Unreal Tournament 469
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Re: Unreal Tournament 469
Killing an insane Bot running after you with Impacthammer. ImpactHammer does still spams my ears and it's nowhere. A destroyed actor should no longer have or produce anything - not even sounds. It's not a single time when this happens.
Last edited by sektor2111 on Sun Jul 12, 2020 8:00 pm, edited 1 time in total.
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Re: Unreal Tournament 469
Run backwards and shoot it.sektor2111 wrote: ↑Sun Jul 12, 2020 7:56 pm Killing an insane Bot running after you with Impacthammer. ImpactHammer does still spams my ears and it's nowhere. A destroyed actor should no longer have or produce anything - not even sounds. It's not a single time when this was happening.
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Smilies · https://ut99.org/viewtopic.php?f=8&t=13758medor wrote:Replace Skaarj with EvilGrins
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Re: Unreal Tournament 469
Shoot my a..$, shooting who ? It's NOBODY there, it's DEAD, like I said, already killed. It's a deleted thing running functions - we don't pay for sanity checks so we can have them...
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Re: Unreal Tournament 469
This often happens. With any weapons. If this happens, you need select this weapon, maybe fire from it. In your case from Impact hammer.
Also can be sound still spam on static place on level. Fix with select weapon always work for me.
IDK how it is work.
Possible picked weapon somehow put to your inventory or something. Or it state cloned. IDK.
For me this often happens with pulse gun.
Also can be sound still spam on static place on level. Fix with select weapon always work for me.
IDK how it is work.
Possible picked weapon somehow put to your inventory or something. Or it state cloned. IDK.
For me this often happens with pulse gun.
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Re: Unreal Tournament 469
I understand Pulse and other guns. ImpactHammer is a weapon that isn't exactly dropped - a default loaded one. Killed Bot simply destroys weapon (or not ?) and noise keep running in that killing location. Whenever I'm coming in that place I can hear the noise coming from nowhere. This is a sound driver bug, or... Engine bug, which in next tick if actor is about to be deleted and does something, it should stop any action. An actor in bDeleteMe can run his "finish" but later it's gone. Why it's still messing up around ? I'm curious about next update because I switched back to 436/440. It's annoying how does it crash for each map-switch in a Local game. It does the same error with Sound vs Render vs whatever might be doing... and as a By-The-Way, the only sound driver which is working for me here is... Galaxy driver... excuse me but newer drivers are only calling null resources and they are crashing game, else game-sounds on this driver do look a bit screwed up - pickups here. Exactly such things are happening in UGold which I'm using only for its Editor, game being the mostly a crusher...
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Re: Unreal Tournament 469
Another small suggestion for the editor: when a window should be opened and it is already open, bring it to front. (Example: open Surface window (Z-Index 0), open Texture window (Z-Index 1). Maybe it covers the surface window. If now "View > Surface properties" is chosen, the Surface window should come to front (Z-Index 1).)
"If Origin not in center it be not in center." --Buggie
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Re: Unreal Tournament 469
Let me check a random music in Editor... Another time, maybe...
