Could be asleep, typing random messages instead.

[UT] <EXU2> "G59" (OLD THREAD)

For public discussion of all things EXU2.

Moderator: Buff Skeleton

UB_
Nali Priest Nali Priest
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Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.3)

Post Posted: 14 Jul 2012, 12:28

Shots updated.
ImageImage

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 24 Jul 2012, 17:39

First post updated again and

rofl, before going away a bit for some fresh air, I did this just for fun.

Image
time to get shit done
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User avatar MrLoathsome
Skaarj Lord Skaarj Lord
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Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 25 Jul 2012, 02:36

FYI: Now have v1.5 of this up on my servers, so you can test it out online if you wish.

It seems to be running fine on the Oldskool/Ecoop server so far.

Still need to test it on the AKcoop/Ecoop server, to make sure it
isn't still maxing out the cpu. And that issue is not G59 or EXU2 specifically, it
is just that the EXU2 stuff adds so much more to what I already have going
on there, it is too much for the current servers hardware.

Will play with the ini files some, and see if I can get it running there by reducing some of the
extra effects/bells/whistles etc.

Getting a faster CPU and a heatsink/fan for this machine, that should also help.
It is ordered and on the way. Hope to get the upgrade done in a week or 2.

Re: Feedback on v1.5

No map or gameplay issues noticed so far, but I have only played the 1st bit of map 1 multiple times
while tweaking ini settings.
I like it a lot so far. Will attempt to play all the way thru it here tonight.
Mooo !

User avatar Buff Skeleton
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Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 25 Jul 2012, 04:14

This looks aaaaaaawesome
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User avatar MrLoathsome
Skaarj Lord Skaarj Lord
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Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 25 Jul 2012, 21:52

MrLoathsome wrote:I like it a lot so far. Will attempt to play all the way thru it here tonight.


I was a bit ambitious with that plan. LOL

Almost 2 hours and I was only 1/2 way thru map 01. Brutal stuff.
Mooo !

User avatar Jigoku
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Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 25 Jul 2012, 22:32

UB and Waff are krazy (in a good way)...
Trying to get back into the swing of things.

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 27 Jul 2012, 15:37

MrLoathsome wrote:
MrLoathsome wrote:I like it a lot so far. Will attempt to play all the way thru it here tonight.


I was a bit ambitious with that plan. LOL

Almost 2 hours and I was only 1/2 way thru map 01. Brutal stuff.



loool Have fun then with Map 4 :>
ImageImage

User avatar MrLoathsome
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Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 07:24

Map EXU2-G59-03-HyperBoundaryGate.unr seems to have an issue
in coop games.

Map crashes the server, as soon as you turn that first corner and start heading towards
the bridge.
Same result on both the ECoop servers, which are running on linux, and
when running a listen server on a Win7 Desktop.
On the Win7, I tested it with both the EXU2CoopGame2 and oldskool CoopGame2
gametypes.
Same crash.

There was no clue in the log file on the dedicated linux servers. Just Exit....

The tests on the Win7 box captured more info when the crash happens.

Issue seems to be something with the BioBags there, but no idea exactly what.

