Hmm, got some issues when trying to load a saved game, it just doesn't work, is there anyway to clean the files out so I can save and load again?
Hmm, got some issues when trying to load a saved game, it just doesn't work, is there anyway to clean the files out so I can save and load again?
Hosting this mod on a Linux Dedicated Server, and I get this crash as soon as I jump into the water on UB-FHub1. Any ideas how to fix it?
Or at least... could someone MAKE a fix? I really hope this can be solved, as I want to be able to play this with my friends...Code:Developer Backtrace: [ 1] ./ucc-bin() [0x84bcb31] [ 2] [0x31b500] [ 3] ./ucc-bin() [0x84441e2] [ 4] ./ucc-bin() [0x8444f55] [ 5] ./ucc-bin() [0x8445edf] [ 6] ./ucc-bin() [0x844843d] [ 7] ./ucc-bin() [0x844574b] [ 8] ./ucc-bin() [0x84643a5] [ 9] ./ucc-bin() [0x846463a] [10] ./ucc-bin() [0x8162609] [11] ./ucc-bin() [0x815bc56] [12] ./ucc-bin() [0x81f3713] [13] ./ucc-bin() [0x81f1d76] [14] ./ucc-bin() [0x81e6e97] [15] ./ucc-bin() [0x81e6a56] [16] ./ucc-bin() [0x81e5296] [17] ./ucc-bin() [0x845fff0] [18] ./ucc-bin() [0x8445edf] [19] ./ucc-bin() [0x84643a5] [20] ./ucc-bin() [0x8464097] [21] ./ucc-bin() [0x8445f84] [22] ./ucc-bin() [0x84643a5] [23] ./ucc-bin() [0x8464097] [24] ./ucc-bin() [0x8445f38] [25] ./ucc-bin() [0x84643a5] [26] ./ucc-bin() [0x846463a] [27] ./ucc-bin() [0x831929d] [28] ./ucc-bin() [0x831604f] [29] ./ucc-bin() [0x8316277] [30] ./ucc-bin() [0x832493e] [31] ./ucc-bin() [0x83239a7] [32] ./ucc-bin() [0x85843b9] [33] ./ucc-bin() [0x817e035] [34] ./ucc-bin() [0x81458a2] [35] ./ucc-bin() [0x811496a] [36] ./ucc-bin(__strtod_internal+0x2f6d) [0x804e36d] [37] /lib/libc.so.6(__libc_start_main+0xe6) [0x3e2bc6] [38] ./ucc-bin(readdir+0x91) [0x804bd81] Unreal Call Stack: UObject::ProcessEvent <- APawn::SetZone <- ULevel::MoveActor <- APawn::startSwimming <- APawn::physFalling <- APawn::performPhysics <- UObject::ProcessEvent <- RemoteCall <- HandleStream <- UActorChannel::ReceivedBunch <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- TickLevel <- UGameEngine::Tick <- UpdateWorld <- UServerCommandlet::Main
Crash on Windows too:
The crash seems to be related to this function in CoooPG.u's CPGPlayer.uc file:Code:History: UObject::ProcessEvent <- (CPGPlayer UB-FHub1.CPGPlayer0, Function CoooPG.CPGPlayer.PlayerSwimming.NotifyPhysicsVolumeChange) <- APawn::SetZone <- ULevel::MoveActor <- CPGPawn0 <- APawn::startSwimming <- APawn::physFalling <- APawn::performPhysics <- UObject::ProcessEvent <- (CPGPlayer UB-FHub1.CPGPlayer0, Function Engine.PlayerController.DualServerMove) <- RemoteCall <- HandleStream <- UActorChannel::ReceivedBunch <- (Actor CPGPlayer0) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- (NetMode=1) <- TickLevel <- UGameEngine::Tick <- Level NyLeve's Falls <- UpdateWorld <- UServerCommandlet::Main
Code:state PlayerSwimming { function bool NotifyPhysicsVolumeChange( PhysicsVolume NewVolume ) { local actor HitActor; local vector HitLocation, HitNormal, checkpoint; if ( !NewVolume.bWaterVolume ) { Pawn.SetPhysics(PHYS_Falling); if ( (Pawn.Velocity.Z > 0) || Pawn.bWaterStepup ) { if (Pawn.bUpAndOut && Pawn.CheckWaterJump(HitNormal)) //check for waterjump { Pawn.velocity.Z = 330 + 2 * CollisionRadius; //set here so physics uses this for remainder of tick GotoState(Pawn.LandMovementState); } else if ( (Pawn.Velocity.Z > 160) || !Pawn.TouchingWaterVolume() ) GotoState(Pawn.LandMovementState); else //check if in deep water { checkpoint = Pawn.Location; checkpoint.Z -= (Pawn.CollisionHeight + 6.0); HitActor = Trace(HitLocation, HitNormal, checkpoint, Pawn.Location, false); if (HitActor != None) GotoState(Pawn.LandMovementState); else { Enable('Timer'); SetTimer(0.7,false); } } } } else { Disable('Timer'); Pawn.SetPhysics(PHYS_Swimming); } return false; } }
Last edited by StrikerMan780; 07-21-2012 at 04:59 PM.
