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The ChaosUT2 PRv2.01 Bug Thread

Posted: Sun Dec 21, 2003 3:50 am
by R.Flagg
A few of the 'better-known' bugs in PRv2.01
=-------------------------------------------------

1. It is possible to lose your crosshair after using CUT2 laser (RL & SR).

2. Sometimes you will see broken run animations in Duel.

3. Issues with getting into Invasion Proxy.

4. Sometimes you'll see animation/skin issues with Claw2 when changing ammo types.

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And we also have some issues, that aren't so much bugs, as they are limitations and such.


Known issues in CUT2
=------------------------

a) Bot grappling option can sometimes cause poor bot performance.

b) After playing Chaos online, players must reconnect to play on a non-Chaos server.

c) Some standard UT2003 models are distorted at times in Duel.

d) Phantom Swings with melee weapons are possible.

e) We will try to use karma next time (on dropped melee weapons).


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Ok, we realize that is not all of the bugs and/or issues, we are asking that you help us to fill in the blanks. And please be as specific as possible.

And please, this is the one thread where we ask that you stay on topic. Do not post ' compatibility' issues (with other mods and mutators), or requests for new features. You are however more than welcome to start all the new threads you want for that type of stuff.

Thank you for playing, and for helping.

Posted: Sun Dec 21, 2003 6:54 am
by WulfMan
ok I know the weapons aren't supposed to do damage until they start to swing and are in motion, but does that include the tips of the swords?

I just played around with the duel melee and two out of 5 kills were just by walking into the bot with the sword held out, no swings, just the point of the blade touched it's head and I got the headshot and the instant kill.

I've verified that I installed the mod correctly and am using V2.01, in fact I had to click yes to overwrite the old files so I know it worked when I did the update on the patch

Posted: Sun Dec 21, 2003 7:36 am
by FurrySound
IIRC the blades are still sharp and pointy :D

Posted: Sun Dec 21, 2003 7:39 am
by WulfMan
LOL
I always wondered what that sharp pain in my eye was when I ran into those darn things 8O

thanks for clearing that up furry :P :wink:

Posted: Sun Dec 21, 2003 8:44 am
by formatter
There is a glitch with the animation (I think ideal anim) the legs of the player swing like he is in mid-air, probebly easy to fix.

Posted: Sun Dec 21, 2003 9:23 am
by FU
the overtime duel bug is not fixed :cry:

Posted: Sun Dec 21, 2003 2:05 pm
by TKATK
ive started getting this when i got 2.01(and UTRPG4.0 at the same time)

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

OS: Windows 98 4.10 (Build: 67766446)
CPU: GenuineIntel PentiumPro-class processor @ 1200 MHz with 255MB RAM
Video: NVIDIA GeForce2 MX/MX 400 (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


its a Crash to desktop at the start of a duel round,just when the announcer has almost told 1 the bug comes up,its pretty random becouse i sometimes get it at the first round and sometimes at others,i dunno whats cousing this

i dont have Digital extremes mappack/bonuspack

Posted: Sun Dec 21, 2003 2:31 pm
by jb
FU wrote:the overtime duel bug is not fixed :cry:
FU,
sorry about that. We will look at that as our #1 task. I think we will redo all of the code and handle OT better. We never really had a good method. Sorry sorry sorry

Posted: Sun Dec 21, 2003 4:26 pm
by jeditobe1
tkatk:

could you PM me the list of RPG stats/abilities you have? im betting one of those doesnt like the way we respawn players (and i might hopefully be able to tell you which one to get rid of)

Posted: Sun Dec 21, 2003 7:15 pm
by TKATK
sent

Posted: Sun Dec 21, 2003 7:42 pm
by FU
sometimes the grapple shoots backwards in the 2d mod :?

round timer

Posted: Sun Dec 21, 2003 8:39 pm
by cuteqgr
*eeps!* upgrading from version 2 (clean install) to version 2.01 patch, makes the round timer start at zero if you choose instant action from the main ut2003 menu and choose a duel game mode!

:?

-cuteqgr

Re: round timer

Posted: Sun Dec 21, 2003 9:04 pm
by LeFilou
cuteqgr wrote:*eeps!* upgrading from version 2 (clean install) to version 2.01 patch, makes the round timer start at zero if you choose instant action from the main ut2003 menu and choose a duel game mode!

:?

-cuteqgr

the roundTime is now in seconds and no longer minutes ;)

Posted: Sun Dec 21, 2003 9:26 pm
by TKATK
reeeeeaaaaaaad the read you

Posted: Mon Dec 22, 2003 3:55 pm
by Shuri
Bug--

When mappers weapons are used, the chargebars don't work for XBow/GL altfire (and AR, I'm assuming but haven't tried). They work fine in Chaos weapons.