Unreal: Bug Reports
Last Updated: 05/03/99
Common Q&A for Unreal 224
Q. Does this patch work with the version of Unreal that was bundled with my
Voodoo3 card?
A. Yes.
Q. What drivers do I need to use Unreal on my Riva TNT.
A. You need the
Detonator drivers from NVidia's
web site. Past versions of TNT drivers, as well as drivers direct from
manufacturers have known bugs that cause Unreal to crash or cause severe texture
corruption. With the Detonator drivers, Unreal works on OpenGL and
Direct3D.
Q. What cards have you verified working on OpenGL?
A. Riva TNT (with the
latest Detonator drivers only), ATI Rage Pro (latest drivers
only).
Q. What about 3D hardware support on my ATI Rage Pro / Intel i740 / Riva 128
/ S3 ViRGE / Other 3d card?
A. All of these cards are slower than the
software renderer and/or lack features which Unreal requires for rendering. They
aren't supported and won't be in the future.
Q. Unreal crashes on my overclocked CPU and/or 3D card. What's wrong?
A.
Disable overclocking and try again. If Unreal works with overclocking
disabled, instabilities resulting from overclocking are to blame. Unreal
may be more sensitive to overclocking than other games due to extreme texture
usage and memory access. Please, don't report crash bugs to us if
your system is overclocked, try proper clocking first. In my informal
study, 6 out of 11 overclockers who reported crashes in Unreal found that the
crashes went away when they clocked their system to spec.
Next Patch Status
There will be another Unreal 1 patch. It will contain fixes for the
bugs reported. By popular demand, our focus on future Unreal 1 patches
will be making bug fixes and small, incremental improvements. So, we've
split off the Unreal 1 codebase from the Unreal Tournament codebase, and won't
be major new features added to the Unreal 1 codebase, just fixes.
We don't have a date for the next patch, but we expect to have it in the next
few weeks. The version number will be 225.
General Bugs & Issues
- Occasional "Out of virtual memory" / "FArray::Realloc" crash for some
users when console remains pulled down for long periods of time. Problem
identified, and fixed for the next patch. Cause: Bug with strings in
UnrealScript switch statement.
- Creative Labs EAX support was accidentially disabled in this version,
meaning that all sound is mixed in software. EAX support will be back in
in the next version.
- We changed the way turning accelerates in the keyboard and joystick
controls. We're not keyboarders, and we thought this approach would
improve aiming. Man, were we wrong! Keyboarders and joystick
players don't like this. It will be changed back to the original Doom
style control in the next version.
- Mod authors reported that we changed the scale or the TorchFlame mesh
relative to 220. You don't need to modify your maps! We'll change
this back to the size of Unreal 220 for the next version.
Problems We're Looking Into
- About 10 users have reported that running the patcher on their Unreal
retail CD gives an error message saying that "The file UnrealI.u on the CD is
not the expected version, therefore Unreal can't be patched". 2 of them
report that trying again, or copying the Unreal CD to their hard drive and
specifying that hard drive directory when asked for their CD path, fixes the
problem. We haven't tracked this down enough to know whether the problem
is in the code (and fixable in the next patch), or a problem with the CD media
(fixable by copying the CD to your hard disk).
- Some server admins are reporting that 224 uses significantly more
bandwidth per-player than past versions. I'm looking into this for the
next version. I'll also add some more detailed server-side stats to aid
in diagnosing future problems of this kind.
- Some players are seeing jerky network performance on some servers (players
warping around, etc). I experienced this in about 1/3rd of the servers I
visited last night, in the 6 hours following the release of the patch. I
got some useful, but still incomplete, stats. Some of this is due to the
servers people have put up this weekend not having enough bandwidth, or having
too many copies of the server running on one PC. I'll be gathering more
performance stats over the next few days to see if I can do anything in the
code to improve this.
- Some users are reporting the software renderer running more slowly than
past versions. If you're experiencing this, change the line in
Unreal.ini:
SlowVideoBuffering=True
to:
SlowVideoBuffering=False
The SlowVideoBuffering option improves performance
by 50-100% when transparent objects are visible, but slows down performance by
10-20% (depending on hardware) when no transparency is visible. This is
a tricky tradeoff, because in network play transparent object rendering
dominates performance, whereas single player is usually the opposite.
Not Bugs
- The FOV command (sets your field of view) is disabled in network play,
because it can be used to gain an advantage over other players, so many
consider it a cheat.
- A3D 1.0 support in this version is disabled, while we work on the upcoming
A3D 2.0 support (which has the side-effect of breaking 1.0 support).
- Carlo improved the reverb algorithm to make it sound more "spacey", with
more focus on smooth sound propagation, and less direct reflections.
This has the effect of lowering the amount of reverb you here in the areas
where we used it gratuitously. So a gun "Bang" sound in a reverb zone
now sounds more like "Baaaannnggg", instead of "Bang Ba Bang Ba Bank Ba Bang"
(A Technical Term).
- The server browser slows down rendering significantly in the software
renderer.
- To use OpenGL support on a Windows 98 multimonitor system, you must
disable multimonitor support. This is an unfortunate limitation in
Windows 98 that we'd love to see fixed, but that's in Microsoft's hands.
- When running a dedicated server, the player count shown in the console
window and tray icon include players who are downloading custom user maps from
your server but who have not joined the game. Therefore, this number might be
higher than the number of players reported by UBrowser and GameSpy, which only
count players in the game. We present different numbers because server
admins generally care about total connections, and players generally care
about total players in the game.
- Unreal version 220 and earlier savegames are not compatible with
224. Attempting to load them might appear to work, but will cause subtle
problems, such as potential crashes when switching levels, broken pause
feature, and menus that don't function.
Other Bug Reports
The above issues cover about 80% of the bug reports we received at unreal224@epicgames.com (a list for
reporting bugs, this is not a tech support email, please don't expect an
individual reply). These are all of the frequently-reported issues.
The reports that we received one or two instances of are lower priority and will
be looked into after the frequent ones are addressed.
Bug Report Requests
Server administrators, if your dedicated server crashes, please email the
\Unreal\System\Unreal.log file to unreal224@epicgames.com with a subject
like "My dedicated server crashed". I have 3 format bug reports of this
kind, but I've heard about lots more on the net. Please do send in your
log. The more data we have, the easier it is to track these bugs down.
End