I think this doesn't need to be the final version. I found many of the tracks use the original version, and although some of Frieza's and Elisha's remixes don't really sound that well sometimes, and occasionally out-of-place, I think that did a pretty good job and can do the rest of the tracks.
And I also found a new version of Flightcastle you can probably use, made by the person who made the original: http://soundcloud.com/funkyrustic/flightcastle-2
Also, if this really is the final version, why don't you (or at least most of you) help Lord PorkSword with his UT3 mod Unreal Legacy, or Sly with his own remake? Sly would probably want more help with mapping, because PorkSword said he wants to do most of the map work by himself. Although both of them would probably accept help with scripting, models, animation, sound, etc.
Here is the link to Sly's version: http://forums.epicgames.com/threads/...real-1-HD-quot
And PorkSword's version: http://forums.epicgames.com/threads/...gacy+porksword
Last edited by iLikeTheUDK; 10-28-2012 at 12:47 PM.
Why doesn't Epic develop a remake of the original Unreal? It'll be cool to see what the first Unreal game looks like with 8Th gen graphics.
How do you add Friendly Bots to this gametype?
Last edited by PromiserOfDeath; 12-28-2012 at 08:41 AM.
Ugh. Remember this guy, OGMirageOG? He previously posted those same maps under various aliases such as LKnott93 and claimed to be developing his own game engine. Based on the long trail of user names, "Unreal Tournament: 1st Generation" is his handiwork, using one of the aliases he tried to use here too. Haven't downloaded it, but it looks like it's the UT system files (UT doesn't require installation or a CDkey to run) along with his map packs. The comments on the mod page seem to corroborate this.
In other words: ILLEGAL, due to the UT system files.
Last edited by jefe; 02-25-2013 at 10:18 AM.
You mean Mars Wars? A total UT2004 mod that is remake of the classic title, Red Faction, and its not illegal. RED-FROG and his friends are using their own materials to avoid porting.
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Private Tux Area (since Feb 13, 2013) | My UT2004 Voice Packs (For UT99/UT3 section.) | UT2004 and UT3 Map Reviews
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Other UT2004 links that are not voice packs:
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Public Notice: To all UT2004 and UT3 modders, don't use GameFront anymore because of their terrible FAQ and downloads
not supported in some territories. (Duplicated thread from UT2004.) (Duplicated thread from UT3.)
Yeah, there's nothing wrong with Mars Wars. On the other hand, I just downloaded that "Unreal Tournament: 1st Generation" thing and it is Unreal Tournament with a few random mods + Unreal 1 maps. I've reported it to Flak.
Russian Unreal Tournament community
My UT2004 Maps: VCTF-RT-TrainCrossing | AS-RT-TextTrials
My next map - AS-RT-MirrorsEdge
I think it's time for OP to Fix some of the Levels because I've found some Disturbing Bugs.
*Some of the Levels have Minor/Major BSP Errors which are Very Noticeable and are Unavoidable.
*Also the Queen Level starts Bugging with Ballistic Weapons, everytime I fire my Ballistic Weapons I can hear the guns Echo then White Smoke starts Appearing out of Nowhere and is abit Disturbing and causes Lag.
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