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12th February, 2007, 08:06 PM
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Rampage
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Join Date: Aug 2006
Location: USA, Pennsylvania
Posts: 51
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thanks guys... I appreciate the pointers!
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12th February, 2007, 08:47 PM
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Unstoppable
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Join Date: Aug 2004
Location: Split, Croatia
Posts: 224
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Quote:
Originally Posted by AnthraX
rewinding can be done using "seekto"
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seekto doesn't work for me
ut crashes (frotection fault...) when I enter the command...
P4 1.6 northwood, 512 SDRAM, GF4 TI 4200, winxp sp2, ut 451b (not goty)
any help ?
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13th February, 2007, 04:11 AM
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Holy Shit!!
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Join Date: Jan 2006
Location: USA
Posts: 506
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I'm having all sorts of problems with this new version.
When I click from the views from player to player, the player that I'm watching is not the player that it states it is at the bottom of the window (Live Feed From .....). Sometimes, it stays the same name no matter who you are watching.
The player that you are watching "flashes" constantly while moving.
In 1st person, all I can see is the end of the weapon. For instance, with the ESR, all I can see is the very end of the gun.
A|ice
__________________
"Life is tough, but it's tougher when you're stupid." - John Wayne
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13th February, 2007, 07:45 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Can you upload such a demo somewhere ?
Quote:
Originally Posted by A|ice
In 1st person, all I can see is the end of the weapon. For instance, with the ESR, all I can see is the very end of the gun.
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If you're using the enhanced Opengl, try setting ZRangeHack to false. It is stated on the link below that this option "partially breaks weapon rendering".
http://cwdohnal.home.mindspring.com/utglr/settings.html
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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13th February, 2007, 07:50 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Quote:
Originally Posted by sphx
seekto doesn't work for me
ut crashes (frotection fault...) when I enter the command...
P4 1.6 northwood, 512 SDRAM, GF4 TI 4200, winxp sp2, ut 451b (not goty)
any help ?
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It's a buggy feature and practically stalls (requiring a ctrl+alt+del) or crashes for everyone under certain conditions. What it seems to do is fastforward a demo very fast hitting up on any possible errors instantly or getting stuck in some sort of loop. For moviemaking purposes what I usually do is have a list of "safe" curtimes in excel that I can use to jump to certain parts of a demo. You're better off binding a key to slomo with something like "slomo 40 | onrelease slomo 1". An added tip is to also change the pause bind to "pause | curtime".
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
Last edited by Azura : 13th February, 2007 at 07:55 AM.
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15th February, 2007, 03:40 AM
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Holy Shit!!
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Join Date: Jan 2006
Location: USA
Posts: 506
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Quote:
Originally Posted by Azura
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Changing the ZRangeHack to false didn't change anything.
Here's a link to the dem file: http://www.mediamax.com/utalice/Links/DDF287151C
__________________
"Life is tough, but it's tougher when you're stupid." - John Wayne
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26th February, 2007, 02:29 PM
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Forum Newcomer
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Join Date: Feb 2006
Location: Vienna, Austria
Posts: 12
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Quote:
Originally Posted by Azura
[...] An added tip is to also change the pause bind to "pause | curtime".
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Does this mean it correctly displays the actual ingame time which usually gets completely messed up once you press pause or use slomo in a demo?
That one has been a pain in the ass for me for a long time (especially for recording movie scenes).
If not, what does the "curtime" exactly do in the pause bind?
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26th February, 2007, 04:19 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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I'm not sure what is going on but the in-game clock usually desynchronizes when you speed up the demo. For example, you could get a count-down even though the end of match is still moments away. What you could try is speeding up the demo and then bringing it back to normal speed for a while.
As for curtime, think of it as the relative time within the demo (it's a demo manager specific command). It has the advantage of remaining precise whatever you do which makes it suitable for movie-making purposes. It's what I'm using for my movie.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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24th March, 2007, 10:16 AM
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![[0]Patte_the_Swede's Avatar](image.php?s=9f4af64b6191a827af7327276639b1c1&u=6013&dateline=1099896317) |
Rampage
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Join Date: Jun 2004
Posts: 67
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Thankyou
It works better than Usaar's version, and he actually intended to fix it, but as I know him a little, he's: a) graduating again b) found another project (people seems to miss good scripters alot) c) got a life
Tnx m8, was looking for the one usaar released, but this version fixxed som errors, oh, and he usually responds to emails, if you want to talk to him (the cshp and utpure guys can prolly supply you with an e-mail addy, as the one I have are several years old, did some modelconversion ages ago, he always answered my questions, how silly they even where, and even fixxed a script for a model, he just thought it was fun that someone used his tutorial)
even for a yank, his very helpful 
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13th April, 2007, 01:16 PM
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Dominating
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Join Date: Jul 2003
Posts: 111
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demos crashing one me :(
plz, demos are crashing when using smartctf4d  here is part of the log..
Code:
Critical: appError called:
Critical: SmartCTFSpawnNotifyPRI CTF-AreaN23-LE103.SmartCTFSpawnNotifyPRI0 (Function SmartCTF_4D.SmartCTFSpawnNotifyPRI.SpawnNotification:00B9) Unknown code token C9
Critical: Windows GetLastError: The system cannot find the file specified. (2)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
and here is printscreen- want to me upload full log?
http://img395.imageshack.us/my.php?image=bugjz3.gif
thanks a lot in advance 
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14th April, 2007, 03:06 AM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Try contacting the author of SmartCTF. The error is taking place in the class SmartCTFSpawnNotifyPRI and the function SpawnNotification.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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14th April, 2007, 10:12 PM
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Dominating
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Join Date: Jul 2003
Posts: 111
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thx 4 replying !
