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UT2k4RPG NOT compatible

Posted: Thu Jun 10, 2004 6:48 am
by R-206
Error:

UT2004 Build UT2004_Patch_[2004-05-10_17.18]

OS: Windows XP 5.1 (Build: 2600)
CPU: AuthenticAMD PentiumPro-class processor @ 1797 MHz with 1023MB RAM
Video: RADEON 9600 SERIES (6436)

MutMovementModifier ONS-Torlan-[PhoenixParadise].MutMovementModifier (Function Engine.Mutator.AlwaysKeep:0000) Infinite script recursion (250 calls) detected

History: FFrame::Serialize <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (RPGWeaponLocker) <- UObject::ProcessEvent <- (ChaosWeaponLocker ONS-Torlan-[PhoenixParadise].ChaosWeaponLocker, Function Engine.Actor.PreBeginPlay) <- ULevel::SpawnActor <- (ChaosWeaponLocker) <- UObject::ProcessEvent <- (RPGWeaponLocker ONS-Torlan-[PhoenixParadise].RPGWeaponLocker, Function E

Using ChaosUT2 and UT2004RPG

Posted: Thu Jun 10, 2004 12:46 pm
by TKATK
The 1.1 v is incompatible with everything,afaik mysterial should and propably is fixing all thoose incompabilities

its incompatible with theese mods:CUT,Arkon(i think),JB,Teamfreeze

Posted: Fri Jun 11, 2004 12:34 pm
by jb
Does this crash happen all of the time or just on ONS maps?

Posted: Fri Jun 11, 2004 12:40 pm
by jeditobe1
probably AS maps too...

Posted: Sun Jun 13, 2004 4:28 am
by Mysterial
Heh, that'll be fun to fix. War of the weaponlocker overrides! Who will win? ;)

I've already fixed most of the incompatibility issues, but the weaponlocker one, I haven't thought of a good hack for it yet. Might just have to give up and turn off magic weapons for that case.

Posted: Sun Jun 13, 2004 8:17 am
by TKATK
dont give up...you can do it

Posted: Sun Jun 13, 2004 4:12 pm
by jb
Mysterial wrote:Heh, that'll be fun to fix. War of the weaponlocker overrides! Who will win? ;)

I've already fixed most of the incompatibility issues, but the weaponlocker one, I haven't thought of a good hack for it yet. Might just have to give up and turn off magic weapons for that case.
Well I guess the one from the Epic coder would win as he has more controll :) Hehe, Mysterial, I will send you an email about this to see if there is a work around...

Posted: Mon Jun 14, 2004 12:06 pm
by jb
Ok sent him and email, he replied. We should have a working fix for it. It will require our PR3.01 when its ready as well as an update to UT2k4RPG as well. But it should fix this issue :)

Posted: Mon Jun 14, 2004 2:52 pm
by TKATK
2 of the best muts will be compatible again (drool)

Posted: Mon Jun 14, 2004 11:27 pm
by jb
Also something that came up if you select the No Chaos Weapons under the weapons that should prevent the swaping out of the weapon lockers. While that does remove the chaos weapons (which is a Major drawback) it allows the two to play together with out crashing unitl patches come out. So you can still grapple, kick ect. Also you can summon your own chaos weapons too. If it still crashes then we messed up in coding that option...

Posted: Tue Jun 15, 2004 2:40 am
by LoQtUS
Sorry im a bit of a laymen when it comes to RPG. Does it have new weapons?

Mysterial, thanks for working with us on this. people seem to like the two together quite a bit.

Posted: Tue Jun 15, 2004 5:20 am
by jeditobe1
It itself does not have new weapons that i know of.. but it is a point-based level up system, where you can buy abilities or alter attributes. In my opinion, it is best for invasion (in fact, necessary for invasion offline). That said, in its base form, it does things like raising ammo limits, raising health max, increasing firing rate, and that type of thing. You can also purchase abilities like faster run speed, higher jumps, regeneration of health or ammo, and some other things.

Ive not played the more recent versions (only played it in UT2k3), but magic weapons is one of the purchasable abilities that does something to the weapons i would assume. However, from what i understand, it has some major problems with compatibility with non-standard weapons (mysterial could give you the full scoop).

semi-edit: from his post at atari forums:
As if all that wasn't enough, UT2004RPG features magical weapons and artifacts. Any weapon you pick up has a chance of being magical and having special modifiers, such as increased damage. Additionally, artifacts are special pickups placed randomly throughout the level which can be activated to give an ability or bonus. Artifacts consume your Adrenaline when in use.

Mysterial.. is there an easy-disable on that feature? just outta curiousity? I know you could have a server disable certain abilities in the previous version via an ini edit.. was wondering if that had a gui on/off switch.

Posted: Tue Jun 15, 2004 12:07 pm
by jb
LoQtUS,

just to add to what jedi says, his code does try to replace the weapon lockers with ones that his mod needs (I have not played it in a LONG time and did not look at his code in that much detail to know exactly what is changing). So the issue comes in that both our mut and RPG are swaping out the weapon locker for thier version of it. RPG sees a new weapons locker (ours) and swaps it out, our chaos mut sees a new weapons locker (the RPG one), swaps its out and we get both muts swaping out the other guys locker which causes UT2k4 to run away and crash with a GPF to the desktop.


Jedi,
Mysterial was able to find a better work around to prevent this if you would like to see I can send you his email..pretty neat stuff :)

Posted: Tue Jun 15, 2004 12:37 pm
by TKATK
when could i expect the patch released?

Posted: Tue Jun 15, 2004 3:11 pm
by Deapblade
As always; when it's done. :wink: