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Posted: Sat Jun 26, 2004 12:48 am
by Kaboodles
Yeah I've seen that too. The stance doesn't matter, and it happens on the BS too. Also, for some reason, all of the attacks are off-center and to the right about 20 to 30 degrees to the right.
Posted: Sat Jun 26, 2004 1:22 am
by R.Flagg
jeditobe1 wrote:Edit: found what was wrong... We had forgotten to adjust the claw's weapon class stuff since the UT2004 port.. and it was set to the exact same things as the mine layer.. which means it effectively blocks it out. Should be in the patch.
Not following you guys here. When can you not select the minelayer? Using another mutator or something?
I can select the minelayer and Claw2 just fine in PR3, is why I'm asking. Just curious.
Posted: Sat Jun 26, 2004 1:42 am
by jeditobe1
might be when you have bio as well.. im not entirely sure but it would be when you are cycling weapons in some ways. Also it might have been fixed with the weapon loop fix. Anyways.. i tweaked it so it should be fixed regardless.
Posted: Sun Jun 27, 2004 12:06 am
by TxdoHawk
This may have already been fixed, but I haven't seen it in any of the changelogs. Basically, sometimes in melee duels, there will be one person left, and the round will not end, forcing him/her to suicide or wait until time runs out.
I am not sure what triggers this, if it's a specific event, but I have noticed that once the bug shows up, it tends to repeat, round after round.
Posted: Sun Jun 27, 2004 10:15 am
by NeoNight
bots don't show up in botmatch in chaos dm.. vechile ctf dunno if that was already mentioned. Also, the crouch+jump lunge move for the katana.... strong stance I think it was is screwed up you just see your character extend their arm out.
Posted: Sun Jun 27, 2004 10:22 am
by Deapblade
NeoNight wrote:bots don't show up in botmatch in chaos dm.. vechile ctf dunno if that was already mentioned.
Take your number of players off default.
NeoNight wrote:Also, the crouch+jump lunge move for the katana.... strong stance I think it was is screwed up you just see your character extend their arm out.
Indeed the animations don't always work 100%. If you got the same "Bug" with the other default models then plz report it.
Friendly Fire Issues
Posted: Sun Jun 27, 2004 2:12 pm
by db|Billdoom
I'm not sure if this was intended but...
When friendly fire is set to 0, you can still burn/freeze/poison/air launch your allies. Sometimes it's funny to do it to bots, but it can get annoying Player vs. Player. Just thought I'd post my 2 cents. Great Mod Guys! I've been a fan since UT:GOTY
Posted: Sun Jun 27, 2004 2:16 pm
by db|Billdoom
In addition to the above post:
I don't think that burning or poisioning actually hurts your allies with FF 0, but it does play the animation and messes up your view. However, the freezing feature of the MUG and the air launch of the MUG can both harm opponents, the air the most dangerously.
weapons bug
Posted: Mon Jun 28, 2004 1:49 am
by Misfit
When playing with the Chaos Mutator ON but weapons selected "no chaos" all the weapons at the weapons lockers are invisible.. but still there. See for yourself!

Posted: Mon Jun 28, 2004 2:00 am
by NeoNight
Deapblade wrote:
Indeed the animations don't always work 100%. If you got the same "Bug" with the other default models then plz report it.
yeah thats what I just did lol
Posted: Mon Jun 28, 2004 4:40 am
by jeditobe1
i think i fixed the mug ice stuff hitting friendlies in an earlier patch. Imo though.. air should effect allies (its properties have changed a bit too though.. shoudl still effect allies but not sure how damage is handed out to friendlies).
Starting a new round in Onslaught
Posted: Tue Jun 29, 2004 2:52 am
by Misfit
UT2004 Build UT2004_Patch_[2004-06-11_16.51]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3402 MHz with 1022MB RAM
Video: RADEON 9800 PRO (6451)
General protection fault!
History: UObject::GetFullName <- TestReach <- UObject::GetFullName <- UStruct::SerializeBin <- (Class Engine.ScriptedTexture Client[0]) <- UObject::Serialize <- (ScriptedTexture ONS-ChainsIsileFinal.myLevel.ScriptedTexture17) <- TestReach <- (ScriptedTexture ONS-ChainsIsileFinal.myLevel.ScriptedTexture17) <- UStruct::SerializeBin <- (Class Engine.ObjectPool Objects[0]) <- UObject::Serialize <- (ObjectPool ONS-ChainsIsileFinal.myLevel.ObjectPool3) <- TestReach <- (ObjectPool ONS-ChainsIsileFinal.myLevel.ObjectPool3) <- UStruct::SerializeBin <- (Class Engine.LevelInfo ObjectPool[0]) <- UObject::Serialize <- (LevelInfo ONS-ChainsIsileFinal.LevelInfo0) <- AActor::Serialize <- TestReach <- (LevelInfo ONS-ChainsIsileFinal.LevelInfo0) <- ULevelBase::Serialize <- ULevel::Serialize <- TestReach <- (Level ONS-ChainsIsileFinal.myLevel) <- UStruct::SerializeBin <- (Class Engine.GameEngine GLevel[0]) <- UObject::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- UGameEngine::Serialize <- (GameEngine Package.GameEngine) <- TestReach <- (GameEngine Package.GameEngine) <- TArray<< <- UObject::Serialize
Posted: Tue Jun 29, 2004 3:54 am
by jeditobe1
Err... the general protection fault in and of itself is almost useless for us. We cannot access half the code it mentions because that is part of the game engine, not the unrealscript code that we can manipulate.
We need a description of the problem (obviously in this case a GPF), and more importantly how you got it.
Posted: Tue Jun 29, 2004 4:17 am
by Kyllian
It looks more like the maps fault than Chaos
Posted: Tue Jun 29, 2004 7:02 am
by Deapblade
NeoNight wrote:Deapblade wrote:
Indeed the animations don't always work 100%. If you got the same "Bug" with the other default models then plz report it.
yeah thats what I just did lol
I'll see if I can manage to duplicate this. Thanx for the report btw.