View Full Version : Flag Domination 3.1
legacy-Uncommon
06-16-2004, 03:02 PM
Name: Flag Domination
Version: 3.1
Compatibility: UT2004
Description:
Flag Domination combines elements of Capture the Flag and Domination, with 2 or 3 flags on a map. Points are scored in one of four ways: DDOM-style, UT-DOM-style, and two others. See the 3.0 release thread (http://www.ataricommunity.com/forums/showthread.php?threadid=387680) or the web site for full details.
Comments:
Version 1.0 placed 4th in Phase 2 of the Make Something Unreal Contest. Version 3.0 is a Phase 3 entry.
Version 3.1 has quite a few bug fixes and improvements, including: More maps have 3 flags in VFD
Fixed the red B flag capture point having neutral vehicles
Fixed capture point beacons all having the same symbol in FD net games
Fixed the other infinite recursion crash
More bot improvements, like correctly handling flag carriers in the passenger seat of an Excessive Scorpion
Custom flag placements for ONS-ArcticStronghold, ONS-Crossfire, ONS-Dawn, ONS-Severance, and ONS-Dreamus
Screenshot:
http://uncommonplace.com/games/flagdomshots/azsmall.jpg (http://uncommonplace.com/games/flagdomshots/az.jpg) http://uncommonplace.com/games/flagdomshots/dawnsmall.jpg (http://uncommonplace.com/games/flagdomshots/dawn.jpg) http://uncommonplace.com/games/flagdomshots/cleosmall.jpg (http://uncommonplace.com/games/flagdomshots/cleopatra.jpg)
Why are those vehicles red? That's a mutator I'll be releasing soon...
Credits: Thanks to everyone who posted comments, suggestions, and bug reports before: The5thviruz, mycelo, Clanwarz, FineWolf, mdhutson, Xyx
Homepage: http://uncommonplace.com/games/flagdom.html
Download:
update from 3.0 (254k) - http://uncommonplace.com/games/flagdom31updt.zip
with 1 map (6.7MB tryout) - http://uncommonplace.com/games/flagdom2004.zip
with 4 maps (16.5MB variety pack) - http://uncommonplace.com/games/flagdom2004pack.zip - FileFront (http://files.filefront.com/3226022;)
See the web site for more maps. There are currently 11 maps available. Mappers wanted! (http://www.ataricommunity.com/forums/showthread.php?threadid=380178)
legacy-mycelo
06-18-2004, 07:44 AM
Your mod is even better now, good work! :up: My only remark is about overlapping flag icons on the minimap. I think they should never overlap each other. They should be drawn side by side (even if they are on the same node), or flashing alternately once they are overlapped. If you play ONS-BoilingParadise for example, only the A icon appears in the middle of the map.
As I said before, for the maps with enough nodes, I think you should never put more than one flag on the same node. And please think about an option to control how many flags for the match (2 or 3).
Thanks! ;)
legacy-Uncommon
06-18-2004, 10:31 AM
I have thought about moving the icons apart, but I think it would be confusing since they would no longer really show where the flags are.
legacy-mycelo
06-18-2004, 12:50 PM
Originally posted by Uncommon
I have thought about moving the icons apart, but I think it would be confusing since they would no longer really show where the flags are. But if they don't even appear when overlapped, it's an acceptable drawback, IMHO.
You could try to make one slightly larger icon with all flag letters (AB and ABC). The problem is that the icon will light when at least one flag is on that spot, but the spot is the same anyway, everyone will run to that place not mattering which flag is there.
This is just a cosmetic issue, the actual gameplay seems to be very nice though. :up:
legacy-Uncommon
06-18-2004, 01:38 PM
Another thing I thought of is to have the icons separate, and rotating around the actual point on the map. I think this would do a good job of indicating that they're actually all in the same area... I'd just have to figure out the rotating math :)
I'm not going to do some kind of combined logo, because I want to preserve the ability to have custom flag symbols, as in the regular FD maps. I might add that to the custom flag placement feature, so that certain ONS maps will also have their own set of flag symbols.
legacy-mycelo
06-18-2004, 02:00 PM
Originally posted by Uncommon
Another thing I thought of is to have the icons separate, and rotating around the actual point on the map. I think this would do a good job of indicating that they're actually all in the same area... I'd just have to figure out the rotating math :)Just some basic trigonometrics...
X = sin(angle)*radius + Xi
Y = cos(angle)*radius + Yi
Then you only have to rotate the angle for each pass. Angles can be in degress or radians, depending of the function. Xi and Yi are the center of the circle.