Here is the relevant portion of the log file:
[spoiler]Log: Game class is 'EXU2CoopGame2'
Init: WinSock: version 1.1 (2.2), MaxSocks=32767, MaxUdp=65467
Init: WinSock: Socket queue size left as default.
Init: WinSock: I am P4SPA-BSMT (192.168.1.33)
Log: Server Package: SoldierSkins
Log: Server Package: CommandoSkins
Log: Server Package: FCommandoSkins
Log: Server Package: SGirlSkins
Log: Server Package: BossSkins
Log: Server Package: Botpack
Log: Server Package: MultiMesh
Log: Server Package: Relics
Log: Server Package: EpicCustomModels
Log: Server Package: TCowMeshSkins
Log: Server Package: TNaliMeshSkins
Log: Server Package: TSkMSkins
Log: Server Package: De
Log: Server Package: olweapons
Log: Spawning: IpDrv.UdpBeacon
Log: Spawning: IpServer.UdpServerQuery
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: IpServer.UdpServerUplink
Log: Spawning: UWeb.WebServer
Log: Level is Level EXU2-G59-03-HyperBoundaryGate.MyLevel
Log: Bringing Level EXU2-G59-03-HyperBoundaryGate.MyLevel up for play (0)...
ScriptLog: InitGame: ?Game=EXU2BI.EXU2CoopGame2?Mutator=EXU.EXUHealthRecharger,EXU.EXUAmmoRecharger?Listen?Checksum=8e9b4656ce41cc62811d06a40c07a4b8?Name=Mr.Loathsome?Class=cowfix.tcowfixed?team=1?skin=TCowMeshSkins.AtomicCow?Face=?Voice=MultiMesh.CowVoice
ScriptWarning: EXU2CoopGame2 EXU2-G59-03-HyperBoundaryGate.EXU2CoopGame0 (Function Engine.GameInfo.IsRelevant:0009) Accessed None
ScriptWarning: EXU2CoopGame2 EXU2-G59-03-HyperBoundaryGate.EXU2CoopGame0 (Function Engine.GameInfo.IsRelevant:0022) Accessed None
ScriptLog: Base Mutator is EXU2-G59-03-HyperBoundaryGate.EXU2GlobalSettings0
ScriptLog: Mutators EXU.EXUHealthRecharger,EXU.EXUAmmoRecharger
ScriptLog: Add mutator EXU.EXUHealthRecharger
ScriptLog: Add mutator EXU.EXUAmmoRecharger
ScriptLog: UdpServerQuery(crt): Port 7778 successfully bound.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptLog: DoUplink is not set. Not connecting to Master Server.
ScriptLog: Webserver is not enabled. Set bEnabled to True in Advanced Options.
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 1
ScriptLog: Login: Mr.Loathsome
Warning: Failed to load 'Texture TCowMeshSkins.AtomicCowT_1': Failed to find object 'Texture TCowMeshSkins.AtomicCowT_1'
ScriptLog: Failed to load TCowMeshSkins.AtomicCowT_1 so load TCowMeshSkins.WarCow
Warning: Failed to load 'Texture TCowMeshSkins.AtomicCowT_1': Failed to find object 'Texture TCowMeshSkins.AtomicCowT_1'
ScriptLog: Failed to load TCowMeshSkins.AtomicCowT_1 so load TCowMeshSkins.WarCow
ScriptLog: Logging in to Hyper Boundary Gate
Log: Possessed PlayerPawn: tcowfixed EXU2-G59-03-HyperBoundaryGate.tcowfixed2
ScriptWarning: EXU2CoopGame2 EXU2-G59-03-HyperBoundaryGate.EXU2CoopGame0 (Function EXU2BI.EXU2CoopGame2.AddDefaultInventory:004C) Accessed None
ScriptWarning: EXU2CoopGame2 EXU2-G59-03-HyperBoundaryGate.EXU2CoopGame0 (Function EXU2BI.EXU2CoopGame2.AddDefaultInventory:005C) Accessed None
ScriptLog: All inventory from Mr.Loathsome is accepted
Init: Initialized moving brush tracker for Level EXU2-G59-03-HyperBoundaryGate.MyLevel
DevAudio: Galaxy SetViewport: WindowsViewport0
ScriptWarning: SludgeBarrel EXU2-G59-03-HyperBoundaryGate.SludgeBarrel9 (State UnrealI.SludgeBarrel.Animate:000D) LoopAnim: No mesh
ScriptWarning: SludgeBarrel EXU2-G59-03-HyperBoundaryGate.SludgeBarrel14 (State UnrealI.SludgeBarrel.Animate:000D) LoopAnim: No mesh
DevMusic: Unregister music: Music utmenu23.utmenu23
DevMusic: Load music: Music olroot.null
DevMusic: Unregister music: Music olroot.null
DevMusic: Load music: Music RMusicPlayer.null
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::TraverseFrom
Critical: APawn::findRandomDest
Critical: AActor::ProcessState
Critical: Object BioBag EXU2-G59-03-HyperBoundaryGate.BioBag17, Old State State UnrealShare.ScriptedPawn.Roaming, New State State UnrealShare.ScriptedPawn.Roaming
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=2)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 07/29/12 00:12:43[/spoiler]

