.28]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3077 MHz with 511MB RAM
Video: NVIDIA GeForce FX 5900 Ultra (6177)
Could not spawn a GUI Controller!
History: UGameEngine::Init <- InitEngine <- FMallocWindows::Free <- FMallocWindows::Free
i have the latest ut patch and all that, this comes up when i try to run the game
Please note you need to have UT2004 v3323 patch or greater!!!!
And from your log message its showing me that you dont have this patch. Sorry for the confusion but you will have to install the UT2004 v3324 beta patch or wait till Epic releases it as a offical one. We are sorry it came to this but because of the timing of the contest and the fact the patch fixes some bot AI issues we had no choice but to make the patch a requirement. Again wish we did not have to do that to you....
Jb
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- Posts: 7
- Joined: Sun Sep 12, 2004 3:57 am
Cannot switch weapons
I am using the 3323 patch for UT2k4 and ChaosUT2 PR 3.5..
If I run a local instant action team deathmatch with ChaosUT enabled, I cannot switch from my C.P.P. or Assault Rifle by using the next / previous weapon bindings.
I have to select the other weapons by the number binding.
After I do this one time, I can use next / previous weapon normally.
I haven't tried other types of games with ChaosUT enabled.
I wanted to know if anyone else has this problem.
If I run a local instant action team deathmatch with ChaosUT enabled, I cannot switch from my C.P.P. or Assault Rifle by using the next / previous weapon bindings.
I have to select the other weapons by the number binding.
After I do this one time, I can use next / previous weapon normally.
I haven't tried other types of games with ChaosUT enabled.
I wanted to know if anyone else has this problem.
soup.
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- Inactive Chaos Team Member
- Posts: 2638
- Joined: Mon Mar 10, 2003 11:06 pm
- Location: The Dagobah System
- Contact:
As ive heard it, its really an epic bug due to a flaw in their weapon switching code when there is a large number of weapons. We have tried to correct what we can, but we can only do so much.
That said, it used to be a LOT worse before some of our fixes (SG/melee almost all the time, AR/CPP almost all the time, occasionally sniper/ERDW and a few others).
That said, it used to be a LOT worse before some of our fixes (SG/melee almost all the time, AR/CPP almost all the time, occasionally sniper/ERDW and a few others).
I make Darth Vader look like a teenage punk with a lightsaber.
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- Posts: 3098
- Joined: Fri May 17, 2002 4:37 pm
- Location: USA
- Contact:
http://www.unrealplayground.com/download.php?mapid=7046FurrySound wrote:Couple more in the list, killed off blood and arctic. Drop me some links of others you like and I'll add them.
http://www.unrealplayground.com/download.php?mapid=7058
And always looking for more.

And even more good news, Blitz is gonna have an SE version of LonesomeGlen in couple weeks, and one of the changes he's gonna make is so that the turrets he used will work in CCTF as well as VCTF. Nice!

I have had that problem, usually its when I run out of ammo for other weapons and switch (it goes to either the sheild gun or the blades.) And then when you pick up either ammo or a new weapon it still sticks between the shield gun and the blades. Once you hit a number key for a weapon with ammo it stops.I am using the 3323 patch for UT2k4 and ChaosUT2 PR 3.5..
If I run a local instant action team deathmatch with ChaosUT enabled, I cannot switch from my C.P.P. or Assault Rifle by using the next / previous weapon bindings.
I have to select the other weapons by the number binding.
After I do this one time, I can use next / previous weapon normally.
I haven't tried other types of games with ChaosUT enabled.
I wanted to know if anyone else has this problem.
Doh...ArcAngel wrote:One more thing I have noticed is that in the keyboard control menu, there are duplicate sections for binding keys. Is this something similar to the multiple character lists in the earlier builds?
Have to look into this a bit more. I though it was an ini or a path..maybe we have two of them?
Jb
Perhaps it's OT Tkak, but Furry can easily split posts off one thread to another, not to worry.
Unearthed-SE
BollwerkRuins2004-Pro
CamperCrossings-2004
CBP2-Pistola (yes, just this one from pack)
Coldfront-SE
Confrontation
Just to name a few. And now that I've gotten a decent rig, I'm actually seeking them out again, after kinda putting that aside for a long time.
And Furry, links to these are in the list I started in the TOC forums some time ago.
And as I mentioned, I will probably be adding to that list again from time to time.
Please - it's time to play public again, and custom map choices makes that much easier to enjoy.
Still looking for more VCTF maps I'd recommend. But on the CTF side, there are plenty.FurrySound wrote:Couple more in the list, killed off blood and arctic. Drop me some links of others you like and I'll add them.
Unearthed-SE
BollwerkRuins2004-Pro
CamperCrossings-2004
CBP2-Pistola (yes, just this one from pack)
Coldfront-SE
Confrontation
Just to name a few. And now that I've gotten a decent rig, I'm actually seeking them out again, after kinda putting that aside for a long time.
And Furry, links to these are in the list I started in the TOC forums some time ago.

Please - it's time to play public again, and custom map choices makes that much easier to enjoy.
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2197 MHz with 1023MB RAM
Video: RADEON 9800 XT (6467)
ReadFile beyond EOF 2170879+1/2170879
History: ULinkerLoad::Serialize <- TArray<< <- TArray<< <- TArray<< <- UMeshAnimation::Serialize <- (MeshAnimation ChaosMeleeAnimations.SA_Female_Mace) <- LoadObject <- (MeshAnimation ChaosMeleeAnimations.SA_Female_Mace 2170879==2170879/2170879 1311885 73651) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Core.Class ChaosGames.ChaosGUI_ClientSettings NULL) <- UObject::ProcessEvent <- (ChaosGUI_MainMenu Package.ChaosGUI_MainMenu, Function ChaosGames.ChaosGUI_MainMenu.ButtonClick) <- UObject::ProcessDelegate <- UGUIComponent::MouseReleased <- (GUIButton Package.GUIButton) <- UGUIController::MouseReleased <- UGUIController::NativeKeyEvent::LeftMouseClick <- UGUIController::NativeKeyEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
UT2004 patch 3323
CPU: AuthenticAMD PentiumPro-class processor @ 2197 MHz with 1023MB RAM
Video: RADEON 9800 XT (6467)
ReadFile beyond EOF 2170879+1/2170879
History: ULinkerLoad::Serialize <- TArray<< <- TArray<< <- TArray<< <- UMeshAnimation::Serialize <- (MeshAnimation ChaosMeleeAnimations.SA_Female_Mace) <- LoadObject <- (MeshAnimation ChaosMeleeAnimations.SA_Female_Mace 2170879==2170879/2170879 1311885 73651) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Core.Class ChaosGames.ChaosGUI_ClientSettings NULL) <- UObject::ProcessEvent <- (ChaosGUI_MainMenu Package.ChaosGUI_MainMenu, Function ChaosGames.ChaosGUI_MainMenu.ButtonClick) <- UObject::ProcessDelegate <- UGUIComponent::MouseReleased <- (GUIButton Package.GUIButton) <- UGUIController::MouseReleased <- UGUIController::NativeKeyEvent::LeftMouseClick <- UGUIController::NativeKeyEvent <- UInteractionMaster::MasterProcessKeyEvent <- UEngine::InputEvent <- UWindowsViewport::CauseInputEvent <- UWindowsViewport::UpdateInput <- UViewport::ReadInput <- APlayerController::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- Level Untitled <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
UT2004 patch 3323