◄► Unreal Tournament v469b Patch Release ◄►

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Eternity
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Eternity » Tue Mar 23, 2021 7:25 pm

I am not sure whether this is normal to have negative Yaw value at the client side, and have never seen this before until yesterday.
Had to fix it to "(ViewRotation.Yaw & 0xFFFF)" to get the correct client side value...

---
Edit:
Normal... No problem then...
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[rev]rato.skt
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by [rev]rato.skt » Thu Mar 25, 2021 3:22 pm

Hi,

I had a bug of sizzling several times in the game with this driver. in 469b

Galaxy 3D Audio Support

Output Rate 48000 Hz
Brazilian Server:
Classic madruga.utbr.tk:7777
Duel x1.utbr.tk:6666
UT2004 2004.utbr.tk:5555

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Gustavo6046
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Gustavo6046 » Thu Mar 25, 2021 6:15 pm

Eternity wrote:
Tue Mar 23, 2021 7:25 pm
I am not sure whether this is normal to have negative Yaw value at the client side, and have never seen this before until yesterday.
Had to fix it to "(ViewRotation.Yaw & 0xFFFF)" to get the correct client side value...

---
Edit:
Normal... No problem then...
Uh, rotations loop around. If rotations are represented as signed integers, then there's nothing stopping them from going negative.

When documentation says that angles go from 0 to 65535, what they mean is that a full rotation (360 degrees) is equivalent to 65536 rotation units. It says nothing about the size of the actual integer.

If the integers are natively being represented by unsigned 16-bit values (those do go from 0 to 65535), then they should never wrap around and go negative. But if the underlying integers are of a larger size, then they can go beyond 65535, and still be valid angles (at this point, wrapped_angle = angle % 65535, or angle & 0xFFFF).

They can also be signed integers under the hood, which is the default in C and C++; it just means they have both positive and negative values (versus just positive values and zero), but negative values are also fine, that just means they're wrapping around in the other way instead.

As for the implications of that in the context of replication... no idea :noidea

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Barbie
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Barbie » Thu Mar 25, 2021 9:27 pm

Are these 512 repeated log entries ("DevMusic: Registered/Unregistered CD track xy") normal in v469b?
UnrealTournament.log wrote:DevAudio: Cluster SetViewport: WindowsViewport0
DevMusic: Registered Music The_Vale_Evelyn_Version.The_Vale_Evelyn_Version (Type=IT,Format=PCMFLOAT,Channels=2,Bits=32,Frequency=48000,Tracker=1).
DevMusic: Registered Music Icy-1.Icy-1 (Type=IT,Format=PCMFLOAT,Channels=2,Bits=32,Frequency=48000,Tracker=1).
DevMusic: Registered Music Mountain.Mountain (Type=S3M,Format=PCMFLOAT,Channels=2,Bits=32,Frequency=48000,Tracker=1).
DevMusic: Registered Music olroot.null (Type=IT,Format=PCMFLOAT,Channels=2,Bits=32,Frequency=48000,Tracker=1).
DevMusic: Registered CD Track 00, but cannot be used (Dummy).
DevMusic: Registered CD Track 01, but cannot be used (Not found).
...252 lines deleted...
DevMusic: Registered CD Track 254, but cannot be used (Not found).
DevMusic: Registered CD Track 255, but cannot be used (Dummy).
Init: Game engine initialized
And when terminating game the other way around:
UnrealTournament.log wrote:Log: Unbound to OpenGLDrv.dll
Log: Unbound to Cluster.dll
DevMusic: Unregistered CD Track 00.
DevMusic: Unregistered CD Track 01.
...252 lines deleted...
DevMusic: Unregistered CD Track 254.
DevMusic: Unregistered CD Track 255.
DevAudio: Cluster SetViewport: NULL_PTR
Exit: Cluster shut down.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

Buggie
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Buggie » Thu Mar 25, 2021 9:34 pm

Wow. Old bug strikes back.

Use not Cluster - OpenAL if you can. About bug reported. Possible in some new builds will be fixed.

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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Barbie » Thu Mar 25, 2021 11:31 pm

Another issue with UnrealEd in v469b: two Actors have an identical value for Location.z, but if both are selected, the property window stays empty for that z component - like they have different values for it. The identical value for Location.x is shown correctly.
TFs.jpg
In UnrealEd v436 the z value is shown correctly.

To reproduce this issue, paste the following into UnrealEd:

Code: Select all

Begin Map
Begin Actor Class=ThingFactory Name=ThingFactory0
     Level=LevelInfo'MyLevel.LevelInfo0'
     Location=(X=194,Y=440,Z=-2032)
End Actor
Begin Actor Class=ThingFactory Name=ThingFactory1
     Level=LevelInfo'MyLevel.LevelInfo0'
     Location=(X=194,Y=326,Z=-2032)
End Actor
End Map
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Buggie » Fri Mar 26, 2021 12:41 am

Yep. Need make issue on github.

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Neon_Knight
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Neon_Knight » Fri Mar 26, 2021 2:27 am

If you REALLY want bugs to be squashed, go to the UT patch's Github and send your concerns there. It's the safest place where your concerns can be heard.
Official (?) U1 v227/UT v469 .int and spanish localization fixer/maintainer. - Unreal Wiki
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Barbie
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Barbie » Fri Mar 26, 2021 3:22 am

Buggie wrote:
Fri Mar 26, 2021 12:41 am
Yep. Need make issue on github.
Done.
"Multiple exclamation marks," he went on, shaking his head, "are a sure sign of a diseased mind." --Terry Pratchett

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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by 1337GameDev » Sat Mar 27, 2021 6:40 am

Hmm, I noticed an oddity with UnrealEd. Might be a known issue though.

Whenever I open it, the "Browser" dialog is empty / unpainted.

Is this a known bug?
Screen Shot 2021-03-27 at 12.16.47 AM.png
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Buggie
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Buggie » Sat Mar 27, 2021 7:31 am

It is not a bug at all.
It is a main frame for docked view of browsers.
Try use "menu - view - docked" in any browser for see what happens.

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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by 1337GameDev » Sat Mar 27, 2021 6:36 pm

Hmm, odd that it shows up every time.

I opened the texture browser, and docked it, and the "empty window" updated properly.

I closed UnrealEd and reopened, and this docking wasn't persisted.... Hmm, odd again.

If you close this dock browser, is there a way to reopen it? Can it be disabled from opening if I want?

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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by OjitroC » Sat Mar 27, 2021 7:08 pm

1337GameDev wrote:
Sat Mar 27, 2021 6:36 pm
Hmm, odd that it shows up every time.
It does, yes.
1337GameDev wrote:
Sat Mar 27, 2021 6:36 pm
I closed UnrealEd and reopened, and this docking wasn't persisted.... Hmm, odd again.
Yes, odd, it should do - does your UnrealEd.ini update?
1337GameDev wrote:
Sat Mar 27, 2021 6:36 pm
If you close this dock browser, is there a way to reopen it? Can it be disabled from opening if I want?
In the menu at the top, go to View and click on Master Browser to open it. No idea if it can be disabled - possibly not as it will hold the docked or current browser?

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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Buggie » Sun Mar 28, 2021 8:48 am

For me docking is persisted when I re-launch UnrealEd.
This option stored in UnrealEd.ini like:

Code: Select all

[Music Browser]
Docked=1
So need check UnrealEd.ini for write-protection and proper content of it.

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Barbie
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Re: ◄► Unreal Tournament v469b Patch Release ◄►

Post by Barbie » Sun Mar 28, 2021 2:45 pm

What is this new padlock button in Group Browser for?
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