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Grenades crash Mac UT2003
Posted: Mon Aug 18, 2003 2:11 pm
by ehuelga
Just played DM-CE_1on1-DarkChamber a couple of times. The particle effects on the grenades is gorgeous, but whenever I actually aim at the bot and hit him, game crashes. (Repeated three times.)
Here's an excerpt from the crash log:
*** malloc[518]: error for object 0x1a: Pointer being reallocated was not allocated
Aug 18 09:37:58 ehuelga crashdump: Crash report written to: /Users/ehuelga/Library/Logs/CrashReporter/Unreal Tournament 2003.crash.log
Signal: SIGBUS [bus error]
Aborting.
Backtrace:
ULinkerLoad::Serialize <- TArray<< <- UFireTexture::Serialize <- LoadObject <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- UObject::ProcessEvent <- ULevel::SpawnActor <- UObject::ProcessEvent <- AActor::Tick <- TickAllActors <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Keep up the good work.
Posted: Mon Aug 18, 2003 2:53 pm
by BobTheDog
hmmm.. that's odd... works fine for me.. you got Mac or PC? you got the latest UT2K3 patch? look up a few posts there was another guy with a SIGBUS error...
Posted: Mon Aug 18, 2003 3:58 pm
by [OPB]Viper|UT
Sir Tahngarth wrote:viper: use the regular UT2003 menu for the normal server browser. ChaosUT2 is still fully functional no matter which menu you choose. the alternate menu was added to A) look cool and B) be a convinence for finding chaos servers.
Sure, but how? I haven`t found a way to restore the original ServerBrowser. Where can I change it back. There`s no menu to do so.
Posted: Mon Aug 18, 2003 5:53 pm
by [OPB]Viper|UT
[OPB]Viper|UT wrote:Sir Tahngarth wrote:viper: use the regular UT2003 menu for the normal server browser. ChaosUT2 is still fully functional no matter which menu you choose. the alternate menu was added to A) look cool and B) be a convinence for finding chaos servers.
Sure, but how? I haven`t found a way to restore the original ServerBrowser. Where can I change it back. There`s no menu to do so.
Sorry for wasting your time. I already found it and the mod works fine but /me suxx

Posted: Mon Aug 18, 2003 6:00 pm
by jb
1) could you increase the volume slightly for the flyby sounds of the Cutter blades and arrows (when they fly by your head)??
We can look into it.
2) Could the napalm grenades leave a couple plumes of smoke when it burns out?
We thought about it but another emitter that is spawning smoke may lower the frame rate too much. We actually toned down the effect a few times. Before its was much bigger

But it ate up FPSs
4) Also, will we ever get those ricocheting sniper bullets, like in ChaosUT?
Maybe
5) Howcome I can't use the Claw after all my proxies and mines run out?
I thought we could still use it as a melee weapon...
Maybe you could implement a second weapon mode for melee, that we could select at anytime
well with the melee weapons we thought you wouldn't need to go melee in the claw2...
[OPB]Viper|UT,
no problem and glad you got it working. Sorry for your trouble.
ehuelga,
thats the known mac bug with fire textures. Epic will fix it soon. In the mean time we need you to add this work around:
make sure you remove you ChaosUT.ini if it exist. Open up your UT2003.ini file. There will be a new entry at or near the end called: [ChaosGames.ChaosUT], if not add it. Then check to see if the bUseMacWorkAround flag. Make sure you have bUseMacWorkAround=true there. If its not there add it. That should fix the issue.
Posted: Mon Aug 18, 2003 8:59 pm
by Plumb_Drumb
jb wrote:
5) Howcome I can't use the Claw after all my proxies and mines run out?
I thought we could still use it as a melee weapon...
Maybe you could implement a second weapon mode for melee, that we could select at anytime
well with the melee weapons we thought you wouldn't need to go melee in the claw2...
Well, its not that I would "need" to, but I would much rather go melee with the Claw than the shieldgun, its more interesting and Chaos like
I kinda miss the melee Claw of yore, and like I said, it might be cool to add a second weapon option to the Claw2 so we can switch between melee and mines, if we want
Also, if melee was added, then teh Claw2 wouldn't be useless after running out of mines.
Thanks for the other feedback too.

Posted: Tue Aug 19, 2003 12:27 am
by BobTheDog
mmm... some new bugs:
1.
I was playing a level where you are in a dam. outside is a courtyardish area where running water forms part of the gound. the water is covered by an invisible brush, which makes you slide, as if on ice. flame mines won't arm if placed on this area. you can even step right on them and they don't explode. they still explode if dammaged tho. this does not affect the proxy mine dudes.
2.
flame mines don't allways explode in secodnary landmine mode. well they explode when stepped on, but running over their beam won't trigger them... BUT if the mine's beam is projected in such a way that the beam becomes higher than foot-level, i.e. on a wall, or on a slope, then the beam can be triggered. sound slike a detection bug with the lower extremities of a player model... didn't try crouching over the beam tho...
3.
tried the flashbangs and no effect on bots.
4.
may not be a bug in the mod, but it seems that the minigun has to have a solid surface in it's range to actually create a projectile. I tried shooting out into the distance but nothing came out... ammop was expended, but no projectiles.. so I shot at a nearbly surface, and there were prohectiles, I then shot at the surcae and while still firing i moved my aimer out to the distance. the projectile stream continued to the edge of the surface then stopped moving. the projectiles were CURVING out of my gun towards the last solid area they hit. really weird looking.
Posted: Tue Aug 19, 2003 1:06 am
by FurrySound
4. Its some Epic thing.. I've seen the same 'curving' for a while now..
Posted: Tue Aug 19, 2003 1:21 am
by Zachariah
Jb wrote
twell with the melee weapons we thought you wouldn't need to go melee in the claw2...
Plum Dumb wrote
Well, its not that I would "need" to, but I would much rather go melee with the Claw than the shieldgun, its more interesting and Chaos like
Jb was refferring to the upcoming sword and axe , not the shieldgun
Posted: Tue Aug 19, 2003 1:27 am
by FurrySound
We have a sword and axe coming?
Like I didn't know...

speaking of which... I need to sharpen mine on someone *cough* R. Flagg *cough* ...

Posted: Tue Aug 19, 2003 2:26 am
by BobTheDog
now, I don't have any UT2K3 coding abilites, but with the crossbow bug couldn't you erhaps place a minumum charge requirement on the secondary fire?
Posted: Tue Aug 19, 2003 3:43 am
by Plumb_Drumb
Not sure if this has been mentioned already, but sometimes when i used the enhanced firing mode of the crossbow and charged up one arrow, it would not travel any faster than a normal primary arrow...
It seemed to be doing the extra damage however.
Anyone else noticed this before?
Posted: Tue Aug 19, 2003 4:48 am
by BobTheDog
yeah... it doesn't travel any faster at all...
Posted: Tue Aug 19, 2003 11:52 am
by jb
Try this. Get a bow, load it with exp bolts. Find a long hallway. Stand at one end fire in normal mode at other end. Count how long it takes before the arrow expoded when it hits the end wall. Then switch to charging, charge it up to full, and do the same. You shoud see that in charging mode it does not take as long before you see/hear it expode, thus its travling faster...
we can try to make it more apparent...
Posted: Tue Aug 19, 2003 12:06 pm
by Zachariah
Ok this isnt so much a bug , as a question. Both the ERDW and the Sniper rifle are projectile based , so shouldnt their trajectories be distorted by the vortex too?