Originally posted by Uncommon
I'm not going to do some kind of combined logo, because I want to preserve the ability to have custom flag symbols, as in the regular FD maps. I might add that to the custom flag placement feature, so that certain ONS maps will also have their own set of flag symbols. I see. But I liked the above idea.
legacy-NeoPhoenix
06-19-2004, 03:04 AM
Could you please list the files for the Flag Dom Pack here? Incase I wish to remove it at a later date, and make sure you put such a list in future readmes, for people? I don't mind UMods, what I do mind is not knowing what files are being put onto my system.
legacy-mdhutson
06-19-2004, 01:42 PM
If you open a command prompt and use UCC.exe you can read into the umod file and get a listing of all files contained therein.
Like this:
Flag Dom 3.1 --
..\Help\FlagDomination.html
..\StaticMeshes\FDMarker.usx
..\Textures\FDGrayVehicles.utx
..\Textures\FDBanners.utx
..\Textures\FDFlags.utx
FlagDom.int
FlagDom.u
FlagDom.ucl
..\Maps\FD-Orbital2.ut2
..\Maps\FD-Atlantis.ut2
..\Maps\FD-Canyon.ut2
..\Maps\FD-Disclosure.ut2
legacy-Uncommon
06-19-2004, 08:13 PM
My bandwidth is dying again, so for the time being the 4-map pack will redirect to FileFront. That file accounts for half my bandwidth for the month :eek:
legacy-mdhutson
06-19-2004, 10:44 PM
Where are the other two maps mentioned in the readme file?
legacy-Uncommon
06-19-2004, 11:46 PM
They're all available on the web site.
legacy-NeoPhoenix
06-20-2004, 07:52 PM
OOW is tech dream out for regular 2004 CTF too?
legacy-Uncommon
06-20-2004, 11:33 PM
I don't recall having any problems with the original version. The only problem I ran into was the skybox in FD-Ethkantes, which I fixed.
legacy-invicticide
06-22-2004, 01:51 AM
Originally posted by mycelo
Your mod is even better now, good work! :up: My only remark is about overlapping flag icons on the minimap. I think they should never overlap each other. They should be drawn side by side (even if they are on the same node), or flashing alternately once they are overlapped. If you play ONS-BoilingParadise for example, only the A icon appears in the middle of the map.
As I said before, for the maps with enough nodes, I think you should never put more than one flag on the same node. And please think about an option to control how many flags for the match (2 or 3).
Thanks! ;)
As mentioned here, I would have the icons flash alternately at one-second intervals. Not so fast that they're strobing, but fast enough that you don't have to stare at the minimap for an hour to determine whether they're actually both there. ;)
That is all.
legacy-Uncommon
06-22-2004, 11:51 AM
Originally posted by invicticide
[B]As mentioned here, I would have the icons flash alternately at one-second intervals. Not so fast that they're strobing, but fast enough that you don't have to stare at the minimap for an hour to determine whether they're actually both there. ;) If I did that, then the ring that indicates that the flag is at its base would also be flashing, and I think that would be unduly distracting. I plan to go with the rotating idea.
legacy-NeoPhoenix
06-23-2004, 12:45 AM
Not a bad game type but there are a few things that negatively effect the fun factor. First off you need to tell people what each option does in the game configuration, most of them were self explanatory, but Time disabled confused the heck out of me for a while.
Second, It would make it more fun, and more worth the risk, if the person that captured a flag got points when the team got points. I'm pretty sure all the Dom do that, and I know for sure that UT99 did that.
Also the fact that you can't set in the options how many points a team is awarded for a score, or in the case of the timed version, how many seconds you have to hold the flag b4 your team gets a point, takes away from the fun factor.
Lastly, flag clumping. Some people may like this, but I play with carry multiple flags enabled, and it ruins the fun, because One person usually gets all the flags without any effort. Making that a selectable option would add to game play. Plus I would imagine that if a person use the carry one flag option, that all the action would only be in the center of the map, which would be quite frustrating trying to escape with any flags at all.
If you can fix up those things the Mod will be just as fun and innovative as your bombing spree.
