AC5 Unity COOP Campaign issues

[B]HUD Disappears[/B]:I am experiencing major issues with Assassin’s Creed on the PS4… Sometimes the HUD completely disappears and the only way to reinstate it is to setting everything to off in the HUD options and then reinstall Defaults. [B]COOP Level Problems[/B]:No COOP introduction or waypoints loadedCorrupt levelsLevels don’t load correctlyNo waypointNo spawned characters Whenever I am playing with other players and/or players invite me to help or play with them on a 4 player COOP at times the levels load with no introduction about the level. The level doesn’t load correctly with no waypoint, characters [B]DO NOT[/B] spawn and you are walking around with your thumb up you a** and you feel like a tool to your brotherhood who have invited you to help them in their campaign. Today for example, I was invited to a COOP campaign and when it loaded I could move but I had no control over the fighting. I.e. I could not fight with my sword and it made me out to be an incompetent gamer when IU am not… therefore, I just gave up… The thing that annoys me the most is that Ubisoft made a hash of AC5U and although they fixed the bugs… it looks as though they washed their hands with the COOP 4 Players and 2 Player levels because they are so buggy. I am not being rude by cancelling my COOP 2 or 4 player campaigns. It’s so corrupt sometime I just give in because it is unplayable.   

All up to date with the latest patch... it's not my connection neither because I have a cable modem nor the levels as they are within normal parameters. Another problem that I get is the entire HUD goes completely and I have to go into Options>HUD and then set everything back to show...? Sometimes when a COOP starts I can move but I cannot fight which is pointless in a 2 player or even 4 player COOP match. Since I updated the firmware (which incidentally should effect the performance of a game) AC5U has been terrible to play. All other games are fine just this one. It could be a corruption within the game itself. It crashed in the middle of a 4 player Coop yesterday which it hasn’t done before. I have only been playing the game for about 3 and a half weeks or so.

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    5:56 PM DavidVo: Did you know Dan Bunting is a member of SOG?
    5:56 PM DanBu: That can't be confirmed.
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    6:54 PM DavidVo: I just gave @PCDEV a version that does not have Ground
    War. TDM and DOM are seperate playlists with 18 players. That's the current
    plan. As a playlist, we can modify and change them over time easily.
    6:55 PM dbNibbler: Will I be able to export my theater mode clip as a
    video file?
    6:55 PM DanBu: Hey Nibbler... yes, you will definitely be able to export
    your videos to the web. There are still many more details to come on that, so
    stay tuned.
    Josh|Community Connector | Best Buy® Corporate