Editor.Log
Code: Select all
Log: Opened viewport
Warning: Failed to load 'NULL': Can't resolve package name
Warning: Failed to load 'Class None.': Can't resolve package name
Warning: Can't resolve package name
Warning: Can't resolve package name
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Init: Using pixel format 4
Init: GL_VENDOR : Intel
Init: GL_RENDERER : Intel 945G
Init: GL_VERSION : 1.4.0 - Build 7.14.10.4864
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_EXT_texture_env_combine
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_EXT_secondary_color
Init: Device supports: GL_ARB_multitexture
Init: Device supports: GL_EXT_multi_draw_arrays
Init: Device supports: GL_ARB_vertex_program
Init: Device supports: GL_ARB_fragment_program
Init: Depth bits: 16
Log: 8 Texture Mapping Units found
Log: BufferActorTris: 1
Log: UseDetailAlpha: 1
Log: Enter SetRes()
Log: WCodeFrame::OpenWindow - Creating Window - W: 384, H: 512
Log: WCodeFrame::OnCreate - Moving Window - X: 148, Y: 74, W: 1100, H: 579
Log: Enter SetRes()
Log: Unloading: Package Colossus //?? - I opened this for testing
Log: Matched Viewport U2Viewport0
Log: Matched Viewport MeshBrowser
Log: Matched Viewport TextureBrowser
Critical: UpdateMusic
Critical: UGalaxyAudioSubsystem::Update
Critical: UEditorEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UD3D9RenderDevice::ShutdownAfterError
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
Log: Log file closed, 07/14/20 08:27:27
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Re: Unreal Tournament 469
Maybe use Galaxy not good idea. I use AL and no any problem play music in UnrealEd 2.2.
Also AL fix crashes on dyno maps on v436. On Galaxy it happens often. After switch to AL - never.
Also AL fix crashes on dyno maps on v436. On Galaxy it happens often. After switch to AL - never.
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Re: Unreal Tournament 469
Like I said already: for me None of those audio "drivers" are working in this 469, and not even Galaxy is not that good while it was ALWAYS operational in 436/440.
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Re: Unreal Tournament 469
I do not think Galaxy will be supported.
Start using OpenAL. For problems, write to oldunreal. I think they will fix the problems if they know about them.
Start using OpenAL. For problems, write to oldunreal. I think they will fix the problems if they know about them.
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Re: Unreal Tournament 469
It makes no sense to write about it here.
Write to oldunreal. Indicate OpenAL version, UT full log, used sound hardware and so on.
The squeaky wheel gets the grease.
Write to oldunreal. Indicate OpenAL version, UT full log, used sound hardware and so on.
The squeaky wheel gets the grease.
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Re: Unreal Tournament 469
62) String to Vector/Rotator conversion always returns 0 for the first element. E.g. rotator("(1,2,3)") returns (0, 2, 3).
Some of the stuff I created:
Mods: VisualStreamPlayer, TeamColorOverlay, FunkyMoves, CommandSystem, FunkyPointer, AdvancedMutator, CommandEvent, ParticleSystem, LifeSucks
Gametypes: UTRoyale, UnrealRace
Hacks
: Create/Write files with UScript, Read files with UScript, Running files with UScript
Maps: CTF-(POF)-Escher_Fix, CTF-(NotYet)HyperBlast, DM-(NotYet)Condemned, CTF-StalwartXS, UR-Hyperblast, DM-3072-ItalyKinda, DOM-NRMC-Cathode, CTF-TAMC-UnderPressure
Concepts: RabbitHole, Builder gun, HeatMap, Playable arcade cabinet, Stalwartception, Non Conventional Weapons, MainFrame
Memes: Meme#1, Meme#2
Mods: VisualStreamPlayer, TeamColorOverlay, FunkyMoves, CommandSystem, FunkyPointer, AdvancedMutator, CommandEvent, ParticleSystem, LifeSucks
Gametypes: UTRoyale, UnrealRace
Hacks
Maps: CTF-(POF)-Escher_Fix, CTF-(NotYet)HyperBlast, DM-(NotYet)Condemned, CTF-StalwartXS, UR-Hyperblast, DM-3072-ItalyKinda, DOM-NRMC-Cathode, CTF-TAMC-UnderPressure
Concepts: RabbitHole, Builder gun, HeatMap, Playable arcade cabinet, Stalwartception, Non Conventional Weapons, MainFrame
Memes: Meme#1, Meme#2
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Re: Unreal Tournament 469
Patch 469 is being developed by reptiloids!
Therefore, napali105.Predator is invulnerable.

Therefore, napali105.Predator is invulnerable.
Spoiler
Not really. So far v469 contains a bug (does not call singular functions), so the Predator does not take any damage. But it sounds funny.

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