CUT2:Evolution Release 1 Bug Thread
Stuff
I've played this excellent mod all day, and it's great. But a few things really annoy me. I've had it crash twice, same bug as mentioned, unrecoverable (Windows 2k Pro, most stable windows). Both times were right before I shot the crossbow at a bot in instant action. one was with chaos mute and other arena mute. Also, I don't think this is a bug, but to me it's the most annoying thing: launched grenades fly to the side when you strafe. Yes, I know it would happen in real life because launched projectiles would keep the momentum of your strafing, but nothing else in UT works this way and sometimes I have a hard time figuring out where my grenade will go (It often kills me). Please make it fly like a flak grenade? And, I know this is a beta, but the laser dots have a square background to them and it looks very unprofessional. Lastly, the most odd bug I've ever seen: in KOTH-MistyValley with Chaos mute on, My whole view was tilted a little one way, even in spectate mode, making me a bit dizzy. This only happened 1 out of 3 times playing the map. Have you guys given thought to an Assault Rifle replacement? And when is the sword coming? And the Chaos mute needs a config to specify what weapons you want to use. If you use arena mute, only the default ammo appears... Anyways, sorry to sound so critical, just providing (hopefully useful) feedback. Great mod, guys, keep up the good work! I hope you win the MSU!
I run XP and evry 20 headshots (in averege) it gets stuck I find it easy tojeditobe1 wrote: Has everyone experiencing this bug been using Windows XP? heard.
evoid this crush just by shoting for the limbs.
EDIT:
Okey now il post the log
-------------------------------
Log: Log file open, 07/15/03 09:29:43
Init: Name subsystem initialized
Init: Detected: Microsoft Windows XP 5.1 (Build: 2600)
Init: Version: 2225 (121.29)
Init: Compiled: Apr 16 2003 22:59:27
Init: Command line:
Init: Base directory: D:\UT2003\System\
Init: Character set: Unicode
Init: Build label: UT2003 Build UT2003_Build_[2003-04-07_17.42]
Log: Bound to Window.dll
Log: Bound to Core.dll
Log: Bound to Engine.dll
Init: Object subsystem initialized
Init: Computer: G9Y1H5
Init: User: Administrator
Init: CPU Page size=4096, Processors=1
Init: CPU Detected: Unknown processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX SSE
Init: CPU Speed=1500.237840 MHz
Init: Memory total: Phys=261424K Pagef=2476988K Virt=2097024K
Init: Working set: 32000 / 159000
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Client initialized
Log: Bound to D3DDrv.dll
Init: Direct3D adapters detected:
Log: nv4_disp.dll/NVIDIA GeForce2 MX/MX 400
Init: D3D Driver: MaxTextureBlendStages=8
Init: D3D Driver: MaxSimultaneousTextures=2
Init: D3D Driver: MaxActiveLights=8
Init: D3D Driver: MaxPrimitiveCount=65535
Init: D3D Driver: MaxVertexIndex=65535
Init: D3D Driver: MaxStreams=16
Init: D3D Driver: MaxStreamStride=255
Init: D3D Driver: MaxVertexShaderConst=0
Init: D3D Driver: VertexShaderVersion=0.0
Init: D3D Driver: PixelShaderVersion=0.0
Init: D3D Driver: AGP support detected
Init: D3D Driver: Using w- pixel fog
Init: D3D Driver: Supports trilinear
Init: D3D Driver: Supports BLENDDIFFUSEALPHA
Init: D3D Driver: Supports LOD biasing
Init: D3D Driver: Supports Z biasing
Init: D3D Driver: Supports D3DTOP_ADDSIGNED2X
Init: D3D Driver: Supports D3DTOP_DOTPRODUCT3
Init: D3D Driver: Supports D3DTOP_MODULATEALPHA_ADDCOLOR
Init: D3D Driver: Supports D3DTOP_MODULATECOLOR_ADDALPHA
Init: Unreal Engine Direct3D support - internal version: SB3
Init: D3D Device: szDriver=nv4_disp.dll
Init: D3D Device: szDescription=NVIDIA GeForce2 MX/MX 400
Init: D3D Device: wProduct=6
Init: D3D Device: wVersion=14
Init: D3D Device: wSubVersion=10
Init: D3D Device: wBuild=4403
Init: D3D Device: dwVendorId=4318
Init: D3D Device: dwDeviceId=272
Init: D3D Device: dwSubSysId=207818824
Init: D3D Device: dwRevision=161
Init: D3D Detected: NVidia video card
Init: D3D Device: using cubemaps [with mipmaps]
Log: (Karma): Beginning Karma for game.
