CUT2:Evolution Release 1.01 Bug Thread

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jb
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CUT2:Evolution Release 1.01 Bug Thread

Post by jb »

Folks,

this is our bug thread for any issues with the 1.01 patch/hotfix. We wanted to release this one to fix some major issues:

* Fixes the Crossbow Head Shot issue wich caused your PC to hard lock (and had to reboot)

* Fixed the ESC Menu from not showing in KoTH when the CUT mut was NOT running.

Two other minor bugs were fixed as well:
* Fixed issue where Grenades and Fire Mines had the owners velocity added to them (thus the would float when you strafed)

* Added the CUT RL to the weapon list


We will have a release with more bug fixes wth some tweaks out in the future. However we wanted to get this one out ASAP as it can fix the hard lock issue that some people have seen. Also many of the features in CUT2:Evolution require the latest patch from Epic for UT2k3 (v2225).
Last edited by jb on Fri Aug 15, 2003 11:57 am, edited 1 time in total.
Jb
Accurain
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Post by Accurain »

Sorry if it's been mentioned before (didn't see it in the last bug thread).
TTMv2.2 clashes with the KoTH gametype. It doesn't allow me to score (only the bots) and the bots totally ignore me. I can still be damaged and can damaged people, but I don't get points.

Also, my log was 3.88MB because of being filled with:
Warning: ChaosUT_HUD_TeamKotH KOTH-Pyramid.ChaosUT_HUD_TeamKotH (Function ChaosGames.ChaosUT_HUD_TeamKotH.DrawHudPassC:0453) Accessed None
Warning: ChaosTeamKOTH_ScoreBoard KOTH-Pyramid.ChaosTeamKOTH_ScoreBoard (Function ChaosGames_UI.ChaosTeamKOTH_ScoreBoard.DrawTeam:0E6D) Accessed None
jb
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Post by jb »

Accurain,

can you double check with out ussing TTM and make sure that its ok on your system (ie not large log files). We can looking compatibility with TTM. Sorry about that.
Jb
halprin
MAC Daddy
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Post by halprin »

Same wierd quit bug that I keep on having. jb, if you want log, tell me.
jb
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Post by jb »

halprin wrote:Same wierd quit bug that I keep on having. jb, if you want log, tell me.
Sorry again. Not sure but let me check in on it.
Jb
formatter
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Post by formatter »

Another minor visual thiny, CUT rocketL laser dot looks like this

http://www.dodstudios.net/uploads/uploads/BuG4.jpg

I dont know maybe its brecause my low detail level.

EDIT:
My frind that has [normal/high] detail-level sees the same?!
It's anyway Unreal.
defalc
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Post by defalc »

Suggestion: seeing as how the stripes on the rocket-launcher are supposed to match the ammo-pickup in colour (back when the RL was yellow it had yellow pickups), the rl ammo packs should be changed to blue. It's just a simple texture-change. :)

Also, the weapon description for the CUT Rocket Launcher in the weapons menu has an unnecessary...well, basically instead of being like this:
asdasdasdasasdasdaadasdasdasdasdasdadasdasddaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

It's like this:
asdasdasdasasdasdaadasdasdasdasdasdad
asdasddaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa

Perhaps whoever added the description pressed the enter key by accident or something. Nitpicky I know. :P
Last edited by defalc on Thu Jul 17, 2003 9:21 am, edited 2 times in total.
formatter
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Post by formatter »

Maybe when you set the swith weapon to allways, then the ammo will be colored to blue.
It's anyway Unreal.
DJPaul2

Post by DJPaul2 »

jb wrote:Accurain,

can you double check with out ussing TTM and make sure that its ok on your system (ie not large log files). We can looking compatibility with TTM. Sorry about that.
IIRC TTM replaces a lot of things the mutator shouldn't (playerclass, etc). So dump TTM IMO.
mrmudcat
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Post by mrmudcat »

well just wanted to add a positive ........great job on getting out a hot fix for the hard lockups mine are fixed thank you guys :lol: :lol: :D :P
jb
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Post by jb »

formatter wrote:Another minor visual thiny, CUT rocketL laser dot looks like this

http://www.dodstudios.net/uploads/uploads/BuG4.jpg

I dont know maybe its brecause my low detail level.

