ChaosUT2 V1.02 Bug Thread

All about Chaos for Unreal... (UT3, UT2004, UT2003, UT)
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Redjack
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Joined: Mon Jul 14, 2003 10:58 pm
Location: Tampa, FL USA

Post by Redjack »

Jb: Yeah it's a real pain in the a$$ to replicate. I thought I had fixed it by using a different character in UT2003RPG, because I thought one of the skills was the culprit. But I got the crash again anyway. :x The crash seems sort of random, because I can play a few maps and have no problems, then for no reason BAM! down she goes! :evil: I wish you luck in finding the the bastich, hope it is soon so we don't have to worry that a crash is coming. :wink:
ESpark
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Railgun bug?

Post by ESpark »

here's the error I got - based on trial and error, I think its because of the rail gun. However, it couild be a custom skin. I cant read Unreal Script.

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UT2003 Build UT2003_Build_[2003-04-07_17.42]

OS: Windows 98 4.10 (Build: 67766446)
CPU: GenuineIntel Unknown processor @ 2570 MHz with 511MB RAM
Video: MSI MS-StarForce GeForce4 Ti 4200 with AGP8X (NVIDIA GeForce4 Ti 4200 with AGP8X) (3100)

Assertion failed: inst->KPhysRootIndex != INDEX_NONE && inst->KPhysLastIndex != INDEX_NONE [File:KSkeletal.cpp] [Line: 570]

History: KInitSkeletonKarma <- KInitActorKarma <- AActor::setPhysics <- UObject::ProcessEvent <- (railbolt DM-TokaraForest.railbolt, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::MoveActor <- railbolt <- AActor::physProjectile <- AActor::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop

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jb
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Post by jb »

ESpark,

which model is that that your using? It could be due that if its a cusom model it may not have a skeleton.
Jb
ESpark
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Post by ESpark »

jb wrote:ESpark,

which model is that that your using? It could be due that if its a cusom model it may not have a skeleton.
Well, I've been using quite a few custom models, and all of them seem to ragdoll, does that mean they have a skeleton?

The error happens when I or another bot hits someone with a rail gun, killing the game in the process.
jeditobe1
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Post by jeditobe1 »

We had someone else who had a bug when using a custom model with a bad skeleton and i think it was the same error.

Just outta curiousity, what happens when you jump into the lava in CTF-Magma?
I make Darth Vader look like a teenage punk with a lightsaber.
BobTheDog
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Joined: Sun Aug 17, 2003 1:41 am

Post by BobTheDog »

Ok, now prepare to ignore me and/or laugh at me... but I have an idea for the flame/poison grenades.

Ok, so the problem is that the grenades create an umbrella of their effect, but only one hurtfield in the center. SO! Is there a way to tell the gun to create as many hurtfields as it does flame effects, and if so, can it copy the tragectory of each flame and assign that to a hurtfield? if this is even possible, it could make it really laggy to have to perform so many calcs per nade... but just a thought :)
Zachariah
Chaotic Dreams Team
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Post by Zachariah »

just a question , but can you light someone on fire with the flame arrows if they have already hit the ground/wall. it seems like they should , but every time i run over one
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jb
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Post by jb »

BobTheDog wrote: Ok, so the problem is that the grenades create an umbrella of their effect, but only one hurtfield in the center. SO! Is there a way to tell the gun to create as many hurtfields as it does flame effects, and if so, can it copy the tragectory of each flame and assign that to a hurtfield? if this is even possible, it could make it really laggy to have to perform so many calcs per nade... but just a thought :)
Not a bad thought. However ideally...the effect you should SHOULD be covered by the area that our invisible object covers.
Jb
slider142
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Joined: Sun Aug 24, 2003 8:35 pm
Location: Brooklyn, NY

Invasion

Post by slider142 »

Hey guys,
The Gravity Vortex seems to have no effect on Razor Flies. On my server, wave 2 is all razor flies, so I gathered a horde of about 100 of them =P and proceeded to use the Vortex. Before using the vortex, my score was 356. During vortex use, the flies just flew through the vortex effect with no difference in flight physics. After using the vortex, my score was still 356. No flies had been killed. o_O
I tried it again and was killed myself, but before my death I glimpsed flies frozen in the interior of the vortex in weird positions. o_O
The vortex works fine on all the other invasion critters I've seen (haven't tried gasbags yet).
FurrySound
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Post by FurrySound »

yes... the gasbag's also 'fight' the vortex... my understanding is it has something to do with the way they are coded to fly... I thought they still were affected by it, but thanks for the input, we will do some digging into the issue...
FurrySound{TOC}
-The sun never sets on the Chaotic Dreams Empire
jeditobe1
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Post by jeditobe1 »

try using the fly cheat and then getting near the vortex... no effect :(
I make Darth Vader look like a teenage punk with a lightsaber.
jb
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Post by jb »

Wormbo specifically commeted out flying things:
// players (I'm not sure about flying players)
So we can try to add it back in the IRs to see what happens...
Jb
slider142
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Location: Brooklyn, NY

Another little one

Post by slider142 »

Don't know whether you'll want to fix this one or not, as its an interaction with another weapons mod. When I place sleeping proxies near my sentinels (Weapons of Evil), the sentinels immediately destroy the proxies. o_O Heh.
ESpark
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Joined: Sat Aug 23, 2003 8:46 pm

Post by ESpark »

Just outta curiousity, what happens when you jump into the lava in CTF-Magma?
This error, which happened when I used Possible Problem Model 1 :
UT2003 Build UT2003_Build_[2003-04-07_17.42]

OS: Windows 98 4.10 (Build: 67766446)
CPU: GenuineIntel Unknown processor @ 2558 MHz with 511MB RAM
Video: MSI MS-StarForce GeForce4 Ti 4200 with AGP8X (NVIDIA GeForce4 Ti 4200 with AGP8X) (3100)

Assertion failed: inst->KPhysRootIndex != INDEX_NONE && inst->KPhysLastIndex != INDEX_NONE [File:KSkeletal.cpp] [Line: 570]

History: KInitSkeletonKarma <- KInitActorKarma <- AActor::setPhysics <- UObject::ProcessEvent <- (xPawn CTF-Magma.xPawn, Function Engine.Pawn.FellOutOfWorld) <- APawn::performPhysics <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
And then I tried it again with Possible Problem Model 2, this is what I got -
UT2003 Build UT2003_Build_[2003-04-07_17.42]

OS: Windows 98 4.10 (Build: 67766446)
CPU: GenuineIntel Unknown processor @ 2558 MHz with 511MB RAM
Video: MSI MS-StarForce GeForce4 Ti 4200 with AGP8X (NVIDIA GeForce4 Ti 4200 with AGP8X) (3100)

General protection fault!

History: KBodyGetActor <- BodyGetDoubleRate <- KBuildPartitions <- KWorldStepSafeTime <- KTickLevelKarma <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
So yeah, maybe its those 2 models that are having some issues.
jb
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Re: Another little one

Post by jb »

slider142 wrote:Don't know whether you'll want to fix this one or not, as its an interaction with another weapons mod. When I place sleeping proxies near my sentinels (Weapons of Evil), the sentinels immediately destroy the proxies. o_O Heh.
Yeap not much we can do about that...however I am working with MrEvil on our turrets so maybe he will be kind enough to tweak them for us?
Jb
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