Log: (Karma): Creating MeAssetDB.
Log: (Karma): Loading: Alien.ka
Log: (Karma): Loading: Bot.ka
Log: (Karma): Loading: Human.ka
Log: (Karma): Loading: intro.ka
Log: (Karma): Loading: jugg.ka
Log: (Karma): Finished Creating MeAssetDB (12 Assets).
Log: LoadMap: Entry
Log: Bound to XGame.dll
Log: Bound to Fire.dll
Log: Bound to Editor.dll
Log: Static mesh batches: 0 vertex bytes, 0 index bytes
Log: Game class is 'GameInfo'
Log: Level is Level Entry.myLevel
Log: Bringing Level Entry.myLevel up for play (0) appSeconds: 0.000062...
ScriptLog: Base Mutator is Entry.Mutator
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: 0 ANTIPORTALS
Log: Browse: NvidiaLogo.ut2?Name=formatter-[/|OX]?Class=Engine.Pawn?Character=Syzygy?team=0
Log: LoadMap: NvidiaLogo.ut2?Name=formatter-[/|OX]?Class=Engine.Pawn?Character=Syzygy?team=0
Warning: Type mismatch in MA of Orientation: file 2, class 16
Log: (Karma): Initialising Karma for Level.
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
Log: Static mesh batches: 508608 vertex bytes, 110460 index bytes
Log: Collecting garbage
Log: Purging garbage
Log: Garbage: objects: 15992->15952; refs: 157540
Log: Game class is 'CinematicGame'
Log: Level is Level NvidiaLogo.myLevel
Warning: Paths may not be valid.
Log: Bringing Level NvidiaLogo.myLevel up for play (0) appSeconds: 0.000071...
ScriptLog: Base Mutator is NvidiaLogo.Mutator
ScriptLog: GameInfo::InitGame : bEnableStatLogging False
Log: 0 ANTIPORTALS
Log: Bound to XInterface.dll
Log: Bound to IpDrv.dll
Log: Bound to UWeb.dll
Log: Bound to ALAudio.dll
Init: ALAudio: subsystem initialized.
ScriptLog: Team 0
ScriptLog: Login: formatter-[/|OX]
Log: CinematicPlayer got player WindowsViewport
Log: No ScoreBoardType specified in GameInfo
ScriptLog: New Player formatter-[/|OX] id= 6bb0d92d1907a816417e27dbf10a4d53
Init: Input system initialized for WindowsViewport
Log: Opened viewport
Log: Enter SetRes: 640x480 Fullscreen 1
Init: Best-match display mode: 640x480x16@120
Log: Using back-buffer format 23(16-bit)
Log: Using depth-buffer format 80(16-bit)
Log: Creating device
Log: xD3DHelper::Init (QuadEmulation)
Init: D3D Driver: CreateDevice: will use hardware transform and lighting.
Init: D3D Driver: CreateDevice: will use mixed vertex processing
Init: D3D Device: Device doesn't support D3DVTXPCAPS_MATERIALSOURCE7
Log: Creating IME context.
Log: OS doesn't support IME.
Init: Game engine initialized
Log: Startup time: 2.548143 seconds
Log: Precaching: NvidiaLogo.LevelInfo0
Log: Allocating 16384 byte dynamic index buffer.