EDIT: Another rather large probem I noticed while playing two rather small ONS maps. One with 5 nodes total, and one with 3 nodes. the one with 3 nodes had an A and B flag, but only an A capture point. the one with 5 nodes only had one flag, with 4 capture points(two per team) marked, when in reality there were only 2 capture points(one per team).
legacy-Uncommon
06-23-2004, 01:20 AM
Originally posted by NeoPhoenix
Also the fact that you can't set in the options how many points a team is awarded for a score, or in the case of the timed version, how many seconds you have to hold the flag b4 your team gets a point, takes away from the fun factor.I've been planning on adding an option to set the scoring interval for timed scoring. I think it might be more fun with the interval set at 5 or 10 seconds. There will also be an indicator in the HUD to show how long it will be before a flag scores.
Originally posted by NeoPhoenix
Lastly, flag clumping. Some people may like this, but I play with carry multiple flags enabled, and it ruins the fun, because One person usually gets all the flags without any effort. Making that a selectable option would add to game play. Plus I would imagine that if a person use the carry one flag option, that all the action would only be in the center of the map, which would be quite frustrating trying to escape with any flags at all.I don't quite understand what the problem is. Carrying multiple flags is already an option; are you talking about something else?
Originally posted by NeoPhoenix
If you can fix up those things the Mod will be just as fun and innovative as your bombing spree.Bombing Spree is innovative? I just added more balls! :D
Originally posted by NeoPhoenix
EDIT: Another rather large probem I noticed while playing two rather small ONS maps. One with 5 nodes total, and one with 3 nodes. the one with 3 nodes had an A and B flag, but only an A capture point. the one with 5 nodes only had one flag, with 4 capture points(two per team) marked, when in reality there were only 2 capture points(one per team). I'm always trying to improve the automatic flag placement, but the simple fact is that, as with Bombing Spree, the automatic algorithm won't always work as well as you'd like. That's why there's the custom flag placement feature. If you have an idea for a custom placement for one of your problem maps, I'd love to add it to the standard set.
On the other hand, I am trying to at least fix the cases where some flags don't have capture points. In fact I think I've already fixed that for the next version.
Thanks a lot for the feedback!
legacy-mycelo
06-23-2004, 08:56 AM
I've been planning on adding an option to set the scoring interval for timed scoring. I think it might be more fun with the interval set at 5 or 10 seconds.That would be nice, it's not uncommon to overflow the score (>999) on timed scoring. Changing the max flag-points (maybe a percentage of the max score) would be useful as well.
I don't quite understand what the problem is. Carrying multiple flags is already an option;And it's not enabled by default. I think he lost himself between the options.
That's why there's the custom flag placement feature.I just wish that you make this feature more user-friendly (something like ONS node drawing). It's somewhat unconfortable to leave the game and edit INI files when I found that the flag placement didn't work well with a given map. So I generally just try another one until I get a satisfactory configuation.
On the other hand, I am trying to at least fix the cases where some flags don't have capture points. In fact I think I've already fixed that for the next version.1) Fix this.
2) Fix the overlapping minimap icons.
3) Make a config screen for flag placement.
4) You have a perfect gametype! ;)
[EDIT] (...) it's not uncommon (...) -- no pun intended. :D
legacy-Uncommon
06-23-2004, 11:03 AM
Originally posted by mycelo
I just wish that you make this feature more user-friendly (something like ONS node drawing).That would be nice, but it would be very complicated. First of all, it's more complicated than link setups because you're placing six different objects rather than just clicking to connect nodes. Second, flags and capture points can be placed at any navigation point, and there are too many of those to be able to do it in a minimap. If you can think of a good interface for this, by all means let me know.
It would also be cool to be able to choose between multiple flag placements as with link setups, but that can't be done right now. The map list interface is currently hard-coded to only work with link setups.
legacy-mdhutson
06-23-2004, 12:37 PM
Originally posted by Uncommon
Originally posted by NeoPhoenix
Lastly, flag clumping. Some people may like this, but I play with carry multiple flags enabled, and it ruins the fun, because One person usually gets all the flags without any effort. Making that a selectable option would add to game play. Plus I would imagine that if a person use the carry one flag option, that all the action would only be in the center of the map, which would be quite frustrating trying to escape with any flags at all.
I don't quite understand what the problem is. Carrying multiple flags is already an option; are you talking about something else?
If you read very carefully the first few words, he is referring to how he dislikes the fact that all flags tend to be clumped in one spot. Thus, anyone who can carry more than one flag, can usually pick up all three within 3 seconds of getting to any one flag.
legacy-Uncommon
06-23-2004, 12:48 PM
He talked about making something a selectable option, and that's where I got confused.