EDIT:
My frind that has [normal/high] detail-level sees the same?!
Formatter,
we will address that bug and fix it very soon. Its just for the hotfix we wanted to get the critical game stoppage issues (hard locks) fixes first as those are more important. But thanks for the input and we will get that one fixed as well.


Defalc,
thanks but we were not sure how to handle that. Some of the team wanted a different color, others wanted to change it blue (but they we would have had to change the ammo icon at were trying to finnish the mod and get it out for you). So with no real majority direction we just kind of left it alone. But its something we can now fix it better...]
Jb
defalc
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Post by defalc »

Just had a crash; Team Deathmatch on DM Chimera. I was using some new custom models then so that could be it, but here's the error:

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

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 1705 MHz with 255MB RAM
Video: NVIDIA GeForce3 Ti 200 (4345)

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

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

EDIT: Just went back...I think it was the custom model, because the texture didn't load the first time so it probably crashed when it tried to display the model.
formatter
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Post by formatter »

There is a litel problem with the bots in KOTH-Swamptemple, they seem to get stuck and dont move anywhere just stay there and look the other direction?

EDIT:
here is a pic
--------------------------------------
http://www.dodstudios.net/uploads/uploads/BuG5.jpg
--------------------------------------
It's anyway Unreal.
Wormbo
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Post by Wormbo »

Accurain wrote:Sorry if it's been mentioned before (didn't see it in the last bug thread).
TTMv2.2 clashes with the KoTH gametype. It doesn't allow me to score (only the bots) and the bots totally ignore me. I can still be damaged and can damaged people, but I don't get points.

Also, my log was 3.88MB because of being filled with:
Warning: ChaosUT_HUD_TeamKotH KOTH-Pyramid.ChaosUT_HUD_TeamKotH (Function ChaosGames.ChaosUT_HUD_TeamKotH.DrawHudPassC:0453) Accessed None
Warning: ChaosTeamKOTH_ScoreBoard KOTH-Pyramid.ChaosTeamKOTH_ScoreBoard (Function ChaosGames_UI.ChaosTeamKOTH_ScoreBoard.DrawTeam:0E6D) Accessed None
TTM is the most incompatible mutator I've ever seen. The things it replaces include vital parts of the KOTH gametype which it obviously doesn't recognise as a custom gametype. Just disable TTM while playing KOTH and if you need something to mapvote, there are several other map vote mutators out there and the same goes for hitsounds. If you need bright skins, use Epic's. They are quite good as well.
Taf
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Post by Taf »

Hmm i`m haveing one or two errors as well.

Warning: TombStoneRules DM-Phobos2.TombStoneRules (Function ChaosGames.TombStoneRules.ScoreKill:0262) Accessed None

Warning: xLastManStandingGame DM-Phobos2.xLastManStandingGame (Function BonusPack.xLastManStandingGame.SendCamperWarning:0053) Accessed None

Warning: CUT2_UT2MidGameMenu Package.CUT2_UT2MidGameMenu (Function ChaosGames.CUT2_UT2MidGameMenu.InitComponent:05B1) Accessed None

Warning: Tab_IALastManStanding Package.GUITabControl.Tab_IALastManStanding (Function BonusPack.Tab_IALastManStanding.SuperWeapChange:0009) Accessed None

Also can you try this plz.
Pick last man standing and your chaos mut and try and tick allow superweapons in the game.but when you play there not there and when you quit it`s unticked again??only does it with chaos mut.

This is a freash install of ut with latest patch and bonus packs.
thanks:-)
Taf

[edit]also got the hotfix installed as well
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