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Finished precaching geometry in 0.119 seconds
Log: Finished precaching textures in 0.281 seconds
Log: URL: Adding default option Name=formatter-[/|OX]
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Syzygy
Log: URL: Adding default option team=0
Log: Browse: Index.ut2?disconnect?Name=formatter-[/|OX]?Class=Engine.Pawn?Character=Syzygy?team=0
Log: Failed; returning to Entry
Log: GP=FALSE
Log: Spawning new actor for Viewport WindowsViewport
ScriptLog: Team 0
ScriptLog: Login: formatter-[/|OX]
Log: PlayerController got player WindowsViewport
Log: No ScoreBoardType specified in GameInfo
ScriptLog: New Player formatter-[/|OX] id= 6bb0d92d1907a816417e27dbf10a4d53
Warning: Failed to load 'Material DM-MistyMountain][.Screenshot': Failed to find object 'Material DM-MistyMountain][.Screenshot'
Error: Couldn't load DecoText XMaps.MistyMountain][
Log: Scanning and building mutator list
Log: xUtil::CacheLoad CachePlayers (0.606187 seconds)
ScriptLog: UT2InstantActionPage::PlayButtonClick - Sending [open DM-MistyMountain][?Game=XGame.xDeathMatch?Difficulty=2?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=40?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=False?Mutator=XWeapons.MutArena,ChaosGames.ChaosUT] to the console
ScriptLog: GUIController::CloseMenu - Package.UT2InstantActionPage
Log: URL: Adding default option Name=formatter-[/|OX]
Log: URL: Adding default option Class=Engine.Pawn
Log: URL: Adding default option Character=Syzygy
Log: URL: Adding default option team=0
Log: Browse: DM-MistyMountain][?Game=XGame.xDeathMatch?Difficulty=2?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=40?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=False?Mutator=XWeapons.MutArena,ChaosGames.ChaosUT?Name=formatter-[/|OX]?Class=Engine.Pawn?Character=Syzygy?team=0
Log: LoadMap: DM-MistyMountain][?Game=XGame.xDeathMatch?Difficulty=2?bAutoNumBots=True?NumBots=4?GameSpeed=1.00?WeaponStay=True?Translocator=True?FriendlyFireScale=0.00?GoalScore=40?TimeLimit=0?MaxLives=0?AllowThrowing=True?AutoAdjust=False?Mutator=XWeapons.MutArena,ChaosGames.ChaosUT?Name=formatter-[/|OX]?Class=Engine.Pawn?Character=Syzygy?team=0
Log: (Karma): Initialising Karma for Level.
Log: (Karma): Autodetecting CPU for SSE
Log: (Karma): Using SSE Optimizations
Log: Static mesh batches: 2084364 vertex bytes, 188514 index bytes
Log: Collecting garbage
Log: Purging garbage
Log: 31754.5ms Unloading: Package NvidiaLogo
Log: 31754.5ms Unloading: Package NvidiaLogo_T
Log: 31754.6ms Unloading: Package HumanoidArchitecture2
Log: 31754.6ms Unloading: Package NvidiaLogo_M
Log: 31754.7ms Unloading: Package NvidiaLogoSounds
Log: 31754.7ms Unloading: Package NvidiaGorge
Log: (Karma): Terminating Karma for Level.
Log: (Karma): Level Karma Terminated.
Log: 31762.5ms Unloading: Package UTClassic
Log: 31765.5ms Unloading: Package Bonuspack
Log: 31765.6ms Unloading: Package MutantSkins
Log: 31765.6ms Unloading:
It's anyway Unreal.
Re: my bug
Bastard Sword, not sure I follow. Your still locking up?Tha Bastard Sword wrote:ok.. for the thing of the weapon.. all the weapon bring me to window EXEPT the stalker.. mmMMm! i got Directx9 and the lastest drivers!
WHAT CAN I DO??? DAAAMN HEEELP!
