Post by fleshfeast on Sept 7, 2007 12:57:01 GMT -5
Many things. First, everytime KF switches from Tower or that stupid Hub map, I get this "critical error":
UT2004 Build UT2004_Build_[2004-11-11_10.48]
OS: Windows 2000 5.0 (Build: 2195)
CPU: AuthenticAMD PentiumPro-class processor @ 1921 MHz with 1023MB RAM
Video: NVIDIA GeForce 6800 GS/XT (6218)
General protection fault!
History: UStruct::SerializeBin <- (Class KFMod.KFMeleeProxy MyWeapon[0]) <- UClass::Serialize <- (Class KFMod.KFMeleeProxy) <- TestReach <- (Class KFMod.KFMeleeProxy) <- UObjectProperty::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.SpawnActorS) <- TestReach <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.SpawnActorS) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- UField::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UProperty::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UObjectProperty::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UClassProperty::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- TestReach <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UField::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- UProperty::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- UObjectProperty::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- TestReach <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.CreateProxy) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.CreateProxy) <- UField::Serialize <- (Function KFMod.KFMeleeFire.Timer) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.Timer) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.Timer) <- UField::Serialize <- (Function KFMod.KFMeleeFire.ModeDoFire) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.ModeDoFire) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.ModeDoFire) <- UField::Serialize <- (Function KFMod.KFMeleeFire.PostBeginPlay) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.PostBeginPlay) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.PostBeginPlay) <- UField::Serialize <- (Function KFMod.KFMeleeFire.DoFireEffect) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.DoFireEffect) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.DoFireEffect) <- UField::Serialize <- (Function KFMod.
Next, to the admin of geisterbahn, please enable voting again, so we can play Swamp. And please PLEASE turn off screen shake. Firing two pistols at enemies long range causes headaches because the screen shakes like our monitor is sitting on an old dryer. I promise no one will miss it after one wave.
And lastly, some feedback for the new patch.
The handcannon is still too weak. It takes three rounds to down a Clot. Westlondon is too dark, and the rain makes it even harder to see invisible enemies. I wish you guys would move the guns closer to the center of the screen, how do we judge where to shoot when most of the guns are almost sideways in the right corner of the screen? New Specimen models aren't bad, but I liked how the 1.0 Specs had crimson limbs. I miss the baseball bat. Why does a broken pipe cost 100 pounds? The law is a little too weak now, we could really use a new powerful weapon for wave 12, maybe like the Op4 SAW? Would you increase the firing speed for a single pistol? Police are trained to fire 3 bullets a second. The recoil on the single pistol and it's speed are a little bad, it'd be nice if we could shoot that faster. How about for player models, a cop or a survivor similar to how HL2's rebels look? (hood, pants, boots, stocking cap)
Thus concludes my post of fun. (Please turn screen shake off, geisterbahn's admin.)
UT2004 Build UT2004_Build_[2004-11-11_10.48]
OS: Windows 2000 5.0 (Build: 2195)
CPU: AuthenticAMD PentiumPro-class processor @ 1921 MHz with 1023MB RAM
Video: NVIDIA GeForce 6800 GS/XT (6218)
General protection fault!
History: UStruct::SerializeBin <- (Class KFMod.KFMeleeProxy MyWeapon[0]) <- UClass::Serialize <- (Class KFMod.KFMeleeProxy) <- TestReach <- (Class KFMod.KFMeleeProxy) <- UObjectProperty::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.SpawnActorS) <- TestReach <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.SpawnActorS) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.PointRot) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitNormal) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocation) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.EndTrace) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.StartTrace) <- UField::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- UProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- UStructProperty::Serialize <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- TestReach <- (StructProperty KFMod.KFMeleeFire.CreateProxy.HitLocationK) <- UField::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UProperty::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UObjectProperty::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UClassProperty::Serialize <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- TestReach <- (ClassProperty KFMod.KFMeleeFire.CreateProxy.DamageType) <- UField::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- UProperty::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- UObjectProperty::Serialize <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- TestReach <- (ObjectProperty KFMod.KFMeleeFire.CreateProxy.Pawn) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.CreateProxy) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.CreateProxy) <- UField::Serialize <- (Function KFMod.KFMeleeFire.Timer) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.Timer) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.Timer) <- UField::Serialize <- (Function KFMod.KFMeleeFire.ModeDoFire) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.ModeDoFire) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.ModeDoFire) <- UField::Serialize <- (Function KFMod.KFMeleeFire.PostBeginPlay) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.PostBeginPlay) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.PostBeginPlay) <- UField::Serialize <- (Function KFMod.KFMeleeFire.DoFireEffect) <- UStruct::Serialize <- (Function KFMod.KFMeleeFire.DoFireEffect) <- UFunction::Serialize <- TestReach <- (Function KFMod.KFMeleeFire.DoFireEffect) <- UField::Serialize <- (Function KFMod.
Next, to the admin of geisterbahn, please enable voting again, so we can play Swamp. And please PLEASE turn off screen shake. Firing two pistols at enemies long range causes headaches because the screen shakes like our monitor is sitting on an old dryer. I promise no one will miss it after one wave.
And lastly, some feedback for the new patch.
The handcannon is still too weak. It takes three rounds to down a Clot. Westlondon is too dark, and the rain makes it even harder to see invisible enemies. I wish you guys would move the guns closer to the center of the screen, how do we judge where to shoot when most of the guns are almost sideways in the right corner of the screen? New Specimen models aren't bad, but I liked how the 1.0 Specs had crimson limbs. I miss the baseball bat. Why does a broken pipe cost 100 pounds? The law is a little too weak now, we could really use a new powerful weapon for wave 12, maybe like the Op4 SAW? Would you increase the firing speed for a single pistol? Police are trained to fire 3 bullets a second. The recoil on the single pistol and it's speed are a little bad, it'd be nice if we could shoot that faster. How about for player models, a cop or a survivor similar to how HL2's rebels look? (hood, pants, boots, stocking cap)
Thus concludes my post of fun. (Please turn screen shake off, geisterbahn's admin.)