Anyway, it always seemed to me like the "flag clumping" issue wasn't that big a deal, since you still have to capture the flags one at a time. Once you've captured the first flag, it doesn't do you much good to hang around and guard it. You either leave it behind risking an easy steal, or you try to guard it, risking giving up all your flags at once. So it seems to me that one player grabbing all the flags at the beginning isn't necessarily the best strategy.
On the other hand, I've only ever played with bots :D
legacy-mycelo
06-23-2004, 01:35 PM
If you can think of a good interface for this, by all means let me know.I don't know if you can read data from the currently selected map at the screen where you show the gametype options. But if possible, you could insert 9 combo-boxes, each corresponds to A, B, C flag bases and capture points. Then into each combo-box would have all navigation points and <none> if we want to disable that base. Everything could be saved into an INI file containing the last selected configuration for each map. If easier, you could make a mutator to show this config screen during the match. Of course it should have an option to opt for auto or manual flag placement.
This could amend the fact that the auto flag placement never will work flawlessly with every single map.
legacy-NeoPhoenix
06-23-2004, 07:05 PM
Mdhutson got it right. My Idea was to make it a selection to have the flags close, or to have them spread apart more. Because with the multy flag carrying option it makes it too easy for one person to get all the flags, and with the single flag carrying option, mostly all the battles would take place in one confined area.
The thing that I would like added the most, out of all my sugestions, would be flag reward points for the person that captured the flag or flags for their team.
legacy-Uncommon
06-23-2004, 07:19 PM
Originally posted by NeoPhoenix
Mdhutson got it right. My Idea was to make it a selection to have the flags close, or to have them spread apart more. Because with the multy flag carrying option it makes it too easy for one person to get all the flags, and with the single flag carrying option, mostly all the battles would take place in one confined area.It seems to me that it is more a question of map layout. I assume this isn't a problem in Orbital2, but what would you have it do in Canyon?
Originally posted by NeoPhoenix
The thing that I would like added the most, out of all my sugestions, would be flag reward points for the person that captured the flag or flags for their team. I'll see if I can work that into the next release.
Flag clumping depends on the map. Some maps have flags clumped (like Torlan), but not nearly all. Maps with clumped flags don't play too well with the "carry multiple flags" option turned on.
How 'bout changing the "carry multiple flags" so that you can only pick up flags from their spawn point if you're not carrying one already? That would prevent you from swiping all three flags at the start, but still allow you to pick up flags dropped by enemy flag carriers.
legacy-Uncommon
06-23-2004, 07:33 PM
Originally posted by Xyx
How 'bout changing the "carry multiple flags" so that you can only pick up flags from their spawn point if you're not carrying one already?That's not a bad idea. I might do that.
legacy-mycelo
06-24-2004, 06:44 AM
Uncommon, do you think my flag-placement idea is even possible?
legacy-Uncommon
06-24-2004, 09:45 AM
Originally posted by mycelo
Uncommon, do you think my flag-placement idea is even possible? It would be possible during the game, but not in the map selection screen. However, those would be extremely long lists of NavigationPoints, so I don't see how it would be better than editing the .int/.ini manually.
legacy-mycelo
06-24-2004, 11:20 AM
It would be possible during the game, but not in the map selection screen. However, those would be extremely long lists of NavigationPoints, so I don't see how it would be better than editing the .int/.ini manually. But don't you can identify which points are suitable for flag placement/capture (like you do when placing automatically)? And how about doing this on-the-fly? Say, a mutator that let us enter alone on the map in spectator mode and "touch" the points where we want to place things or something like this.
The biggest problem with .int editing is that I simply don't know the names for the NavigationPoints, and even if I do know, I have to leave and enter the game for each try, which is a pain in the @$$. Of course you can forget this if you manage to improve your placement algorithm.
legacy-Uncommon
06-24-2004, 11:37 AM
Originally posted by mycelo
And how about doing this on-the-fly? Say, a mutator that let us enter alone on the map in spectator mode and "touch" the points where we want to place things or something like this.That doesn't sound much different from using UnrealEd to find the points you want.
Originally posted by mycelo
The biggest problem with .int editing is that I simply don't know the names for the NavigationPointsFind the NavigationPoint in UnrealEd, double-click it, and look in the "Name" field under "Object".
It seems to me that any in-game way of selecting the flag locations would be really complicated, and since setting up a flag placement is pretty much a one-time thing for each map, it wouldn't really be worth the time it would take me to code up such an interface. If I thought it was worthwhile, I'd absolutely be doing it, but I don't.
