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PostPosted: 19 Nov 2011, 06:54     Post subject: 227h bug with UGold.
Skaarj Berserker
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I noticed that when fighting of the marines on RTNP that the marines somehow go into god mode, I cant kill them, they only hurt themselves, and can only die by that glitched fall where you get killed instantly. Also they can't hurt me. They only drain my armor down to 1. It only happens when 227 is installed. What is going on. I know that the marines are bots, but nothing like that should happen.

EDIT: Also, I wish they would be made weaker so they can bite my shiny metal ass! lol, jk.
Edit 2: Guess where I'm at. :P

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Last edited by Maxer 64 on 20 Nov 2011, 02:20, edited 2 times in total.

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PostPosted: 19 Nov 2011, 07:00     Post subject: Re: 227h bug with UGold.
Skaarj Warlord
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I never play that game type so I dunno what to do. All I know is Smirf and his minions (lol) are werkin' on 227i now.

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PostPosted: 19 Nov 2011, 11:07     Post subject: Re: 227h bug with UGold.
Skaarj Berserker
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Fucking UPak. Can you get us a savegame and describe a scenario to start this bug? Only reason this wasn't caught yet is because we just added in upak support and there was nobody who could really find these things out.


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PostPosted: 19 Nov 2011, 11:49     Post subject: Re: 227h bug with UGold.
OldUnreal Staff
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I believe the map you are talking about is CrashSite2. I tried it with 227h and no problems whatsoever. Do you have some mods installed? Or are you playing some kind of coop with it? It's possible that some older mods are having trouble with the new version, many things had to be fixed so there are some differences codewise, meaning the related mod needs to be updated then as well.


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PostPosted: 19 Nov 2011, 22:47     Post subject: Re: 227h bug with UGold.
White Tusk
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I thought Upak wasn't supported in 227? Or do you have permission now all of a sudden...?

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PostPosted: 19 Nov 2011, 23:28     Post subject: Re: 227h bug with UGold.
Skaarj Warlord
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Darkon, there's patches of 227h with Return to Na Pali and that's what he has. Please tell me you know about those.

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PostPosted: 19 Nov 2011, 23:58     Post subject: Re: 227h bug with UGold.
Skaarj Berserker
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Smirftsch wrote:
I believe the map you are talking about is CrashSite2. I tried it with 227h and no problems whatsoever. Do you have some mods installed? Or are you playing some kind of coop with it? It's possible that some older mods are having trouble with the new version, many things had to be fixed so there are some differences codewise, meaning the related mod needs to be updated then as well.

I have no mods on UGold, The only games I mod are UT, UT2004 and Diablo 2 LOD. So I dought its a mod bug. Also, this happens on SP AND Coop. I havent tested marine match yet.

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PostPosted: 20 Nov 2011, 02:00     Post subject: Re: 227h bug with UGold.
Skaarj Warlord
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Get Bender and Fry to fix it. Errr....not Fry, he's lazy. :P Try reinstalling the game and then patch it to 227h again.

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PostPosted: 20 Nov 2011, 02:18     Post subject: Re: 227h bug with UGold.
Skaarj Berserker
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I tried that in the past, nothing. So am I screwed or what?

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Maxer 64 wrote:
Worth a shot

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But not worth a shit? cause I gotta do that

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PostPosted: 20 Nov 2011, 02:22     Post subject: Re: 227h bug with UGold.
Skaarj Warlord
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I guess 227h is bugged yet. :/

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Z-enzyme wrote:
'Cos I'm TNT... I'm dynamite... TNT... I'll win the fight! ... TNT, I'm a power lode, TNT... Watch me exploooooooooooodeeeeeeeeeeeeeee!!!!!'

Maxer 64 wrote:
My invisibity whore out

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PostPosted: 20 Nov 2011, 07:20     Post subject: Re: 227h bug with UGold.
OldUnreal Staff
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Darkon wrote:
I thought Upak wasn't supported in 227? Or do you have permission now all of a sudden...?

It was never a question of permission for UPak, just that I didn't have the sources for it. In 227h we worked around that :)

Maxer 64 wrote:
I tried that in the past, nothing. So am I screwed or what?

Well, what are you doing exactly then? There must be a reason it happens for you, but not for me. Settings, start up etc?

All Rights Reserved wrote:
I guess 227h is bugged yet. :/

well, could you verify then? For me all seems to be as it should be.


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PostPosted: 20 Nov 2011, 08:11     Post subject: Re: 227h bug with UGold.
Skaarj Warlord
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I never play around with the marines cause I hate them.

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Z-enzyme wrote:
'Cos I'm TNT... I'm dynamite... TNT... I'll win the fight! ... TNT, I'm a power lode, TNT... Watch me exploooooooooooodeeeeeeeeeeeeeee!!!!!'

Maxer 64 wrote:
My invisibity whore out

Image


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PostPosted: 20 Nov 2011, 10:11     Post subject: Re: 227h bug with UGold.
OldUnreal Staff
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All Rights Reserved wrote:
I never play around with the marines cause I hate them.

how extremely helpful.

So, maybe anyone else willing to spend a very few minutes to test?


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PostPosted: 20 Nov 2011, 10:38     Post subject: Re: 227h bug with UGold.
Gilded Claw
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opened crashsite2, ghosted to top, triggered the spawning of marines...i could kill them just fine.

however 2 things i noticed were this:

1. marines spawn on far right wing of the ship now? wtf? XD

2. after u kill all the marines, the trigger to blow up the rocks is re-triggerable, allowing you to hit it and cast the blue beam down and even explosion sounds over and over =P

EDIT: can anyone confirm these?

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PostPosted: 20 Nov 2011, 22:29     Post subject: Re: 227h bug with UGold.
Skaarj Elder
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Shivaxi wrote:
1. marines spawn on far right wing of the ship now? wtf? XD


This first one I'm not too sure about, as I really can't think of why they would be isolated to spawn on only one side of the fighting area (although I can't remember if the spawning is partially random, in that case possibly pointing to the chance that you just so happened to have that particular spawning configuration for that playthrough).

He also wrote:
2. after u kill all the marines, the trigger to blow up the rocks is re-triggerable, allowing you to hit it and cast the blue beam down and even explosion sounds over and over =P


This has always been the case, in any previous version of vanilla RtNP.

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