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Thread: CTF-SharkTank

  1. #131
    Whicked Sick UT-Sniper-SJA94's Avatar
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    Quote Originally Posted by (bO.o)b View Post
    Ok crashed again... WTF. Someone nuked and BAM. Crash...
    Exact same thing happened when I played that map yesterday.

  2. #132
    Dominating Novak's Avatar
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    @(bO.o)b also yeehaw claims that if you make mines in the shark tank and the sharks hit them it will return 500 RU for each mine. If this is true, this needs to be eliminated in the next version. That kind of action ruins the integrity of RU accumulation in a non-leech game.

    I looked over the rest of the hidden spots in the map and feel that all of them can be defended. Also, it is possible to swim up both high waterfalls without much effort for those who haven't figured that out yet. No trans or other builds required. Teamwork useful but not necessary.

  3. #133
    Whicked Sick Higor's Avatar
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    Many lols, we should wait for a few crashlogs before doing v2.
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . . . . . . . .@SAM @SAM @SAM @SAM . . . . . . . . . . . . .@SAM @SAM . . . . . . . . . @SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . . . . . . . @SAM @SAM . @SAM @SAM . . . . . . . . . . . . @SAM @SAM . . . . . . . . . @SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . . . . . . .@SAM @SAM @ @SAM @SAM . . . . . . . . . . . .@SAM @ @SAM . . . . . .@SAM @ @SAM
    @SAM @SAM . . . . . . . . . . . . . . . . . . . . . . . . . . . . @SAM @SAM . . . @SAM @SAM . . . . . . . . . . .@SAM @ @ @SAM . . @SAM @ @ @SAM
    @SAM @SAM . . . . . . . . . . . . . . . . . . . . . . . . . . . .@SAM @SAM . . . . .@SAM @SAM . . . . . . . . . .@SAM @SAM @SAM @SAM @SAM @SAM
    @SAM @SAM . . . . . . . . . . . . . . . . . . . . . . . . . . . @SAM @SAM . . . . . .@SAM @SAM . . . . . . . . . @SAM @SAM @SAM @SAM @SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . . . . .@SAM @SAM . . . . . . . @SAM @SAM . . . . . . . . @SAM @SAM . .@ @SAM . .@SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . . . . @SAM @SAM @ @SAM @ @SAM @SAM . . . . . . . @SAM @SAM . . .@SAM . . .@SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . . . .@SAM @SAM @SAM @SAM @SAM @SAM . . . . . . @SAM @SAM . . . . . . . . . .@SAM @SAM
    . . . . . . . . . . . . . . . . . . . @SAM @SAM . . . . . . @SAM @SAM @SAM @SAM . @SAM @SAM . . . . . .@SAM @SAM . . . . . . . . . . @SAM @SAM
    . . . . . . . . . . . . . . . . . . . @SAM @SAM . . . . . .@SAM @SAM . . . . . . . . . . . .@SAM @SAM . . . . . @SAM @SAM . . . . . . . . . . @SAM @SAM
    . . . . . . . . . . . . . . . . . . . @SAM @SAM . . . . . @SAM @SAM . . . . . . . . . . . . .@SAM @SAM . . . . .@SAM @SAM . . . . . . . . . . @SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . .@SAM @SAM . . . . . . . . . . . . . .@SAM @SAM . . . . @SAM @SAM . . . . . . . . . . @SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . . @SAM @SAM . . . . . . . . . . . . . . .@SAM @SAM . . . .@SAM @SAM . . . . . . . . . . @SAM @SAM
    @SAM @SAM @SAM @SAM @SAM @SAM . . . .@SAM @SAM . . . . . . . . . . . . . . . .@SAM @SAM . . . @SAM @SAM . . . . . . . . . . @SAM @SAM

    --- Updated ---

    Mines have a bug, I noticed it too when getting over 200 health taken down by Level 0 mines that just finish building.
    ------------------------------------- * -------------------------------------

  4. #134
    Whicked Sick ~~D4RR3N~~'s Avatar
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    Lmao Higor best tagging ever
    Quote Originally Posted by |uK|UNrealshots View Post
    You're playing a game that came out in 1999 in the year 2012 who is the fucking nerd here?
    All of us. Enjoy.