I did skip ahead and play some of G59-04. That ran fine online. Crazy fun.
Mooo !

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 10:24

Holy crap you're right, and I didn't even change anything with the monsters. Definitely about Gasbags. I'll see what I can do, guess like the first area of that map is really overcrowded.

EDIT: What the fuck, it's with basically every BioBag placed in the map :S
ImageImage

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 12:11

Code: Select all

Critical: APawn::breadthPathFrom
Critical: APawn::findPathToward
Critical: AActor::ProcessState
Critical: Object BioKrall exu2-g59-03-hyperboundarygate.BioKrall6, Old State State UnrealShare.ScriptedPawn.Hunting, New State State UnrealShare.ScriptedPawn.Hunting
Critical: AActor::Tick
Critical: TickAllActors
Critical: ULevel::Tick
Critical: (NetMode=0)
Critical: TickLevel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop


Wow what the fuck is going on with this map. And I NEVER CHANGED anything about monster placement, just lighting and making sure the skybox stuff appear online.

Old version of the map (1.3) works without crashing.
What I did change in 1.5:
-Modified lighting
-Increased some properties of the boss.
-Always Relevant/Static/NoDelete for the skybox stuff to make them visible online.
-Removed an useless PlayerStart.

Made a quick test. It is caused by a handful of placed pawns in the map ONCE they start to do any type of action.
Fuck this engine.

Suggestions??
ImageImage

User avatar Shivaxi
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Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 15:43

Odd...I would see some of the always relevant/bstatic/bnodelete actors in the skybox causing the crash more than some pawns as stuff like that in the skybox has ALWAYS been quirky online...simple light actors that were alwaysrelevant used to crash pre-227 iirc in the skybox...even in single player right? xD

Perhaps try....removing the pawns that cause this? you're positive its the pawn itself? like you said, you didnt change anything about the pawns...perhaps its an outside problem
http://img836.imageshack.us/img836/9950/shivavatar2.jpg Image

Waffnuffly: If there is any purpose for the god damned ocean, it is for us to eat it.
Jet_v4.3.5: I want to be Lincoln and kick Satan's ass. Emancipate and Proclimate on his ass.

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 16:07

Yeah nothing changed with Pawns. If I had to delete those, that would be like an enormous chunk of the map opposition.
Shouldn't be anything related to the Skybox stuff, since Map 1, 2 and 4 also have the always relevant fixes and they do not crash.
ImageImage

UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 17:02

LOOOOOOOOL
That PlayerStart I removed practically fucked up the whole thing. Simply incredible.
I added it back (Coop Start is OFF obviously, should've done that instead) to the same position with same Yaw; rebuilt AI, and now v1.5 of the map doesn't crash anymore.

Still, this is just dumb as hell. Another amazing surprise of UE1.
ImageImage

User avatar Buff Skeleton
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Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 17:07

That old state new state crash always comes from changes to the path network not being rebuilt. Any time you add or remove any NavigationPoint you need to rebuild paths or else you'll get those.
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UB_
Nali Priest Nali Priest
Posts: 7960
Joined: 11 Nov 2007, 21:00

Subject: Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5)

Post Posted: 29 Jul 2012, 17:16

Rebuilt the AI before the PlayerStart was re-added... it still did crash.

Anyway I added the fixed version of the map in the first post. I'll reupload the full pack later.
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