Patch fail [Archive] - UnrealTournament Siege, Bunnytrack, Combogib, Instagib, UT99, UT4 clan & Server Discussion

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OuTlaW
12-19-2013, 03:20 PM
Well my UEd wasn't working so I thought that I would try the nodelta 436 patch, I installed everything and I ran UT and the render was screwed... Now I can't adjust the brightness anymore, also the textures look so blurry and dark, and the sky boxes are totally black..
I can't get my old settings anymore :(

Keith
12-19-2013, 03:30 PM
dl latest opengl http://www.cwdohnal.com/utglr/utglr37.zip if it's what you were using

SAM
12-19-2013, 03:36 PM
Did you keep your old UT? If you did copy over and overwrite UT.ini and user.ini

--- Updated ---

Make sure you copy over the renderer files too.

OuTlaW
12-19-2013, 04:01 PM
Well that fixed the problem a lil bit SAM Keith but now the brightness adjusting has a problem, I don't get the brightness level as I used to be.. in the old settings the brightness level was too high even with 1/10 but now 1/10 shows total darkness 11/10 is good but not the way my brightness was, any ideas ?

--- Updated ---

nvm fixed it

Keith
12-19-2013, 04:01 PM
look for gammaoffset in opengl section (on ut.ini) crank it up to something like 0.4 if it's at 0.0

OuTlaW
12-19-2013, 04:34 PM
we got a new problem....................everything is cool now but this :
http://i39.tinypic.com/11ki5bc.png

SAM
12-19-2013, 04:51 PM
Post the ut.log please right after it crashes.

OuTlaW
12-20-2013, 02:55 PM
Post the ut.log please right after it crashes.

Well the crash happened a bit early this time but here's the log anyway


Name subsystem initialized
Init: Detected: Microsoft Windows NT 6.1 (Build: 7600)
Init: Version: 436
Init: Compiled: Oct 24 2000 23:40:18
Init: Command line:
Init: Base directory: E:\UnrealTournament\System\
Init: Character set: Unicode
Log: Bound to Engine.dll
Log: Bound to Core.dll
Log: Bound to Window.dll
Init: Object subsystem initialized
Init: Computer:
Init: User:
Init: Memory total: Phys=4059120K Pagef=4194303K Virt=2097024K
Init: Working set: 32000 / 159000
Init: CPU Speed=2194.460537 MHz
Init: CPU Page size=4096, Processors=2
Init: CPU Detected: PentiumPro-class processor (GenuineIntel)
Init: CPU Features: CMov FPU RDTSC PAE MMX KNI
Localization: No localization: Startup.IDDIALOG_WizardDialog.IDC_WizardDialog (int)
Init: Unreal engine initialized
Log: Bound to WinDrv.dll
Init: Mouse info: 0 0 65536
Init: Initializing DirectDraw
Log: DirectDraw drivers:
Log: display (Primary Display Driver)
Init: DirectDraw initialized successfully
Init: Client initialized
Log: Bound to Render.dll
Init: Lighting subsystem initialized
Init: Rendering initialized
Log: LoadMap: Entry
Log: Bound to Fire.dll
Log: Bound to IpDrv.dll
Log: Game class is 'UTIntro'
Log: Level is Level Entry.MyLevel
Log: Bringing Level Entry.MyLevel up for play (0)...
ScriptLog: InitGame:
ScriptLog: Base Mutator is Entry.Mutator0
Log: Browse: UT-Logo-Map.unr?Name=LaGØuT?Class=BotPack.TMale2?team=0?sk in=SoldierSkins.hkil?Face=SoldierSkins.Tensor?Voic e=BotPack.VoiceBoss?OverrideClass=
Log: LoadMap: UT-Logo-Map.unr?Name=LaGØuT?Class=BotPack.TMale2?team=0?sk in=SoldierSkins.hkil?Face=SoldierSkins.Tensor?Voic e=BotPack.VoiceBoss?OverrideClass=
Log: Collecting garbage
Log: Purging garbage
Log: -0.0ms Unloading: Package Render
Log: Garbage: objects: 15355->15354; refs: 172572
Log: Game class is 'UTIntro'
Log: Level is Level UT-Logo-Map.MyLevel
Log: Bringing Level UT-Logo-Map.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=LaGØuT?Class=BotPack.TMale2?team=0?skin=Sold ierSkins.hkil?Face=SoldierSkins.Tensor?Voice=BotPa ck.VoiceBoss?OverrideClass=
ScriptLog: Base Mutator is UT-Logo-Map.Mutator1
Init: Initialized moving brush tracker for Level UT-Logo-Map.MyLevel
Log: Bound to UWeb.dll
ScriptLog: Team 0
ScriptLog: Login: LaGØuT
Log: Possessed PlayerPawn: TMale2 UT-Logo-Map.TMale0
Init: Input system initialized for WindowsViewport0
Log: Opened viewport
Log: Bound to OpenGLDrv.dll
Log: Initializing OpenGLDrv...
Log: Enter SetRes()
Log: ChangeDisplaySettings failed: 1024x768, 85 Hz
Init: Using pixel format 4
Init: GL_VENDOR : Intel
Init: GL_RENDERER : Mobile Intel(R) 4 Series Express Chipset Family
Init: GL_VERSION : 2.1.0 - Build 8.15.10.1883
Init: Device supports: GL_EXT_bgra
Init: Device supports: GL_ARB_texture_compression
Init: Device supports: GL_EXT_texture_compression_s3tc
Init: Device supports: GL_EXT_texture_env_combine
Init: Device supports: GL_ARB_texture_env_combine
Init: Device supports: GL_EXT_texture_filter_anisotropic
Init: Device supports: GL_EXT_texture_lod_bias
Init: Device supports: GL_EXT_secondary_color
Init: Device supports: GL_ARB_multitexture
Init: Device supports: GL_EXT_multi_draw_arrays
Init: Device supports: GL_ARB_vertex_program
Init: Device supports: GL_ARB_fragment_program
Init: Depth bits: 16
Log: 8 Texture Mapping Units found
Log: Trying to use S3TC extension.
Log: MinLogTextureSize: 2
Log: MaxLogTextureSize: 12
Log: BufferActorTris: 1
Log: UseDetailAlpha: 1
Log: Bound to Galaxy.dll
Init: Galaxy is using DirectSound
Init: Galaxy initialized
DevAudio: Galaxy SetViewport: WindowsViewport0
Init: Game engine initialized
Log: Startup time: 5.210065 seconds
ScriptLog: Creating root window: UMenu.UMenuRootWindow
Log: Bound to udemo.dll
udemo: Startup hack successful!
Log: Opening demo driver to read demo file 'E:\UnrealTournament\Demos\CTF-Klondike_11-16_22-59-13.dem'
Log: UDEMO: Successfully got list of demos
ScriptLog: XC: Logger spawning away happily Entry.XConsole_Logger0
Sc