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15th April, 2007, 02:29 AM
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UTPure Admin
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Join Date: Aug 2003
Posts: 457
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More than likely not a problem with that function. That function probably ran across an actor that was improperly destroyed, especially if the function was of the foreach flavor.
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20th April, 2007, 07:16 PM
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Rampage
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Join Date: May 2006
Posts: 83
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Its bugged, like the normal release. Very often it dosn't auto record demos, pisses me off :/
I have it turned on "Always" however it does record like 1/6 of my games.. random dunno
Be so kind and check the code AnthraX
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20th April, 2007, 07:31 PM
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Administrator
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Join Date: Jun 2004
Location: Ghent (Belgium)
Posts: 1,380
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Quote:
Originally Posted by SesioN
Its bugged, like the normal release. Very often it dosn't auto record demos, pisses me off :/
I have it turned on "Always" however it does record like 1/6 of my games.. random dunno
Be so kind and check the code AnthraX
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it's not bugged and it's not random. The autorecorder will only activate when you load the menu. If you start up your game and you go directly to the server (either by clicking an unreal://x.x.x.x:yyyy link in windows or by opening the console and typing open x.x.x.x:yyyy) then the menu won't load. You have to ensure that you press escape first, before you do anything else. Once the menubar shows, the autorecorder is active
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20th April, 2007, 07:54 PM
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Rampage
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Join Date: May 2006
Posts: 83
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Quote:
Originally Posted by AnthraX
it's not bugged and it's not random. The autorecorder will only activate when you load the menu. If you start up your game and you go directly to the server (either by clicking an unreal://x.x.x.x:yyyy link in windows or by opening the console and typing open x.x.x.x:yyyy) then the menu won't load. You have to ensure that you press escape first, before you do anything else. Once the menubar shows, the autorecorder is active
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I am always getting on the server via Favorites. Always pressing escape after turning UT on to get there, and still it dosn't record every game :////
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20th April, 2007, 08:12 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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Quote:
Originally Posted by SesioN
Its bugged, like the normal release. Very often it dosn't auto record demos, pisses me off :/
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It is not really a bug but a limitation. The trick Usaar33 used for autorecording will only work under certain conditions. Without this trick, the feature would simply not be available. As Anthrax has explained, connecting to a server via a url or via a shortcut will stop the autorecording feature from working properly.
I suggest the following to ensure that demos are recorded. When you change the recording settings in demo manager, exit UT and start it again. Then connect to a server and type "demorec" plus a name of your choosing. If you get a message saying that a demo is already recording, it is apparently working. Do this each time you change settings. You might want to have a key binded with the demorec command to do some quick testing.
The only improvement I can imagine is to have a clear message to say that the autorecorder is active. Also, Anthrax updated demo manager on common request to fix some issues with that have breaken demo playback. It is originally Usaar33's project. If there is indeed a problem on your side, please trace back the steps that cause autorecording to fail. A log extract would be nice too. It is more helpful than saying that something is bugged.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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21st April, 2007, 10:45 AM
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Rampage
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Join Date: May 2006
Posts: 83
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Quote:
Originally Posted by Azura
It is not really a bug but a limitation. The trick Usaar33 used for autorecording will only work under certain conditions. Without this trick, the feature would simply not be available. As Anthrax has explained, connecting to a server via a url or via a shortcut will stop the autorecording feature from working properly.
I suggest the following to ensure that demos are recorded. When you change the recording settings in demo manager, exit UT and start it again. Then connect to a server and type "demorec" plus a name of your choosing. If you get a message saying that a demo is already recording, it is apparently working. Do this each time you change settings. You might want to have a key binded with the demorec command to do some quick testing.
The only improvement I can imagine is to have a clear message to say that the autorecorder is active. Also, Anthrax updated demo manager on common request to fix some issues with that have breaken demo playback. It is originally Usaar33's project. If there is indeed a problem on your side, please trace back the steps that cause autorecording to fail. A log extract would be nice too. It is more helpful than saying that something is bugged.
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As I said befor...
Quote:
Originally Posted by SesioN
I am always getting on the server via Favorites. Always pressing escape after turning UT on to get there, and still it dosn't record every game :////
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Are there any logs actuall? I never did check for any :p
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21st April, 2007, 02:46 PM
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Holy Shit!!
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Join Date: Apr 2003
Posts: 4,029
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UT produces a log whenever it's running. Normally it's UnrealTournament.log in /System. I suppose you have changed the default demo recording driver in your ini :
Code:
[Engine.Engine]
GameRenderDevice=OpenGLDrv.OpenGLRenderDevice
AudioDevice=Galaxy.GalaxyAudioSubsystem
NetworkDevice=IpDrv.TcpNetDriver
;DemoRecordingDevice=Engine.DemoRecDriver
DemoRecordingDevice=udemo.uDemoDriver
Console=UTMenu.UTConsole
Language=int
As for the problem of autorecording not kicking in, this sometimes occurs when you :
1) Launch UT.
2) Press escape.
3) Go in your server browser.
4) Connect to a server.
Correct ? If so, it's up to you to keep an eye out to see when the autorecording feature isn't working. Unfortunately, there's no other way of doing things because we don't have access to your PC.
__________________
How to feck up a perfectly good game:
UT (1999) = UnbelievableGameSoCoolIMustHelpBringNewPlayers Tournament
UT (2008) = Unreal ThrustMyPrivatePartsInYourFaceBish
And that's probably why UTIII was a relative flop. New game, same sh*thead players ^^.
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21st April, 2007, 10:24 PM
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Rampage
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Join Date: May 2006
Posts: 83
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Is it possible to do a bind, like "Record demo %MapName_%Year%Month%Day___%Hour%Minute" 
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