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Serious lag

Posted: Tue Aug 26, 2003 1:01 am
by slider142
On my server, when one uses the napalm grenades, there is no noticeable lag. However, if one uses several grenades in one room over time, the fire effect respawns client-side every time any client enters that room, even though the actual napalm was used ages ago (At first I thought it was just randomly spawning fires around the map for some style effect. =P ) This causes mondo client-side lag (as in 0.01 frames per second) every time the effect respawns for that particular client.
I'm not sure if this is part of the mod or not, but here are the other mutators that run with Chaos on my server:
DropEverything (Mysterial)
DropsLifetimeModifier (Mysterial) (Perhaps this one ?)
UT2003RPGv3.3 (Mysterial)
SentinelReplacerB (MrEvil)

Posted: Tue Aug 26, 2003 9:46 am
by jb
Slider142,

the clients were staying around longer than they should have will try to eleminate that. Thanks for the feedback.

Posted: Mon Sep 01, 2003 4:18 am
by NeoNight
happened when I shot a cutter blade at a bot that was using the shield gun's shield. While using switch arsenal ver6b1 and switchkakutou (that kung fu mut with SA compatability)... Don't know if this is a bug with SA or with the C.U.T.T.E.R. and neither does the author of SA 8O :? :? :?

edit: ok after playing with chaos ut2 (latest version) I have come to the conclusion that it is a bug with the cutter blades not wanting to be reflected by the shield guns shield or something that is causing the crash.

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

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel PentiumPro-class processor @ 940 MHz with 255MB RAM
Video: NVIDIA GeForce2 GTS/GeForce2 Pro (4523)

ShieldAmmo DM-[Fx]RomraMoonStation.ShieldAmmo (Function Engine.Ammunition.UseAmmo:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-[Fx]RomraMoonStation.RipperBlade, Function Engine.Pr

Posted: Mon Sep 01, 2003 6:23 am
by BobTheDog
Oooooohhhhhhhh ok so it happens when cutters hit a shielded player!

perhpas it is because the blade likes to lodge in what it hits.. so it sticks in the shield causing it to play the hit effect constantly over and over instantaneously.

Posted: Mon Sep 01, 2003 12:43 pm
by Gasman
NeoNight..great info..thanks for bringing this to our attention. I have been chasing this bug for awhile as it was hard to duplicate. Now..back to the bug chasing room I go. (user)

Posted: Thu Sep 04, 2003 4:05 am
by DemonHunter
err, not sure if this bug has been addressed yet, But I am to lazy to read back :roll:

After a few shots my EDRW stops working properly, the Animation doesn't go and there is no sound.
It works for the first few shots of every level then stops, usually after 1-2 clips.

I am running Chaos 1.02 and have been for a while, this bug only recently poped up.

Its annoying as the EDRW is my fav weapon :?

Posted: Thu Sep 04, 2003 4:34 am
by BobTheDog
never seen that before... sounds odd.. perhaps you should reload UT2K3... get the latest patch.. and redownload the mod?

Posted: Thu Sep 04, 2003 4:43 am
by DemonHunter
I have all the latest patches :cry:
but ok

Posted: Thu Sep 04, 2003 3:03 pm
by BobTheDog
yeah... my UT2K3 was REALLY buggy on my old WinME system... it would erase the user.ini and or the UT2003.ini occaisionally... and it wouldn't ERASE them it would erase everything in them.. leaving them blank.

but yah you might try reinstalling everything... unless the devs here know anything else to do... :cry:

Posted: Thu Sep 04, 2003 4:16 pm
by FurrySound
I was rocking and skeletoning left and right last night and did not see what you are talking about... Do you have the log file from when this was happening? If not, can you 'recreate' the issue and save the log file and send it to myself or gasman please? Thanks..

Posted: Thu Sep 04, 2003 4:16 pm
by jb
DemonHunter,

any other detials you can add? Right now we dont see this issue. And in order to fix it we need to be able to reproduce it. Once we can see it and make a test case or condition were it fails each and every time then we can fix it. Sometimes finding the test case or condition is 9/10 of the work :(

Posted: Thu Sep 04, 2003 9:13 pm
by NeoNight
DemonHunter wrote:I have all the latest patches :cry:
but ok
what mutators are you using aside from cut?

Posted: Thu Sep 04, 2003 11:39 pm
by DemonHunter
What exact details do you need?
I haven't been running any mutators except Xmaps

My PC is XP, and I have been running Chaos from the release, no problems until this one suddenly popped up.
Haven't added anything that would affect it that I can think of.

Posted: Fri Sep 05, 2003 11:56 am
by jb
DemonHunter,

ok try just for fun and kicks running with out Xmaps (as I dont think that will have anything to do with it). Again we are having trouble seeing this on our side. And until we can see it, we can not fix it :(

Posted: Fri Sep 05, 2003 12:03 pm
by Gasman
DemonHunter,

If you can get this to happen again, please do us this favor:

1. Stop playing the game right after it happens.
2. Go to your UT2k3 system directory and look for a file called UT2003.log
3. Email that log file to gasman@awesomenet.net and/or to Jb jb@planetunreal.com

We will have a better idea of what is causing this problem.
Thanks