1.9b beta bug reports
Moderators: Jay2k1, DavidM, The_One
1.9b beta bug reports
if we keep bug reports here, and flames about how the game is shite now somewhere else, it will be much tidier...
anyway, I was testing out the new bot ai, so I was playing godlike 1v1 with a bot in SC.
Shot the ball, keeper saved, but when it passed back out, the ball had disappeared. It was still possible to pick up and play with the ball, it just couldn't be seen. When it reset (shot out of arena) the rings+ball returned.
Here's some screens. (edit: i play with hidden weapons, that's not a gun bug)
anyway, I was testing out the new bot ai, so I was playing godlike 1v1 with a bot in SC.
Shot the ball, keeper saved, but when it passed back out, the ball had disappeared. It was still possible to pick up and play with the ball, it just couldn't be seen. When it reset (shot out of arena) the rings+ball returned.
Here's some screens. (edit: i play with hidden weapons, that's not a gun bug)
Last edited by -plær- on 21-02-2004 16:35, edited 1 time in total.
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- Posts: 346
- Joined: 09-03-2003 01:01
I had this bug where the keeper had the ball caught, but still jumped at me and hit me, I then proceeded to have my view shaken (note: this was all when HE had the ball and not me) for about a full minute O_o.
I even tried to get killed so I would respawn for it to be over..but it kept shaking and then stopped just as I was about to demorec it.
Odd =\ (Dunno if he hit me *IN* or *NEAR* pzone..if it was the first, it would have been even weirder since he didn't kill me)
I even tried to get killed so I would respawn for it to be over..but it kept shaking and then stopped just as I was about to demorec it.
Odd =\ (Dunno if he hit me *IN* or *NEAR* pzone..if it was the first, it would have been even weirder since he didn't kill me)
Ok
Could you please post the whole error message i.e. what the game says after that general protection fault. That'd be most helpful
Also I'd appreciate if you post your system\ut2003.log or send it to makush@suomi24.fi after having a crash or other problem (e.g. shoot bug). In addition, if you are running server and it ccrashes, plese send your system\server.log to me.
Thanks.
Could you please post the whole error message i.e. what the game says after that general protection fault. That'd be most helpful
Also I'd appreciate if you post your system\ut2003.log or send it to makush@suomi24.fi after having a crash or other problem (e.g. shoot bug). In addition, if you are running server and it ccrashes, plese send your system\server.log to me.
Thanks.
I get a crash with this message.
General protection fault!
History: UObject::ProcessEvent <- (DB_SquadAI DB-Cube.DB_SquadAI, Function DeathballAI.DB_SquadAI.Marking.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
and another one
General protection fault!
History: UObject::ProcessEvent <- (DB_SortedActorList DB-SmallCube.DB_SortedActorList, Function DeathballAI.DB_SortedActorList.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
General protection fault!
History: UObject::ProcessEvent <- (DB_SquadAI DB-Cube.DB_SquadAI, Function DeathballAI.DB_SquadAI.Marking.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
and another one
General protection fault!
History: UObject::ProcessEvent <- (DB_SortedActorList DB-SmallCube.DB_SortedActorList, Function DeathballAI.DB_SortedActorList.Timer) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
Last edited by The_One on 21-02-2004 22:03, edited 1 time in total.
The stats are well and truly fooked...
Our keeper had 5 missed chances! wtf?
The interceptions stat is also messed up (are these awards going to be removed in 1.9b or 2.0?)
I don't see the skip replay vote anywhere either.
There should also be a LMB delay when you catch the ball. 0.0 second pass delay is excellent, but when you miss-time a volley you just shoot the ball out again straight away...In the case of our keeper in the pickup he caught the ball and then shot it into his goal when he was trying the volley the shot. Add a 0.4 LMB delay? It definately needs to be tweaked.
And the following are STILL not fixed from previous DB versions
- Speech bubble bugs (displayed when not typing, multiple bubble over one person)
- Possession sounds playing when the team doesn't intercept (go to volley it but miss).
The new Tertis sounds are good, but should be a little louder...Can barely hear them over the crowd effects in Cube...
I never enjoyed a beta version as much as 1.9b - top job!
Our keeper had 5 missed chances! wtf?
The interceptions stat is also messed up (are these awards going to be removed in 1.9b or 2.0?)
I don't see the skip replay vote anywhere either.
There should also be a LMB delay when you catch the ball. 0.0 second pass delay is excellent, but when you miss-time a volley you just shoot the ball out again straight away...In the case of our keeper in the pickup he caught the ball and then shot it into his goal when he was trying the volley the shot. Add a 0.4 LMB delay? It definately needs to be tweaked.