If you have trouble figuring out how to write a flag placement, just send me a description of where you want them to go and I'll do it for you.
jaybud4
06-24-2004, 02:59 PM
when will you release the mutator you used to make the vehicles more team colored, like in the far right pic?
legacy-Uncommon
06-24-2004, 03:20 PM
I have to put together a web page for it first :)
I also want to make sure it's working 100% first. The blue Leviathan ion cannon is red, and I haven't tested it at all with the ion tank yet. Also, I think there's a conflict with Excessive that causes Raptors to always be red.
I actually have four mutators that I'm going to release as soon as I have time to do the web pages and archives and all that. There are notes about them on my Wiki web page. (http://wiki.beyondunreal.com/wiki/Uncommon)
legacy-mycelo
07-01-2004, 06:36 AM
No updates since 3.1?
legacy-Uncommon
07-01-2004, 10:32 AM
I'm at WWDC (http://developer.apple.com/wwdc/) this week, so no modding is happening. I also wanted to wait until July before I release anything so my site's bandwidth limit would reset :)
I have an idea for rewriting the flag placement so it will work on almost any map as long as the paths are set up decently, but I haven't started on it yet.
Is there something specific you were hoping for in an update?
legacy-mycelo
07-01-2004, 12:22 PM
Originally posted by Uncommon
Is there something specific you were hoping for in an update? Just that minor issues that we already discussed.
And you think it's possible to make kinda "Capture the Vehicle"? I mean, instead of holding a flag, we have to ride a special vehicle from point A to B. Could be a Scorpion with modified textures or something.
legacy-Uncommon
07-01-2004, 12:44 PM
You mean the overlapping icon issue?
"Capture the Vehicle" is certainly possible, though that would be an entirely different game type which I don't plan to do. Someone else might make it though; I've seen the concept mentioned at least once before.
legacy-Felerian
07-20-2004, 10:34 AM
I really was looking forward to play this when i was downloading... but after installing i had to notice there is not 1 server up running this :(
sux..
PS: why dont you make this a mod instead of a gametype?
I want a extra folder where all Flagdomination stuff is in...
check Fraghouse Invasion, Deathball and Alienswarm.
They got own folder in UT2k4 folder and they got their own Start icons and the complete Game Menues look different :D
plz... dont let this die... its so cool idea...
but dont forget to built in the "ANTI INSTA MUTATOR"
insta destroys all gametypes :(
ok plz give me some feedback :D
legacy-Uncommon
07-20-2004, 10:49 AM
Originally posted by Felerian
why dont you make this a mod instead of a gametype? Because it is a gametype. A mod involves major amounts of custom content - a total conversion. It would be nice if gametypes could be packaged nicely like mods, and I'd absolutely go for it if that were the case, but that's not how it currently works.
legacy-Felerian
07-20-2004, 01:06 PM
ok, np with that... but what about the servers?
legacy-Uncommon
07-20-2004, 01:12 PM
Not much I can do about that. You can try asking the admin of your favorite server to consider including Flag Domination in the rotation.
legacy-mdhutson
07-20-2004, 04:27 PM
Recently, Ive tried adding FlagDom to my server and I always get errors when someone either picks up a flag or the flags are supposed to be reset. And by errors I mean the server crashes and resets to the stuff listed in the command line of the batch file.
I usually have it set to the rounds score mode with goal score of 3 and timer of 10 seconds. I dont recall the exact error message but it has something to do with calling the timer function and I think of not being able to find it.
legacy-mdhutson
07-20-2004, 05:01 PM
Further Update:
I changed the scoring mode to Timed and tried again. Things seem to run fine in several of the maps except Bridge of Fate. This time I screen captured the command window for the server. I hope the info contained will provide a clue as to why it crashes.
EDIT: retyped it into text so wont need picture
Game class is 'FDGame'
Bringing Level FD-BridgeOfFate.myLevel up for play (20) appSeconds: 603.516000..
.
(Karma): Autodetecing CPU for SSE
(Karma): Using SSE Optimizations
Mutators XGame.MutQuadJump
GameInfo::InitGame : bEnableStatLogging False
UnrealScriptedSequence FD-BridgeOfFate.UnrealScriptedSequence2 (Function UnrealG
ame.UnrealScriptedSequence.BeginPlay:0078) FD-BridgeOfFate.UnrealScriptedSequenc
e2 has no tag - won't be assigned to any objective!
UnrealScriptedSequence FD-BridgeOfFate.UnrealScriptedSequence3 (Function UnrealG
ame.UnrealScriptedSequence.BeginPlay:0078) FD-BridgeOfFate.UnrealScriptedSequenc
e3 has no tag - won't be assigned to any objective!
