Upcoming Build - Bug Report Thread

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stevenhorton

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Jan 9, 2004
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As a general rule, Adam is absolutely correct:) However, my road texture with the alpha channel looks terrible compressed.
I think we should also offer comments on each others maps, not on whether we like them, but things that would help the look of the maps. I think I played all the maps last night, and I was impressed:) I think Adam has the most innovative and unusual map in CTF-Aquanum; I overlooked the name of the designer when I opened it, and exited right away just to see who did it:) I wondered if you could reduce the Z scale so the hills on the road were not so steep. ProjectX, I was very impressed with your UWRC-Samurai, the course was well laid out, and I had no problems navigating:) However, UWRC-Alladreas and UWRC-Igneous could use some better course markers. Jerdaygo, you out did yourself:D Your map was so improved in just two days, and my wife liked it:) UltraNew_B, great map:) You were right, even though your map doesn't have roads as wide as some of the others, it was not too difficult to stay on the road and was well thought out:) The only thing that looked odd was the lighting, I am curious why you made all the meshes SpecialLit? It dulls the the visual appeal of your map.
 

Diego1203

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Jan 10, 2004
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Thanks for the kind words Steve, I'll defiantly think about changing the z scale, but I'm going to wait for a bit, I want to know more about how fast the vehicles are going to be and how it plays in multiplayer before I make changes. I also agree with you about some of PX's maps, it is easy to get lost in many of them, although Samurai is good. I like lost gods Steve, not sure what I would change about it, the only thing that comes to mind is that it seems to be impossible to make that jump over the water with some vehicles, or all, I'm not sure if I've made that jump before. But again that's dependant on vehicle speed.

And just for fun... Aquanum has a movie reference in it, the first one who figures it out gets a cookie.
 

jerdaygo

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Jan 10, 2004
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Thanks Steve :D
On another topic,
Shrimp when i playtested the new build it was lan (the crashing seems to be a lan only problem), adam and i seem to be able to play whole courses online through the net, the hud is still not present but at least the playtesting can be done :D it seems to play fairly well online too :D

I agree on the jump adam was talking about in LostGods, it would be cool to be able to make the jump, but I dont think you should move the platforms closer, I think a physics volume like I have in MidnightAir would be cool, just an Idea.

I also think that it is a little difficult to navigate LostGods, I think it might be cool to have signs pointing the way that are like the Egyptian art/people with a arm extended pointing the way.

Also PX was I correct did you find my mesh package in the texture folder? and does it work for you now?

I havent played all the maps, but I will soon so I will be able to have more input later, but this build looks awsome :D :cheers: :D
 
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UltraNew-B

UnWheel Team
Feb 22, 2003
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Anyone on the team who experiences a crash or smthg bad with new build, plz post your UT2004.log file(located in UT2004/System dir.) here. Takes the guess work out of what the problem was, and speeds up the bug-squashing progress. :p

OK update time :)

I spent all day today going through vehicles and repairing them. "Unwheel_Update_July29_2004.rar" uploaded to the ftp, changes include:

- All vehicles have seperate shader for windows now (no clipping anymore)
- All vehicles now have EnvMap shaders again (shiny paint)
- Fixed Wheelsize on Flair XL150 (no more floating wheels)
- Replaced wheels on Shaguar to original wheels
- Made changes to Steves Siren (fixed some texture assignments)
- Restored UnWheelSkins.utx to original (plus 2 new shaders for Humbug and POSCar)
- Added dynamic license plate support to humbug (so you can see your player name on license plate, like on the Hellbender in UT2K4)


Pic of dynamic license plates in action (plus new map I started 2 days ago;) )
UnwheelLicPlate01.jpg

UnwheelUrban01.jpg
 
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Diego1203

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Jan 10, 2004
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Jon, Steven, and I just did some online testing and here is our bug report.

First I'd just like to say that there are enough problems that it's kind of hard to describe them all, you really need to see it for your self. Do you remember the time that we all playtested FallenMetro together a long time ago and we all had multiple flags and it was prety much unplayable? Well it was alot like that only with a much higher framerate, that's the one good thing that I noticed, the framerate always seemed to stay high.

Out of bounds volumes don't seem to work at all online.

Skins aren't working right, when I choose a blue skin other people don't see it as blue etc.

multiple flags in ctf, players end up with flags in thier car even if they didn't have "the" flag.

This next one has been dubed "Jon's Problem", When you get stuck in a place that you can't get out of and you need to get out of your only choice is to spectate and then rejoin, and doing this seems to open pandora's box. Sometimes after you spectate you don't get to chose your vehicle and when you spawn you can't move. Also after you spectate and rejoin the whole game seems to lag, even for other people I think. It also seems to create some kind of handling problems as well, it makes it fell laggy and jerky until the next game is started.

No HUD, obvious I know, but this is a bug report.

When cars explode, becasue someone had to go into spectate mode or whatever, their headlights remain even after the car is gone.

I'm absolutly certain that I am missing some, and I urge you to do some playtesting with us soon. I just thought of one other positive thing, in the hour and a half to two hours of testing that we did tonight we didn't have any crashes, so it's not all bad.
 

jerdaygo

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Hey I will fix it alright, its my problem I will handle it, hehe, anyway
Hey Shrimp I am going to leave a ded up for you incase we cant get a time set up real quick.
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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Right behind you.
OK, now I know Maya (a bit anyway) I can make some road signs up to place in my maps to help you guys out. After a while you learn the flow, butit's not about that, it's about being able to drive reasonably well from the beginning. I'm also still working on the optimisations, if anybody gets HOM in any maps just remember to redo your antiportals because they don't seem to scale with the scale map function.