And the following are STILL not fixed from previous DB versions
- Speech bubble bugs (displayed when not typing, multiple bubble over one person)
- Possession sounds playing when the team doesn't intercept (go to volley it but miss).
The new Tertis sounds are good, but should be a little louder...Can barely hear them over the crowd effects in Cube...
I never enjoyed a beta version as much as 1.9b - top job!
Using the Deathball.exe, whenever I go into the server browser it crashes after a couple of seconds, giving me this message:
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2796 MHz with 254MB RAM
Video: NVIDIA GeForce4 Ti 4400 (5216)
Assertion failed: GIsEditor || GetSuperClass() || this==UObject::StaticClass() [File:UnClass.cpp] [Line: 857]
History: UClass::Bind <- (Class DBWarfare.DBW_Bot) <- ULinkerLoad::CreateExport <- (DBW_Bot 323091) <- IndexToObject <- ULinkerLoad<<UObject <- (LinkerLoad Package.LinkerLoad 323091)) <- SerializeExpr <- (2E) <- SerializeExpr <- (77) <- SerializeExpr <- (07) <- UStruct::Serialize <- (Function DBWarfare.DBWarfare.InitializeLine) <- UFunction::Serialize <- LoadObject <- (Function DBWarfare.DBWarfare.InitializeLine 323091==323091/449978 320983 2187) <- ULinkerLoad::Preload <- LinkProperties <- UStruct::Link <- UState::Link <- UClass::Link <- UStruct::Serialize <- (Class DBWarfare.DBWarfare) <- UState::Serialize <- UClass::Serialize <- (Class DBWarfare.DBWarfare) <- LoadObject <- (Class DBWarfare.DBWarfare 323091==323091/449978 30278 8349) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Core.Class DBWarfare.DBWarfare NULL) <- UObject::ProcessEvent <- (Browser_MOTD Package.Browser_MOTD, Function XInterface.Browser_MOTD.MyQueryFinished) <- UObject::ProcessDelegate <- FTcpLink::ReceivePendingData <- FTcpLink::Poll <- AMasterServerClient::Poll <- AMasterServerLink::execPoll <- UObject::ProcessEvent <- (MasterServerClient Entry.MasterServerClient, Function IpDrv.MasterServerLink.Tick) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
EDIT: Weird, it doesn't show the full thing in my post. Quote me to see all the stuff it gave me.
UT2003 Build UT2003_Build_[2003-04-07_17.42]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 2796 MHz with 254MB RAM
Video: NVIDIA GeForce4 Ti 4400 (5216)
Assertion failed: GIsEditor || GetSuperClass() || this==UObject::StaticClass() [File:UnClass.cpp] [Line: 857]
History: UClass::Bind <- (Class DBWarfare.DBW_Bot) <- ULinkerLoad::CreateExport <- (DBW_Bot 323091) <- IndexToObject <- ULinkerLoad<<UObject <- (LinkerLoad Package.LinkerLoad 323091)) <- SerializeExpr <- (2E) <- SerializeExpr <- (77) <- SerializeExpr <- (07) <- UStruct::Serialize <- (Function DBWarfare.DBWarfare.InitializeLine) <- UFunction::Serialize <- LoadObject <- (Function DBWarfare.DBWarfare.InitializeLine 323091==323091/449978 320983 2187) <- ULinkerLoad::Preload <- LinkProperties <- UStruct::Link <- UState::Link <- UClass::Link <- UStruct::Serialize <- (Class DBWarfare.DBWarfare) <- UState::Serialize <- UClass::Serialize <- (Class DBWarfare.DBWarfare) <- LoadObject <- (Class DBWarfare.DBWarfare 323091==323091/449978 30278 8349) <- ULinkerLoad::Preload <- PreLoadObjects <- UObject::EndLoad <- UObject::StaticLoadObject <- (Core.Class DBWarfare.DBWarfare NULL) <- UObject::ProcessEvent <- (Browser_MOTD Package.Browser_MOTD, Function XInterface.Browser_MOTD.MyQueryFinished) <- UObject::ProcessDelegate <- FTcpLink::ReceivePendingData <- FTcpLink::Poll <- AMasterServerClient::Poll <- AMasterServerLink::execPoll <- UObject::ProcessEvent <- (MasterServerClient Entry.MasterServerClient, Function IpDrv.MasterServerLink.Tick) <- AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=0) <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- MainLoop
EDIT: Weird, it doesn't show the full thing in my post. Quote me to see all the stuff it gave me.