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Grapple stopped working

Posted: Thu Jul 17, 2003 10:53 pm
by Omega9
Just playing a small deathmatch map to test out a new model, about 10 mins into the game my grapple no longer worked.

Grapple was working fine for most of the game, I don't think I was ever killed while using the grapple, I just noticed that it worked fine, then I hit a jump pad, tried using the grapple to change the direction I was flying and it didn't work

Posted: Thu Jul 17, 2003 10:57 pm
by jeditobe1
Falco wrote:Ok... I got a screenshot and uploaded it to http://www.falco64.net/tombstone.jpg
I have version 2225. I'll try turning off the tombstones.
It's offline.
Hmm yeah thats a tombstone alright...

Looks like for some reason its writing the texture to the screen..

Posted: Thu Jul 17, 2003 10:59 pm
by DJPaul2
jeditobe1 wrote:
Falco wrote:Ok... I got a screenshot and uploaded it to http://www.falco64.net/tombstone.jpg
I have version 2225. I'll try turning off the tombstones.
It's offline.
Hmm yeah thats a tombstone alright...

Looks like for some reason its writing the texture to the screen..
Jb's coding! :D

Ba-boom-tissh! Thank you, i'll be here all night.

(Jb: only kdding ;))

Follow up to grapple not working

Posted: Thu Jul 17, 2003 11:10 pm
by Omega9
Looked through the log file and near the end I found these ntries
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Log: PlayAnim: Sequence 'HitB' not found for mesh 'Effigy'
Error: GrenadeLauncher_Secondary DM-Q3-DM17.GrenadeLauncher_Secondary (Function ChaosUT.GrenadeLauncher_SecondaryFireModeAbstract.PlayFiring:0092) Accessed array 'RandomFire' out of bounds (0/0)
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
Warning: Grapple_inv DM-Q3-DM17.Grapple_inv (Function ChaosGames.Grapple_inv.HookOff:0022) Accessed None
The effigy model is the one that I was testing, but didn't like it so have now removed

Posted: Fri Jul 18, 2003 12:22 am
by Falco
I tried it with the tombstones turned off. No change.

Posted: Fri Jul 18, 2003 12:42 am
by jb
Falco any more detial you can tell use to help us so we can duplicate this issue would be helpfull.

How often does it happen? Do you have to do anything special to get it to happen? off line or on-line? Any other muts running, are you patched to the latest version, ect....Sorry for your issues.

Posted: Fri Jul 18, 2003 12:54 am
by Falco
I'm running it offline.
The mods I'm running are Vampire, Vas Volitile (explodable ammo), CUT 2, and Quad Jump.
I tried turning the tomb stones off again. that did it.
It would happen right after I hit, like Killing Spree, or an ultra kill and similar things.
though... In that picture where the tombstone comes out of the ground.. it's not working quite yet, is it? Or am I experiencing a random glitch?
[Edit] As I said before I'm updated to 2225. I believe that's the most up-to-date version.

Posted: Fri Jul 18, 2003 1:00 am
by jb
Sorry I am behind in my reading of the forum :(

But anyways on a killing spree you should see one. Slowly rise out of the ground. There are 5 or 6 different random animations it plays some of them rise up, some rise up then tip over, ect. But you should see their name under the RIP of the player you killed. I just saw your sceen and thats not the way it was SUPPOSE to work ;)

So can you try with out any of the other muts running and see if this happens. If so can you email me (jb@planetunreal.com) your UT2003.log file so I can look at it. This is not normal and ATM dont have a good answer for you...

Posted: Fri Jul 18, 2003 6:48 am
by T-Bone7
One more nitpick from me and I'll be done... for this version anyway. :wink: Does anyone else think the fuse for the grenades are too long to be useful? 5 sec. gives them too long to run away, 3 sec. is perfect. Oh, and the start ammo for explosive grenades needs to be increased.

Posted: Fri Jul 18, 2003 9:16 am
by Kherns
got a probleme

i cant launch and i dont have the special chaos exe
except that...it sems to be okay
i also had a prebleme with the SC-Intro_Meshes.usx

aaaaaaaaaaa

i want the beautilfull new menu

if u can help
it will be welcome ^^

Posted: Fri Jul 18, 2003 9:56 am
by Kherns
foud the good file in the zip mod realease of chaos ^^

Posted: Fri Jul 18, 2003 11:50 am
by jb
Update:

After working with Falco its seems to be an issue with that one PC (and maybe the SIS video card) as his other PC displays Tombstones correctly.

Posted: Fri Jul 18, 2003 11:53 am
by DJPaul2
jb wrote:Update:

After working with Falco its seems to be an issue with that one PC (and maybe the SIS video card) as his other PC displays Tombstones correctly.
If it's renderer-related, tell epic on UT2003mods then.

Posted: Fri Jul 18, 2003 11:54 am
by jb
DJ,

will do be I want to get some more info first. I also still am stuck on why the two users with Mac's have the mod quit with a clean log (ie no hints in log as to why they are quitting). I thought about asking Epic for their advice on any differences with Mac but dont think I am ready yet...

Posted: Fri Jul 18, 2003 11:55 am
by formatter
Is it just me or the time that takes for the grapple to... un-grip from a wall
takes just a lil-bit to long, you can feel it espesialy in invasion games.