UE2 - UT2kX Known bugs in v3369

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rejecht

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Jun 15, 2009
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(Are there any bug tracking sections on the BU wiki for this type of information? Given the coincidental nature of many errors, it would be helpful to rule out whether a mod introduces an error, for instance.)

Description:
Accessed none logged client-side when pawn dies in bWaterVolume in network game. This happens because the client does not change state from PlayerSwimming immediately upon dying.

Client-side log:
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.PlayerMove:0076) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.ProcessMove:0022) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.ProcessMove:0034) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.ProcessMove:006B) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.ProcessMove:00B4) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.ProcessMove:00E5) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.ProcessMove:00ED) Accessed None
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.ProcessMove:0102) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.NotifyPhysicsVolumeChange:000A) Accessed None 'NewVolume'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.NotifyPhysicsVolumeChange:001A) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.NotifyPhysicsVolumeChange:0032) Accessed None 'Pawn'
Warning: xPlayer DM-Dev.xPlayer0 (Function Engine.PlayerController.PlayerSwimming.NotifyPhysicsVolumeChange:0047) Accessed None 'Pawn'

Steps to reproduce:
Start a client-server game.
Jump in a bWaterVolume; die (drowning, damage; self-inflicted or otherwise).

Solution or workaround:
One fix that seems to work is to intercept the state event PawnDied on the server, then force the client to change state. The fix is implemented in a PlayerController-derived class.

Scope:
The bug is in PlayerController.

Example:
Code:
// *F* 2010-11-26 15:22 rejecht
// Attempted fix for bug in official code in network play:
// Dying while swimming causes accessed none errors client-side, because
// the client is not changing state to Dead.

state [B]PlayerSwimming[/B]
{
    event [B]PawnDied[/B] (Pawn [B]P[/B])
    {
        Global.PawnDied (P);
        ClientGotoState ('Dead', 'Begin');
    }
}
 

eliot

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Jul 12, 2005
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Oh never noticed this bug, though this game is so old anyway it'll probably never be officially fixed nor given community permission to fix it and release it as a patch.

Also check out my mutator which fixed quite a lot of known annoying bugs discovered in Assault Trials http://wiki.beyondunreal.com/User:Eliot/MutNoAutoFire#Features, there are way more known bugs which are fixed in an unofficial server side patch on our server ;)(about 100 or something).

Even though this might be useless to fix and or to talk about, I believe making a bugs wiki page for UT2004 might be fun for the sake of collecting(except the dangerous bugs!).
 

rejecht

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Jun 15, 2009
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This is more of an awareness thing for those still messing about now and then.


Thanks. I'll have a look. ^^ (OK, source code provided; good. No list of bugs or rationale for the various fixes (except the short list on the page), but that's understandable; it takes longer to write about the bugs than fixing them, and after using much time to find them, one sometimes forgets or don't want to. ;))


There should definitely be a list of known bugs for all the games.
Whatever you're not aware of will seriously screw you over. :)
 
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