Chamberly
12-20-2013, 07:26 PM
paste it in a pastebin. lol.

medor
12-21-2013, 02:41 AM
Have enable UT in you anti virus and firewall ?
Like that ACE can do the scan.

SAM
12-21-2013, 05:48 AM
Nothing obvious there. Why are you using OpenGL? Try the D3D8/9 on this site?

][X][~FLuKE~][X][
12-21-2013, 06:02 AM
that log is incomplete isn't it?

if it is complete then disable Xconsole as that is the last entry in the log meaning either xconsole is to blame or what it is trying to load via xconsole. if that solves it then reinstall all Xconsole mods from scratch after and it should be fine.

If I had a guess to exactly what is happening from that log info then I would say there is a conflict between ACE and Xconsole trying to auto rec a demo. (autorec on Xconsole will crash UT clients on any RX servers as well)

|uK|chiseller
12-21-2013, 08:28 AM
[X][~FLuKE~][X][_{HoF};69286'] (autorec on Xconsole will crash UT clients on any RX servers as well)

Doesn't demorec in general make you crash on rx servers?

Keith
12-21-2013, 09:47 AM
it's just xconsole auto demo crashing ut. udemo auto demo works fine

|uK|chiseller
12-21-2013, 09:59 AM
Well, not for me.

Keith
12-21-2013, 10:44 AM
only way i could get demo manager working with auto demo was to use this version
http://utgl.unrealadmin.org/udemo/udemo32/2009-05-20/udemo32_with_smartCTF4Dfix.rar

][X][~FLuKE~][X][
12-21-2013, 12:01 PM
Doesn't demorec in general make you crash on rx servers?

no, the default demorec records the screen but when you play it back the RX's look very bad like flying sideways etc. where as Xconsole autorec will crash you every single time with GPF's

OuTlaW
12-21-2013, 03:36 PM
Have enable UT in you anti virus and firewall ?
yes i did


Nothing obvious there. Why are you using OpenGL? Try the D3D8/9 on this site?

i noticed that when i posted the log, the crash actually says that "Unreal Tournament.exe has stopped working" as i posted in previous screen shots unlike the most of the UT crashes (critical errors and such)
about using ogl, well its much better for me, d3d lags sometimes so decided to give ogl a try

[X][~FLuKE~][X][_{HoF};69286]if it is complete then disable Xconsole as that is the last entry in the log meaning either xconsole is to blame or what it is trying to load via xconsole. if that solves it then reinstall all Xconsole mods from scratch after and it should be fine.

well i did that before and it actually helped in reducing those crashes, in fact it didn't happen at all but when the game crashes in a map bug (critical error blabla) or something those crashes come back...
but will see my luck and do it again

|uK|chiseller
12-21-2013, 08:48 PM
[X][~FLuKE~][X][_{HoF};69324']where as Xconsole autorec will crash you every single time with GPF's
The same happens with auto demorec via demomanager.
I am not aware how xconsole handles recordings but I guess they rely on the same principle?

][X][~FLuKE~][X][
12-22-2013, 05:31 AM
The same happens with auto demorec via demomanager.
I am not aware how xconsole handles recordings but I guess they rely on the same principle?

ah, with demomanager as well, I was using default demorec via command as the example.

its down to the rotation of the jets, seems no demo tool can record it and no idea why.