I was playing on BuD Public server by myself testing things out. I had one thing noted: the ball reset time is fucking REDICULOUSLY Short. I was doing lobs off the back wall on DB-MixerCube and the ball would reset before it even stopped rolling!
...Why was this changed anyway? It was fine before, and now this is simply rediculous. I can think of many cases where this would be a problem: a player would have a boosting competition with the other team, vieing for ball control, and the ball resets because it isn't picked up in the .00000000001 time limit (so it seems)
2.2b Bugs/Suggestions
Moderators: Jay2k1, DavidM, The_One
"- Also in player stats, we only see the players that have played match with us (we should see all league players)"
there are no stats for them. we have a primitive code to let the CPU matches play x_X
The thread was named bugs/suggestions. So take it as a suggestion. I dont know how your simulation function works and I dont need to know. I'm just giving input...
Seeing another problem that is new to build 2.2b
When opening ut2vote initially, it opens fine. Open the vote menu a second time and you get this:
UT2004 Build UT2004_Build_[2004-11-11_10.48]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 1995 MHz with 511MB RAM
Video: RADEON 9800 PRO (6467)
General protection fault!
History: GUIController:execGetStyle <- (GUIListBox Package.GUIListBox @ Function XInterface.GUIComponent.InitComponent : 004C) <- UObject::ProcessEvent <- (DB_Player DB-Echo.DB_Player, Function Engine.PlayerController.ClientOpenMenu) <- RemoteCall <- HandleStream <- UActorChannel::ReceivedBunch <- (Actor DB_Player) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level DB-Echo 1.0 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
This never happened previously and seems to affect all players.
When opening ut2vote initially, it opens fine. Open the vote menu a second time and you get this:
UT2004 Build UT2004_Build_[2004-11-11_10.48]
OS: Windows XP 5.1 (Build: 2600)
CPU: GenuineIntel Unknown processor @ 1995 MHz with 511MB RAM
Video: RADEON 9800 PRO (6467)
General protection fault!
History: GUIController:execGetStyle <- (GUIListBox Package.GUIListBox @ Function XInterface.GUIComponent.InitComponent : 004C) <- UObject::ProcessEvent <- (DB_Player DB-Echo.DB_Player, Function Engine.PlayerController.ClientOpenMenu) <- RemoteCall <- HandleStream <- UActorChannel::ReceivedBunch <- (Actor DB_Player) <- UChannel::ReceivedSequencedBunch <- Direct <- UChannel::ReceivedRawBunch <- DispatchDataToChannel <- BunchData <- UNetConnection::ReceivedPacket <- UNetConnection::ReceivedRawPacket <- UTcpNetDriver::TickDispatch <- UpdatePreNet <- ULevel::Tick <- (NetMode=3) <- TickLevel <- UGameEngine::Tick <- Level DB-Echo 1.0 <- UpdateWorld <- MainLoop <- FMallocWindows::Free <- FMallocWindows::Realloc <- 676F4C57 0 FArray <- FArray::Realloc <- 0*2 <- FMallocWindows::Free
This never happened previously and seems to affect all players.
l0afz wrote: lol
I think immoral is meant to be immortal![]()
I see a "No shit Sherlock... Keep Digging Watson" moment coming.
The ball reset change was to try and alleviate the issues with bugged maps where the ball could leave the playing field but could still be considered in-play. Now when left as is, whenever this situtaion occured I heard nothing but "gfg davidm" as it took like 30 seconds or so to reset. But now he changes it, and you still bitch, can't have your cake and eat it too... I think the change works (wtf I agree with DavidM on something, SOMEBODY BAN ME!), btw the time limit isn't 10^-11, more like about 10^1, a wee off lad....Why was this changed anyway? It was fine before, and now this is simply rediculous. I can think of many cases where this would be a problem: a player would have a boosting competition with the other team, vieing for ball control, and the ball resets because it isn't picked up in the .00000000001 time limit (so it seems)
P.S. - it's either R-E-diculous or ridiculous... no hybrids, damn cliche` butchers
Esorcismo wrote: I see a "No shit Sherlock... Keep Digging Watson" moment coming.
Whoops, sorry captain PMT

If we are going to play the poke fun at blatent things, maybe you should check that he actually typed your first suggestion exactly - I don't see a hybrid. :OOPS:
Oh, and for the record, its cliché

I know but was too lazy to go into character map so I got the closest thing, shoulda used straight apostrophe though... damn foreign phrases lol
By the way, the whole no shit sherlock keep digging watson thing was just a joke =P
And the R-E-diculous thing is when you say the letters, R E followed by diculous... lol
By the way, the whole no shit sherlock keep digging watson thing was just a joke =P
And the R-E-diculous thing is when you say the letters, R E followed by diculous... lol