Jb
T-Bone7,
we can tweak the Grenades and Fireminds to avoid that. No Problem. I think with ACC's findings we can fix the lock up bug. The laser dot works great on my PC. I think its a issue with the way the texture is made and your video card/settings. I have a ATI R9700 Pro and all details set to max. Dot looks great. Can you tell me your video settings in UT2k3 and what type of Video card you have? With this info we should be able to fix the dot to show up on all video cards and combinations. We will also find away so that when you select a arena mut it loads the other ammo types as well.
halprin,
any luck yet? You may have to re-download the zip versions. In the past for older UT Chaos we had to do that so our Mac users could play.
CUT Team,
can one of your verify ACC's finding that its when an arrowbolt/head combination hits another player this lock up happens. If so the fix could be as simple as turring off collision on that for all non world geos.
we can tweak the Grenades and Fireminds to avoid that. No Problem. I think with ACC's findings we can fix the lock up bug. The laser dot works great on my PC. I think its a issue with the way the texture is made and your video card/settings. I have a ATI R9700 Pro and all details set to max. Dot looks great. Can you tell me your video settings in UT2k3 and what type of Video card you have? With this info we should be able to fix the dot to show up on all video cards and combinations. We will also find away so that when you select a arena mut it loads the other ammo types as well.
halprin,
any luck yet? You may have to re-download the zip versions. In the past for older UT Chaos we had to do that so our Mac users could play.
CUT Team,
can one of your verify ACC's finding that its when an arrowbolt/head combination hits another player this lock up happens. If so the fix could be as simple as turring off collision on that for all non world geos.
Jb
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- Joined: Tue Jul 15, 2003 8:00 am
bots dont pick up flag
Hello,
I'm new here and just got CUT2, played the version for UT all the time, loved it. Lastnight when i was playing CUT2 on CTF on the map BollwerkRuins2, the bots on the other team would not pick up the flag, they would run to my flag and just sit there. I only had the bots set on experienced. the only mutators i had running besides CUT2 were quad-jump and regeneration. I'll be trying a few of my other maps to see if it happens on those as well. Other than that, the mod looks and plays awesome, well worth the wait for it. Great job.
Arclight492
I'm new here and just got CUT2, played the version for UT all the time, loved it. Lastnight when i was playing CUT2 on CTF on the map BollwerkRuins2, the bots on the other team would not pick up the flag, they would run to my flag and just sit there. I only had the bots set on experienced. the only mutators i had running besides CUT2 were quad-jump and regeneration. I'll be trying a few of my other maps to see if it happens on those as well. Other than that, the mod looks and plays awesome, well worth the wait for it. Great job.
Arclight492
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- Inactive Chaos Team Member
- Posts: 2638
- Joined: Mon Mar 10, 2003 11:06 pm
- Location: The Dagobah System
- Contact:
Ok just had 3 crashes in a row trying to repeat it (dont know how successful i was with a double headshot, but let me continue).
The first time it was about 1 second into a match when a bot headshotted another bot
The second time i had tried to line up a double headshot, fired once and did not see to get a crash, as soon as i pressed fire again aiming in the same direction (at the body that had just disappeared but where arrows were floating at headhight in midair) the game crashed.
The third time i tried to line up again, and this time might have been more accurate, but again it didnt seem to get a double kill, but when i pulled the trigger again the game froze.
EDIT:
Tried it again, this time with more slomo and a better angle on a longer shot. It removed the head from the first player, and continued on. As soon as it impacted the collision box of the second player, the game crashed.
The first time it was about 1 second into a match when a bot headshotted another bot
The second time i had tried to line up a double headshot, fired once and did not see to get a crash, as soon as i pressed fire again aiming in the same direction (at the body that had just disappeared but where arrows were floating at headhight in midair) the game crashed.
The third time i tried to line up again, and this time might have been more accurate, but again it didnt seem to get a double kill, but when i pulled the trigger again the game froze.
EDIT:
Tried it again, this time with more slomo and a better angle on a longer shot. It removed the head from the first player, and continued on. As soon as it impacted the collision box of the second player, the game crashed.