Oh and putting the scifi package into staticmeshes does work. Nice track btw.

EDIT: There is another bonus to the new vehicles. the centipede can finally make it up the first slope in Alpine! Albeit painfully slowly.

Oh and you know how we've always been looking for a way to make deformable vehicles. Would we be able to sort of modify the xProcMesh actor (as seen in Gadael as the billowing flags) to only modify the mesh upon impact and the place it adds the modification is where the car gets hit, and instead of the modification being an oscillation, like the normal xProcMesh, it's just a normal dent? Or is that impossible?

EDIT AGAIN: OK, so I've optimised 2 maps now (wow it really does reduce file size doesn't it?) but I keep having problems, as I go to change my materialsequence for the screnshot, I click the material field and replace it with my 512x256 texture and I keep getting this:

Code:
Build UT2004_Patch_[2004-06-11_16.51]

OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 3028 MHz with 511MB RAM
Video: NVIDIA GeForce4 Ti 4200 (5216)

LockRect failed: D3DERR_DRIVERINTERNALERROR

History: UD3DRenderDevice::ReadPixels <- UD3DRenderDevice::Present <- UUnrealEdEngine::Draw <- (Cam=TextureProp-1,Flags=1073791625 <- UWindowsViewport::Repaint <- UWindowsClient::Tick <- UEditorEngine::Tick <- UpdateWorld <- MainLoop

Anyone know a way around this?
 
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Diego1203

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Jan 10, 2004
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I don't usually make a preview animation thingy so I don't really know how they work, but have you tried making a whole new one instead of modifying the old one?
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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Right behind you.
Good Idea, it might have problems showing a preview that swaps from 1024x1024 to 512x256 (it auto-updates at each change and you can't turn that off)

I'll give it a go, thanx.

EDIT: Another bug - UWRC-MotoX seems to have no skybox, when you look up all you see are the edges of the subtracted cube that the level was added to.

And a vehicle bug (although this could have been fixed by ultranewbie's update) - The Shaguar's camera appears directly above it, whereas it should be a small distance behind it.

EDIT: and finally, I'm missing LostGodsMeshes and LostGodsHardware.
 
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Diego1203

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Jan 10, 2004
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Here's my latest bug news.

I have been trying out LAN games today and they seem to work just about the same as online games, not sure why it crashes when Jon tries it but I played for at least an hour without a single crash, on both a dedicated and a listen server. I did notice that when I do a listen server the server has alot of features that the clients don't, like a hud, visable player names, and working out of bounds volumes(minus the fade effect).

Kball has some problems too, it seems that the server is the only one who gets to see the ball, the clients see two balls that are in different places then the one that the server sees, and only the ball that the server sees can be scored with.

I don't know if this is too much info too fast Shrimp, let us know if you want us to keep posting all the bugs we find or not.
 

stevenhorton

Not of this World
Jan 9, 2004
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Sorry ProjectX, I was sure I added all the supporting files, but when I checked my .zip I uploaded, it was missing. Go to the same folder you downloaded the latest build from and you can get the two packages I missed.
:eek:
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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Right behind you.
stevenhorton said:
Sorry ProjectX, I was sure I added all the supporting files, but when I checked my .zip I uploaded, it was missing. Go to the same folder you downloaded the latest build from and you can get the two packages I missed.
:eek:

Thanx for those, your map's really good. :2thumbs: There's just 1 problem (other than the jump) the light streams coming from the skylights collide with the camera and that knocks the camera when you drive under it.
 

jerdaygo

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Jan 10, 2004
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Hmm

I want to work on tweaking my maps but I have this problem, maybe Im just a HUGE noob but I am getting an error when I open my maps I got back in the new build and it looks like this: picture below.
 

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UltraNew-B

UnWheel Team
Feb 22, 2003
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Hey Jerdaygo, next build those errors will be gone as everything will be straightened out. Like PX said, you can continue to edit no problem.

I am getting ready to import a brand new player model and skin I created for Unwheel. Thanks to diego and steve for the sweet helmet. :) As soon as I get it ingame i'll post an ingame pic!!

P.S - Ingame, the helmet visor will be transparent.
DMUWPlayerModel01.jpg

DMUWPlayerModel02.jpg
 
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ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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Right behind you.
That looks sweet ultranewbie! Now all we ned to do is incorporate that into the player selection screen in the UT2004 settings window so that you can only see our driver models. Oh, and if you have time you should do a female model so as to be politically correct (and so my sister has a model to play as when she whips me round city track)
 

ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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Right behind you.
Status report on my map work:

Optimised for file size:

UWKB-Generator
UWRC-Frons
UWRC-Caribbean
UWRC-Alladreas
UWBA-Avalanche
UWRC-Alpine
UWRC-Faerie
UWRC-Gadael
UWRC-Igneous
UWRC-Hilltop
UWRC-Mawes

Removed HOM Problems:

UWRC-Caribbean
UWRC-Mawes

Optimised for FPS:

UWRC-Caribbean
UWRC-Alladreas
 
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ProjectX

Nicholas 'ProjectX' Udell - UnWheel Maps
Jan 9, 2004
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Right behind you.
Most have been dropped down to 30% of the original file size, and few have dropped down by less than 50%

EDIT: I've solved the auto-death problem. I turns out that in scaling the level, it placed the entire level beneath the auto-KillZ line, simply by editing the position of this line in the levelproperties Zoneinfo area I can set it to beneath my level.
 
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