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Posted: Sat Dec 06, 2003 3:11 am
by jeditobe1
i want a weapon flourish for when i win a round!

Posted: Sat Dec 06, 2003 6:09 am
by FurrySound
Posted: Sat Dec 06, 2003 6:15 am
by jeditobe1
ill code it if you can do the animation

Posted: Sat Dec 06, 2003 6:18 am
by FurrySound
Posted: Sat Dec 06, 2003 6:27 am
by halprin
jeditobe1 wrote:i want a weapon flourish for when i win a round!

Huh? Weapon flourish? Huh?

Posted: Mon Dec 08, 2003 1:06 pm
by jb
Update: 12/8/2003
Another build went up last night and this should be an RC for PR2.01. This will only be a small update to address the game critical bugs and or issues we could fix. It will not have any new content. We would like to get something new to you by xmas so we will see. Anyways this build when ready should weigh in at about 870ish Kb. Here is the change log:
* Added the telefrag fix for melee
* Fixed issue with Listen Server not letting you save your weapon settings
* Tweaked melee weapons to avoid headshots during the start/end of the swing
* Tweaked the Inv Proxies
* Fixed the blood trails that were coming out of the weapons
* Made the damage that the weapons do cause more blood for the sharp weapons (Ie not hammer/mace)
* Tweaked melees so they don't hurt the first few stages of the swing (they need to build momentum)
* Yet another tweak to the proxy inv rules to fix two players controlling one proxy
* Reduced power of Kick in Duel Melee only
* Removed ref to trail class in the ChaosDeathWeapon to avoid AN
* changed MeleeSword(Instigator.Weapon) ref to MeleeSword(Weapon) on the firemodes to increase compatiblity with RPG2k3
* Fixed the issue were your were in 1st view with melee dueling
* Fixed the issue were the proxy hud was shown while you were specatating a proxy
* Added in better idle animations that helps remove the player streching effect
* Fixed the Random Gravbelt from not respawning
* Fixed a bug in Duel were you could start a server with min players set to 0 which then would cause the first person to play the match alone (ie no bots, no humans).
Again I know there are some other bugs and we will get to them. It just that the above were more damaging to game play.
Posted: Mon Dec 08, 2003 11:02 pm
by Melekai
i say thats very good work

im happyi with it
team melle forchristmas?

Posted: Tue Dec 09, 2003 3:26 am
by FurrySound
I'd say that's pushing it just a little

Posted: Tue Dec 09, 2003 8:16 am
by Melaneus
=WD=Xabora wrote:I got this at the end of a Match with a GODLIKE Mr. Crow after about
10 matches with best out of 3.
Code: Select all
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2408 MHz with 511MB RAM
Video: NVIDIA GeForce4 Ti 4600 (4523)
General protection fault!
History: UObject::ProcessEvent <- (InteractionMaster Package.InteractionMaster, Function Engine.InteractionMaster.Process_PostRender) <- UInteractionMaster::MasterProcessPostRender <- FPlayerSceneNode::Render <- UGameEngine::Draw <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- ClientTick <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Hey, that looks like crashes from SuperWeaponBar. Probably a call to an invalid pawn or something. For some reason interactions crash the whole system over stuff like that, things that normaly just log an 'accessed none'.
Bugs, or the admin?
Posted: Wed Dec 10, 2003 12:20 am
by Oaf{WoD}
I have a Duel only server set up for public use. It uses the dedicated only server files. Here are my issues:
1) The round timer keeps setting itself to 18000 every time the map changes. I set it to 50 but even then it starts out at 3000 by default- (last time, I write protected the .ini file and it went to 180,000!) In Instant Action, I was able to have a round time of like 50 seconds. That was great!
2) The bots seem to be multiplying. I set it for a maximum player load of 6 and a minimum of 3 yesterday morning... Today I came home from work and checked on it- There were *77* bots in line on the server. It seems that everytime I disconnect and reconnect, the bot that took my place doesn't go away (and it almost seems like one joins with me when I join). I reset it and jumped in. Within 15 minutes there were 5 bots in there waiting in line.
If you need more info, I'll be happy to provide it. Thanks.
Posted: Wed Dec 10, 2003 12:42 am
by jeditobe1
ive had the same problems as WOD... well with bots at least...
Anyways.. the Round time is in minutes, not seconds. So 50 = 50x60 = 3000.
Posted: Wed Dec 10, 2003 8:28 am
by BoToKi
Hi all .. first posting and already a question
Is it a known bug that by turning chaosut2 on as a mutator once, that there's no posibility to turn it off again? without restarting the whole server I mean.
I'm running the server on win2000 server with newest version (v2225) and chaosut2 pr2.0.
Even by disabling the mutator by webadmin and restarting the map, the mutator appears again.
Help?!

Posted: Wed Dec 10, 2003 3:45 pm
by jeditobe1
Hmm.. thats not right. I know i can enable/disable it as needed on the moo server.
Just outta curiousity, are you making sure to hit the "set selected mutators" at the bottom of the webadmin page? I forget to do that all the time before restarting the map.
Posted: Wed Dec 10, 2003 4:20 pm
by FU
the flags are still invisible (when you carry them) in ctf
I guess its the same with BR (didnt work in 1.02 but havent checked in pr2 yet)
has double domination been fixed in pr2 ? you could not score in 1.02

Posted: Wed Dec 10, 2003 4:39 pm
by FurrySound
Invisible flags: We've played a lot of CTF with v1.02, I've not seen that issue. Are you running any other mods/muts?
DDOM scoring: I've also not seen an issue here. Are you running any other mods/muts?