This is a test. Test! Consider yourself tested.

== Known Bugs/Issues for v6.00 [Updated 10-31-14] ==

For public discussion of all things EXU2.

Moderator: BUFF SKELETON

User avatar BUFF SKELETON
>:E >:E
Posts: 3905
Joined: 15 Dec 2007, 00:46

Subject: == Known Bugs/Issues for v6.00 [Updated 10-31-14] ==

Post Posted: 22 Aug 2012, 16:43

Image
Updated 10-4-13, v5.03


CRITICAL GAME-DISRUPTING BULLSHIT

  • Saves will sometimes get corrupted. This isn't an EXU bug; it's the engine fucking up. See below for the fix.
  • Setting MaxDecals higher than 1000, then saving, will crash UT. This is an engine bug with lists >1000 entries. Leave MaxDecals at 1000 or lower.


General Issues
  • RMusicPlayer: After setting the volume, the slider resets after loading saves or switching levels if you don't restart UT first. To fix, simply choose the volume you want, save, and restart UT. It will stick until you make another change. Repeat as necessary.
  • RMusicPlayer: You may get an error message about missing msvcr71.dll every time you load a map with mp3 music. The game will otherwise work (even the music), but it's annoying. To fix, copy the included msvcr71.dll to ..\Windows\System32\ on 32-bit Windows or ..\Windows\SysWOW64\ on 64-bit.
  • If you use EXUOpenGL.drv as your renderer, set MaxLogTextureSize to 12 instead of 8 in your renderer settings. This will prevent textures greater than 256x256 from being downsampled.
  • Some wiki content is out of date, particularly the actor classes page.


Gameplay
  • Some pawns seriously fuck up their indirect fire aim and miss by a mile while otherwise being competent shots. Mercenaries are also unable to aim indirect projectiles properly while standing still.
  • HUD five-item display does not "wrap" the inventory list, currently, so when you reach the end of your list, it displays only four or three items instead of looping back to the beginning.


Campaign
  • Maps 12 - 16 aren't released just yet, but will be soon!
  • Hellcastle: forgot to add a new front gate so you can go walk off the cliff and die if you want :>
  • Damnation: forgot to resize the glyphs in the ship after restructuring some code way back when
  • After Frostclaw, no maps have location info set yet, so you won't have location-specific tags on the HUD until that's implemented. Fortunately, this is super easy to do!


>>> If you encounter anything not listed in here, let me know ASAP in the latest release thread! <<<

User avatar BUFF SKELETON
>:E >:E
Posts: 3905
Joined: 15 Dec 2007, 00:46

Subject: Fixing Save Bugs

Post Posted: 22 Aug 2012, 16:45

Fixing Save Bugs

This engine's save system basically serializes a copy of the entire map + whatever is going on in it at the time. Naturally, in EXU, this means it saves a TON of info. Sometimes, the engine just shits itself. Unfortunately, I have no idea what conditions actually cause this to happen, but it's usually when a lot of stuff is going on all at once.

  1. When you notice saves are broken, open the console (press ~ or Tab) and type "showlog"
  2. If you see an "error moving Save.tmp to Save##.usa" somewhere, Save##.usa is corrupted
  3. To fix: save your current game in a different slot (or in any normal slot if your Save1000.usa, which is the Quicksave, got corrupted)
  4. Close UT and open your ..\UT\Save\ folder
  5. Delete Save##.usa, where ## = the number of the corrupt save
  6. Reopen UT, load your functional save, and save over the now-dead slot (there will still be a name here)
  7. Try saving again in that slot and it should work. Hooray

I know this is kinda shitty, but it's the best I can do for now!

To avoid this issue, make a save in a new slot at the end of each map before you load the next one. This way, save corruption won't take you back so far. I also recommend starting with a clean slate before you play, i.e. no save files at all. But saves from other map packs should not impact EXU at all, nor should EXU affect them.


Who is online

Users browsing this forum: No registered users and 1 guest