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Post Info TOPIC: What's happening with my Kismet here ????


Unreal Old Friend

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What's happening with my Kismet here ????
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I have seen this the second time now. In both situations I had an UT3.exe crash while playing on my server, and after reconnect my Kismet was going crazy...confuse

Short video here:

http://www.rs-ateg.de/temp-video/CrazyKismet.wmv

Evertime when I did a reconnect after this, the Kismet was looking different. One time even 2 balls were again moving correct in the lava room, while 1 ball was jumping around like a ping pong ball...evileye The next time all 3 were crazy again...confuse

Only a map restart on the server fixed the issue...


Does anyone know what's going on there? hmm



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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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no idea srry :p

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Unreal Old Friend

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it seems that there is generally a problem when someone joins the map midgame. -crap- bleh

-- Edited by rulaman on Thursday 6th of May 2010 08:56:08 PM

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Unreal Old Friend

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lol, client and server are running async.

I just watched the client-ball disappearing in the ceiling, while i was pushed into lava by an invisible server-ball, lol.

I have never read any tutorial for Kismet, did all myself.

I have used "Level Beginning" for this Kismet. Do I need "Level Startup" instead?

-- Edited by rulaman on Thursday 6th of May 2010 09:10:14 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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shame that seb is not around here....i m total noob here too :p

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Unreal Old Friend

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I have a new Kismet, will test it tomorrow... erm... I mean later today ashamed...
There is only a small chance to fix it at all, but the kismet is so complex now that I am absolutely not sure what it will do, rofl... Need a few hours sleep first...yawn

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Connoisseur of Bourbon!

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Can't help ya myself M8! no
I know some things seem to do strange things while playing online. I remember a map a while back where it crumbled around you as you played. I hosted an online match and all was good on my PC, as I could see all the toppled walls etc.. yet my 3 mates didn't see ay of it, hence they would bump into fallen meshes all over the place as they couldn't see them.

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Unreal Old Friend

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Yes Lord, I know what you mean... blankstare
I think these are game bugs...

The problem was that the Kismet clientside started with a different angle of the pendulums than the initial one. It took the angle that the pendulums present had when the client connected and started with this. Therefore clients who connected somewhere midgame, always had 2 pendulums working, lol (one crazy visible pendulum and one invisible server pendulum)
I have tried a lot for a workaround, but nothing helped. I had even placed some "touching meshes" beside the pendulums and tried to reset something when the clientside pendulum hit it. Couldn't get it work... no

While doing some tests with all available settings, I had once ticked the option bClientSideOnly (which of course had just disabled the Kismet at all on the dedicated server - rofl), and then for the next test I unticked bClientSideOnly again.
So the last settings of the Kismet were absolutely identical to the settings I had used all the time... But gues what... Now the Kismet works ok on the dedicated server with a chance of about 70 %...evileye Aha... rofl...

Well I think I cannot do anything else with that, so I have to deal with it.

If someone is joining midgame this map and the issue occurs, then he has to reconnect one or maybe two times, but then it should work... hmm



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Unreal Old Friend

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Ok... This is my workaround for this issue now: biggrin

1. Placed a huge Trigger volume around the Pendulum area.
2. Removed all Playerstarts in that area (moved elsewhere)
3. Pendulums Sequences get started when any Pawn (Client or Bot) touches the Trigger Volume.
4. When the last player has left the Trigger again, then the current sequence finishes just normal and then stops after this.

The idea was to get a good chance for a client who connects the server, to enter the game while the pendulums do NOT move...evileye

I had a fantastic idea additional to that:
I prepared the Kismet also to multiply the pendulum speed 200x, so that the sequence will finish in only a few millisec... and the dwell phase of the pendulums will be as long as possible.
Well... what was a fantastic idea in theory and what also worked perfect in the UED game window, had a terrible result on the server lol....

So I rejected my "fantastic" idea, and decided to use the "normal" speed for the pendulum's reverse mode... yawn

I have tested my workaround many times now, and what I have noticed is that the chance for the client to enter the game without that issue is really good now.
And the other thing I have noticed is that the all over repeating dwell phases of the pendulums give the players an addidional chance that the game corrects the issue itself. It seems that it tries to do this everytime again when the pendulum sequences are triggered. wink

Many thanks to UncleBl!tz for help me testing the pre-solution of that workaround last night!!! smile

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Drinker of too much beer

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rulaman wrote:

I have used "Level Beginning" for this Kismet. Do I need "Level Startup" instead?

-- Edited by rulaman on Thursday 6th of May 2010 09:10:14 PM

I would use Level startup. Level beginning will kick in when someone joins the game i think.

Maybe you can put up an unpublished and we can try and figure it out.disbeliefdisbeliefdisbelief

 



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Unreal Old Friend

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Thx Diesalot ;) I have tried "Level Startup" a few times too, with no difference.

Now with my workaround, there isn't even a "Level Startup" or a "Level Beginning". I use "Touch Status" event now, as the Pendulums are controlled by a Trigger volume now.

This works quite well, the issue happens not so often like before. smile
What I now had a very few times was that the pendulums stopped working at all until I restarted the map on the server. I have no idea what happens there... cry

It was even hard to get this "malfunction" of the Kismet while searching for the problem with my "debug" version of the map.
In the "debug" version I had prepared the Kismet to write a comment on the screen for each step that the Kismet does. So it wrote on the screen "Pendulum started" when the math function of the Kismet toggled "play" of the Pendulum sequence, but nothing happened... evileye The pendulums were completely "dead" until I restarted the map on the server.no
So I think this is just another bug of the UT3 Kismets.

The Kismet can be seen in the cooked version too, but if someone thinks that he really can fix the issue, then I can give him the uncooked version.

I personally do not think that anything can be fixed there. I don't know how many hours (days!!) I have spend for trying this.

And: There is always a dedicated testserver needed for testing this issue, as it never appears when you start the map clientside only...

I am tired of this buggy UT3 Kismets now. bleh




-- Edited by rulaman on Tuesday 11th of May 2010 03:21:58 PM

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...ǝp¡s ɹǝɥʇo ǝɥʇ uo

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this give us a nice indication....maps with kismet needs to be tested online before final ;)

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Drinker of too much beer

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For online play it would make sense to use a trigger. The only thing that can cause the problem will be level starup as when a new player enters THAT is a new level startup...

ROFL...if you know what i mean....

Damm kismit...UT2004 triggers and movers make it easier...

I try to keep any i use simple.

Seb is the man for this, thats who i ask.

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Unreal Old Friend

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rulaman wrote:


What I now had a very few times was that the pendulums stopped working at all until I restarted the map on the server. I have no idea what happens there... cry




Muahaha.... Issue probably fixed. xd.gif '%$§!#' hole in Trigger Volume... OMG... omfg.gif

 



-- Edited by rulaman on Wednesday 12th of May 2010 03:00:33 PM

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