  5. #135
    Administrator SAM's Avatar
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    Code:
    Critical: FCollisionHash::ActorLineCheck
    Critical: CheckWithActors
    Critical: ULevel::MultiLineCheck
    Critical: ULevel::Trace
    Critical: ULevel::FindSpot
    Critical: ULevel::FarMoveActor
    Critical: UObject::ProcessEvent
    Critical: (FavoritesTeleporter CTF-SharkTank.FavoritesTeleporter12, Function Engine.Teleporter.Touch)
    Critical: TouchTo
    Critical: AActor::BeginTouch
    Critical: ULevel::MoveActor
    Critical: AActor::physFalling
    Critical: APawn::performPhysics
    Critical: UObject::ProcessEvent
    Critical: (TFemale2 CTF-SharkTank.TFemale71, Function Engine.PlayerPawn.ServerMove)
    Critical: RemoteCall
    Critical: HandleStream
    Critical: UActorChannel::ReceivedBunch
    Critical: (Actor TFemale71)
    Critical: UChannel::ReceivedSequencedBunch
    Critical: Direct
    Critical: UChannel::ReceivedRawBunch
    Critical: DispatchDataToChannel
    Critical: BunchData
    Critical: UNetConnection::ReceivedPacket
    Critical: UNetConnection::ReceivedRawPacket
    Critical: UTcpNetDriver::TickDispatch
    Critical: UpdatePreNet
    Critical: ULevel::Tick
    Critical: (NetMode=1)
    Critical: TickLevel
    Critical: UGameEngine::Tick
    Critical: UpdateWorld
    Critical: UServerCommandlet::Main
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Exiting.
    Uninitialized: Name subsystem shut down
    Uninitialized: Log file closed, 07/17/15 14:23:33
    Code:
    LagCompensator: DOWNWEAPON State
    Critical: UObject::ProcessEvent
    Critical: (sgSWave CTF-SharkTank.sgSWave16, Function SiegeIV_0018.sgSWave.Timer)
    Critical: AActor::Tick
    Critical: TickAllActors
    Critical: ULevel::Tick
    Critical: (NetMode=1)
    Critical: TickLevel
    Critical: UGameEngine::Tick
    Critical: UpdateWorld
    Critical: UServerCommandlet::Main
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Exiting.
    Uninitialized: Name subsystem shut down
    Uninitialized: Log file closed, 07/18/15 09:33:43
    Code:
    Critical: UObject::ProcessEvent
    Critical: (XC_CompensatorChannel CTF-SharkTank.XC_CompensatorChannel3, Function LCWeapons_0015.XC_CompensatorChannel.ffSendHit)
    Critical: RemoteCall
    Critical: HandleStream
    Critical: UActorChannel::ReceivedBunch
    Critical: (Actor XC_CompensatorChannel3)
    Critical: UChannel::ReceivedSequencedBunch
    Critical: Direct
    Critical: UChannel::ReceivedRawBunch
    Critical: DispatchDataToChannel
    Critical: BunchData
    Critical: UNetConnection::ReceivedPacket
    Critical: UNetConnection::ReceivedRawPacket
    Critical: UTcpNetDriver::TickDispatch
    Critical: UpdatePreNet
    Critical: ULevel::Tick
    Critical: (NetMode=1)
    Critical: TickLevel
    Critical: UGameEngine::Tick
    Critical: UpdateWorld
    Critical: UServerCommandlet::Main
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Exiting.
    Uninitialized: Name subsystem shut down
    Uninitialized: Log file closed, 07/10/15 02:36:49
    Code:
    Critical: FCollisionHash::ActorLineCheck
    Critical: CheckWithActors
    Critical: ULevel::MultiLineCheck
    Critical: UObject::execClassContext
    Critical: (XC_CompensatorChannel CTF-SharkTank.XC_CompensatorChannel27 @ Function LCWeapons_0015.XC_CompensatorChannel.ProcessHit : 037E)
    Critical: UObject::ProcessEvent
    Critical: (XC_CompensatorChannel CTF-SharkTank.XC_CompensatorChannel27, Function LCWeapons_0015.XC_CompensatorChannel.ffSendHit)
    Critical: RemoteCall
    Critical: HandleStream
    Critical: UActorChannel::ReceivedBunch
    Critical: (Actor XC_CompensatorChannel27)
    Critical: UChannel::ReceivedSequencedBunch
    Critical: Direct
    Critical: UChannel::ReceivedRawBunch
    Critical: DispatchDataToChannel
    Critical: BunchData
    Critical: UNetConnection::ReceivedPacket
    Critical: UNetConnection::ReceivedRawPacket
    Critical: UTcpNetDriver::TickDispatch
    Critical: UpdatePreNet
    Critical: ULevel::Tick
    Critical: (NetMode=1)
    Critical: TickLevel
    Critical: UGameEngine::Tick
    Critical: UpdateWorld
    Critical: UServerCommandlet::Main
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Exiting.
    Uninitialized: Name subsystem shut down
    Uninitialized: Log file closed, 07/14/15 08:38:35
    Code:
    Critical: UObject::ProcessEvent
    Critical: (sgSWave CTF-SharkTank.sgSWave0, Function SiegeIV_0018.sgSWave.Timer)
    Critical: AActor::Tick
    Critical: TickAllActors
    Critical: ULevel::Tick
    Critical: (NetMode=1)
    Critical: TickLevel
    Critical: UGameEngine::Tick
    Critical: UpdateWorld
    Critical: UServerCommandlet::Main
    Exit: Executing UObject::StaticShutdownAfterError
    Exit: Exiting.
    Uninitialized: Name subsystem shut down
    Uninitialized: Log file closed, 07/13/15 22:38:11
    Last edited by SAM; 07-19-2015 at 01:27 PM.

  6. #136
    Dominating IronMaiden's Avatar
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    Some fag just made 10 nukes with mines in tank glitch. Game was over before SHP. I suggest taking the map of the server until this is fixed.

  7. #137
    Whicked Sick Higor's Avatar
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    FCollisionHash.


    Level contains a somewhat 'big' amount of movable actors (fishes and shit) and UT's hashing is too crappy to handle it.
    Solution: replace the collision hash with an octree by either migrating to Unreal 227 or installing XC_Engine huehue.

    In the meantime I'll take a look at sgSWave...
    ------------------------------------- * -------------------------------------

  8. #138
    Whicked Sick Higor's Avatar
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    In sgSWave:

    Code:
    foreach VisibleCollidingActors( class 'Actor', victim, ShockSize*29, Location )
    It consults the collision hash for actors, basically, another FCollisionHash based crash.
    ------------------------------------- * -------------------------------------

  9. #139
    Dominating IronMaiden's Avatar
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    Well we just leeched the shit out of the poor sharks and the server didn't crash. Yay! Maybe this is the official leech map and the fish needs to be fed properly with lots of mines?


    Last edited by IronMaiden; 07-20-2015 at 01:43 AM.

  10. #140
    Rampage (bO.o)b's Avatar
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    This map will be fixed. Cham offered to make a custom zone to prevent one certain problem. Then I can easily patch the tele to other base problem. Will release asap
    I Didn't 'Make' NIVEN, I Just Made It Last Forever.

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