I make Darth Vader look like a teenage punk with a lightsaber.
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- Chaotic Dreams Team
- Posts: 396
- Joined: Tue Aug 20, 2002 3:06 pm
- Location: Quedlinburg, Germany
- Contact:
I think I found the cause for the crossbow headshot bug and fixed it.
It only happens when you do a headshot and hit another player after that. The other player will be pushed with an incredible force and ends up inside a wall causing heavy logging and even crashes because the engine can't handle such large velocities.
I know it won't really help you, but just try to avoid headshots if there's more than one enemy around until we release a fix.
It only happens when you do a headshot and hit another player after that. The other player will be pushed with an incredible force and ends up inside a wall causing heavy logging and even crashes because the engine can't handle such large velocities.
I know it won't really help you, but just try to avoid headshots if there's more than one enemy around until we release a fix.
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- Joined: Tue Jul 15, 2003 2:10 am
ok.. i gonna be more accurate..
i start UT2003.
i go in Instant Action
i Enable the CUT mut
i take the pyramids map (KOTH)
i put NO BOTS!
i start the game
everything load fine
i take a weapon (CLAW 2)
i laught at the seen of the lil monster
i trow the little monster.
the lil monster turn blue and stay here..
i walk to the lil monster
HE GONNA EXPLODE!!
I BEGIN TO BE AFRAID AND.....
the game crash,
i turn back to windows
with the same ol bug i told ya...
and it do this to every weapon i use, exept the stalker!
i got directx 9
and the second (not the lastest) driver for my card
oh and i have XP
and a RADEON 9000
and 359mb of RAM
thx for your help
i start UT2003.
i go in Instant Action
i Enable the CUT mut
i take the pyramids map (KOTH)
i put NO BOTS!
i start the game
everything load fine
i take a weapon (CLAW 2)
i laught at the seen of the lil monster
i trow the little monster.
the lil monster turn blue and stay here..
i walk to the lil monster
HE GONNA EXPLODE!!
I BEGIN TO BE AFRAID AND.....
the game crash,
i turn back to windows
with the same ol bug i told ya...
and it do this to every weapon i use, exept the stalker!
i got directx 9
and the second (not the lastest) driver for my card
oh and i have XP
and a RADEON 9000
and 359mb of RAM
thx for your help
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- Chaotic Dreams Team
- Posts: 396
- Joined: Tue Aug 20, 2002 3:06 pm
- Location: Quedlinburg, Germany
- Contact:
Tha Bastard Sword:
Please tell us which other mutators you used (if any) and if you got any error message after UT2003 crashed.
Also please explain what this "stalker" is.
(We already figured out ourselves that you played an instant action KOTH match on KOTH-Pyramid and alt-fired a proxy mine ("lil monster") with the claw, then walked over it to make it angry.)
Please tell us which other mutators you used (if any) and if you got any error message after UT2003 crashed.
Also please explain what this "stalker" is.
(We already figured out ourselves that you played an instant action KOTH match on KOTH-Pyramid and alt-fired a proxy mine ("lil monster") with the claw, then walked over it to make it angry.)
Of course you can, but will you? Why was it like that in the first place? Ugh, I can't stand that.jb wrote:T-Bone7,
we can tweak the Grenades and Fireminds to avoid that. No Problem.
EDIT: Sorry, I thought that you guys meant to have it work like that. looking more closely it's only the default ammo of the grenade launcher that does that.
I have a GeForce 2 Pro and the detail settings do not matter, I have now tried that. I also tried it on the family computer that has a Geforce 256, does the same thing, so it must be nVidia cards.jb wrote:The laser dot works great on my PC. I think its a issue with the way the texture is made and your video card/settings. I have a ATI R9700 Pro and all details set to max. Dot looks great. Can you tell me your video settings in UT2k3 and what type of Video card you have? With this info we should be able to fix the dot to show up on all video cards and combinations.
Last edited by T-Bone7 on Tue Jul 15, 2003 9:26 pm, edited 1 time in total.
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