UnrealScriptedSequence FD-BridgeOfFate.UnrealScriptedSequence8 (Function UnrealG
ame.UnrealScriptedSequence.BeginPlay:0078) FD-BridgeOfFate.UnrealScriptedSequenc
e8 has no tag - won't be assigned to any objective!
UnrealScriptedSequence FD-BridgeOfFate.UnrealScriptedSequence9 (Function UnrealG
ame.UnrealScriptedSequence.BeginPlay:0078) FD-BridgeOfFate.UnrealScriptedSequenc
e9 has no tag - won't be assigned to any objective!
UdpServerQuery(crt): Port7787 successfully bound.
Resolving master0.gamespy.com...
MasterServerUplink: MasterServerGameStats not found - stats uploading disabled.
Resolving ut2004master1.epicgames.com...
Loading Available Maps
Loading Game Types
XWebAdmin.UTServerAdmin Initialized on port 80
ANavigationPoint::SetBaseDistance
ANavigationPoint::execSetBaseDistance
UObject::ProcessEvent
(BFlagBase FD-BridgeOfFate.BFlagBase0, Function FlagDom.FDBase.PostBeginPlay)
BeginPlay
UGameEngine::LoadMap
LocalMapURL
UGameEngine::Browse
ServerTravel
UGameEngine::Tick
Level Bridge of Fate
UpdateWorld
UServerCommandlet::Main
Executing UObject::StaticShutdownAfterError
General protection fault!
History: ANavigationPoint::SetBaseDistance <- ANavigationPoint::execSetBaseDista
nce <- UObject::ProcessEvent <- (BFlagBase FD-BridgeOfFate.BFlagBase0, Function
FlagDom.FDBase.PostBeginPlay) <- BeginPlay <- UGameEngine::LoadMap <- LocalMapUR
L <- UGameEngine::Browse <- ServerTravel <- UGameEngine::Tick <- Level Bridge of
Fate <- UpdateWorld <- UServerCommandlet::Main
legacy-Felerian
07-21-2004, 10:36 AM
pic dont work
legacy-Uncommon
07-21-2004, 10:43 AM
That's strange. The last reproducible crash I found happened when a player was standing on a flag base when the flag was reset, but I found a workaround. This was a few releases ago. Does it only happen in net games?
legacy-mdhutson
07-21-2004, 01:00 PM
Note: If pic dont work copy link and paste in browser. Geocities is a little funny about how a hosted pic shows up.
Yeah so far Ive only seen it happen in Net games. I used to host LAN parties all the time and never saw it. But that was before I added the 3 new maps that dont come with the gametype.
Turns out the only two maps that cause it are Bridge of Fate and Ethkantes. I can't verify that Ethkantes causes it but I know it always happens on Bridge. I've taken those two maps off the list and the rest have been running fine on my server.
legacy-CurlyJ
07-29-2004, 01:14 PM
Hey - any idea why this hapens?? - always when i grap the flag!
:eek: :cry: :cry:
START MATCH
Failed to find function Timer in RedACap FD-BRIDGEOFFATE.RedACap0
Executing UObject::StaticShutdownAfterError
AActor::Tick
TickAllActors
ULevel::Tick
(NetMode=1)
TickLevel
UGameEngine::Tick
Level Bridge of Fate
UpdateWorld
UServerCommandlet::Main
Failed to find function Timer in RedACap FD-BRIDGEOFFATE.RedACap0
History: AActor::Tick <- TickAllActors <- ULevel::Tick <- (NetMode=1) <- TickLevel <- UGameEngine::Tick <- Level Bridge
of Fate <- UpdateWorld <- UServerCommandlet::Main
Exiting due to error
Exiting.
FileManager: Reading 0 GByte 103 MByte 481 KByte 997 Bytes from HD took 1.413998 seconds (1.167997 reading, 0.246000 see
king).
FileManager: 9.123940 seconds spent with misc. duties
Name subsystem shut down
1 file(s) copied
legacy-Uncommon
07-29-2004, 02:00 PM
Does it only happen on Bridge of Fate? Does it only happen with the A Flag?
legacy-mdhutson
07-29-2004, 07:01 PM
My opinion, its the same problem I had. It only seems to happen on bridge of fate map. It may also happen on ethkantes as well.
Powered by vBulletin® Version 4.2.0 Copyright © 2013 vBulletin Solutions, Inc. All rights reserved.