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Posted: Fri Sep 05, 2003 12:51 pm
by Auraka
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'm seeing the same issue though not sure if the animation is stopping. Will post log when I get the chance.
Posted: Sat Sep 06, 2003 1:35 am
by DemonHunter
Gasman wrote: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
ok will do
Hmm... how do you turn it on?
Posted: Sat Sep 06, 2003 11:17 pm
by Frobozz
Hey there guys. I just downloaded the Chaos UT2 1.02 full UMOD, installed it... and there's nothing to activate it.
The Chaos UT2: Evolution mutator isn't on the list, and the only other gametypes it added are KOTH and Team KOTH.
The download I used was off your main page, it was about 40 meg. I also got your map pack. What am I doing wrong?
Thanks!
Posted: Sun Sep 07, 2003 3:54 am
by jeditobe1
hate to ask this but...: could you try installing the 1.0 version then re-run the umod? Im betting a file is missing if you see KOTH and not the mutator
Would be nice...
Posted: Sun Sep 07, 2003 9:45 am
by Frobozz
Sure, I'd love to spend another 8 hours downloading it on my cruddy 28.8 connection. Unfortunatly, the only file listed now on the Chaos UT2 site is the one I downloaded. There is no 1.0 any more.
And for an update, I can't play KOTH either, as it says it's also missing the Chaos_004 texture file.
Posted: Sun Sep 07, 2003 12:37 pm
by Zachariah
Try looking around
www.UT2003files.com I'm pretty sure we have it there...
Posted: Sun Sep 07, 2003 2:42 pm
by jb
Frobozz,
can you start UT2k3 and try to play chaos, then send us your ut2003.log file. The issue and the cause should be capatured in the log. We can tell what your missing. You also can try the smaller 1.02 update as well. Thanks for your time and sorrry for your issues.
Ok, fixed it.
Posted: Sun Sep 07, 2003 4:28 pm
by Frobozz
Ok, I downloaded the 1.00 to 1.02 zipfile patch off chaoticdreams.org, applied it, and it filled in the missing files (at least I think it got everything, nothing crashes or complains).
I'd take a look at the PR 1.02 UMOD file and apply it to a clean install of UT2003, because it's definitely missing some files. I know chaostex_004.utx is one of them because whenever I tried to play a Chaos map, it complained about it being missing. Since it was included in the patch, it now works.
Posted: Sun Sep 07, 2003 5:11 pm
by FurrySound
Sorry for your troubles Frobozz. We will look into the missing files and get it fixed.
Posted: Wed Sep 10, 2003 12:23 am
by Zachariah
this isnt really a bug , but shouldnt those health vials and ammo pickups be getting sucked up by the vortex too???
Posted: Wed Sep 10, 2003 12:33 pm
by jb
Pepito wrote:this isnt really a bug , but shouldnt those health vials and ammo pickups be getting sucked up by the vortex too???
We could but we ran into nasty on-line issues when we tried to suck in pickups like ammo, health, ect So to avoid issues we made it ignore all pickups.
Posted: Wed Sep 10, 2003 12:49 pm
by jb
For anyone that download the PR1.02 UMOD we did confrim that we left out Chaostex_004. Sorry it was my fault. This texture file is very smal (26k zipped) so we may not update the UMOD to include it...not sure. Anyways if you still can not launch a chaos game grab this:
http://www.chaoticdreams.org/ce/ChaosUT ... ex_004.zip
Posted: Wed Sep 10, 2003 4:51 pm
by FurrySound
I updated the main
www.chaoticdreams.org site with the link.
Posted: Tue Sep 16, 2003 3:59 pm
by Auraka
This kicks me out though it might have been addressed already:
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 2212 MHz with 1023MB RAM
Video: RADEON 9700 PRO (6378)
ShieldAmmo DM-The_Garden.ShieldAmmo (Function Engine.Ammunition.UseAmmo:0000) Infinite script recursion (250 calls) detected
History: FFrame::Serialize <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine.Projectile.Touch) <- TouchTo <- AActor::BeginTouch <- ULevel::CheckEncroachment <- ULevel::SpawnActor <- (RipperBlade) <- UObject::ProcessEvent <- (RipperBlade DM-The_Garden.RipperBlade, Function Engine
Posted: Tue Sep 16, 2003 7:50 pm
by NeoNight
yeah they know already, I had posted what causes that bug a few post back. If your wondering what caused it, well apperently the cutter blades don't like to be relfected off the shield guns' shield.