    6:56 PM donovanmill: Are there any special bonuses for prestiging in black ops? And what is the FOV on consoles?
    6:56 PM DavidVo: Many. Custom Classes; Colored Clan Tags; 15 bonuses; 1 for each of the 15 prestige levels. Including some unique backgrounds for your personalized emblem. Including one that so hot your keyboard would catch on fire if I told you what it was. Guess you'll have to get to level 15. Prestige level 15, that is.
    6:58 PM XcLuSiv3: Are you guys planning on supporting Black Ops as much as World at war in the terms of DLC? Also, do you guys know if Activision is going to set the price at 800msp like Cod4 and WaW or 1200msp like MW2 or even more?
    6:59 PM DanBu: We will absolutely support Black Ops DLC after launch. We plan on promoting the game post-launch this time even more than on World at War. We love you guys and want to make sure you keep playing the game.
    7:00 PM abenjim: If you do a lot more damage to an enemy will you get more points for the assist like in WaW or is it a set assist score no matter what?
    7:00 PM DanBu: Yeah, it's just like in World at War... you always get more assist points for doing more damage... We hate feeling cheated when someone else takes your kill!
    7:01 PM Jinchuuriki13: Do all weapons have gold camo and what does it take to unlock gold camo?
    7:01 PM DanBu: All primary weapons have gold camo. As to what it takes to unlock them... you'll have to Prestige to find out!
    7:02 PM satansspawn: any chance of going to 24 slot ranked server??
    7:03 PM DanBu: We will continue to look into supporting higher player counts post-launch for unranked servers, but when it comes to Ranked games, we keep it the way the game was designed to be played. The maps, game modes, and gameplay mechanics are all very fine-tuned over months and months to play a certain way... so when it comes to competitive ranked servers, it's going to be determined by the playlists.
    7:05 PM razer4488: Would you ever contemplate of doing cross platform for the game so players can finally see who are the top dogs out of xbox,PC,ps3? (which would be PC no doubt)
    7:05 PM DavidVo: I would! But this is something that will need to get settled between PS3 and XBOX before we can even get it near it.
    7:06 PM Odis360: When will the servers be online?
    7:06 PM DanBu: Odis360... Why? Do you have an early copy of the game?
    7:06 PM DavidVo: I have one.
    7:06 PM DanBu: I have 3.
    7:06 PM DavidVo: Can you turn the servers on for me?
    7:07 PM DanBu: Just for you Vahn. But you'll be lonely.
    7:07 PM DavidVo: Because I want to school some n00bs before they get to good and I have to play in shame.
    7:07 PM DanBu: Okay, just you and me then. Wait... did I just call myself a noob?
    7:07 PM ortizrock666: Is host migration in MP/Zombies.?
    7:08 PM DanBu: Yes, there is host migration in multiplayer.
    7:08 PM GamerOfFreedom: Can we connect via IP to a server, will the FPS be limited and why did you decide to only let us use playlists and not free maprotation? 
    7:09 PM DavidVo: Using a playlist is something that it relevent for rented ranked servers. Unranked servers will give you more control. Even then, you'll still have a ton of control over the Playlist. It's like a nice suggestion and you modify (eliminate) what you don't want.
    7:10 PM sagar-04: Can you elaborate on the Private match setting we can set? And, any date set for the LE unboxing videos?
    7:10 PM DavidVo: I think people are going to be blow away by the things we've done with Private Match in this game. Let me give you some examples. You can make up to 10 classes loaded out with what you want and only what you want and then the players of your game will pick between those load outs. You can customize what killstreaks are in your game mode variant. Dan and I like to player Pistols + Shotguns only. In Nuketown. Of course, I win.  Always.
    7:12 PM DanBu: And I win. Only one of us is telling the truth.
    7:12 PM Josh-BBY: And I win.
    7:12 PM TheScissors: Is there 2 different zombie modes available?
    7:12 PM DanBu: What have you heard Scissors?
    7:12 PM DavidVo: This is the most customizable Private Match ever seen in a Call of Duty. I can't wait to play custom made game mode variants with fans.
    7:12 PM DanBu: That's classified information. Maybe.
    7:15 PM EpicLegion: Will Black Ops have a Coop campaign similar to World At War? And question about PC version of game, pings in scoreboard are going to be numeric format or bars(like in MW2)?
    7:16 PM DavidVo: Two forms of co-op in Black Ops. Combat Training (play vs Practice Dummies) and Zombies (play with your friends). Both are games where you fight AI Campaign co-op wasn't something we decided to persue because it didn't make sense for the type of story we were trying to tell.
    7:16 PM Josh-BBY: Since we've already responded to a lot of PC related questions is there any questions you have about the global playability or features in multiplayer in general? There've been absolutely zero single player questions FYI kids!
    7:17 PM donovanmill: What other than kill/deaths and score will be visible through the leaderboards?
    7:18 PM DavidVo: I heart Donovanmill. We actually totally ditched the old leaderboard systems and started over. In Black Ops, we use a Score per minute Average on weekly, monthly, and all-time leaderboards. This has a lot of advantages because it doesn't reward just the players who play a lot, but those who play the best. You can still check all those stats that were in the old leaderboards in something new we have called the Combat Record. It's an in-game stats viewer.  You'll dig it.
    7:20 PM Glorin: Do headshots matter, particularly with the more powerful assault rifles? In mw2 stopping power created a situation where many guns killed in two hits regardless of whether or not you aimed for the head. Since BO does not have stopping power, do any of the full auto weapons have damage that is this high?
    7:21 PM DavidVo: We certainly have a hit multiplier for the head. So, it matters. But since we don't have Stopping Power so most guns are 3-5 shots. Only less if a headshot. One final point. A headshot is NOT ALWAYS a one shot kill. But it does matter. A lot.
    7:22 PM FriendlyFire: What would be the single best feature of COD:BO?
    7:22 PM DanBu: Why, Wager Match, of course. And especially Sticks and Stones... love that mode. *cough* One in the Chamber… Mainly throwing a tomahawk at Vahn's head and bankrupting him.
    7:23 PM DavidVo: /ignore DanBu
    7:24 PM DarkD75: How can I get into the launch party tomorrow night? I am in the San Fernando Valley area.
    7:24 PM DanBu: Send $5000 to my PayPal account. I'll send you the details offline.
    7:25 PM Josh-BBY: Wow. Swiss bank accounts have become PayPal accounts.
    7:25 PM tornado: You said wager matches are hosted by Treyarch , however how does this really work? Am I going to get a good ping only if I live in the US?
    7:26 PM DavidVo: Ok. So, we have servers all over the place. Not just the US. And we can re-configure them however we want as demand dictates. Most of the servers are under my desk at work so I can ping sub 10s. But don't tell anyone.
    7:27 PM Lamonte: DLC for mw2 was just maps are we going to get more stuff in blackops DLC? (weapons, emblems, attachments, etc...) [Also ALL NEW maps and not old ones please] 
    7:28 PM DanBu: Lamonte... So, I can't really go into too many details about DLC plans. I mean, c'mon... the game's not even out! But I will say to stay tuned for exciting details. And also... lot's of NEW maps.
    7:31 PM iNCQRiT: Will there be a votekick feature (console, pc)?
    7:31 PM DavidVo: Ite depends on the server but the vote kick feature works for PC. How we do that for OFFICIAL RANKED we are still kicking around (on/off by default) Unrented Rank will be admin controlled/option. Consoles do not have a vote kick… They do, however, have a 3 strike rule. Finally.
    7:32 PM tyshoun123: Can quick scoping be allowed in private matches? And will friends be able to join a started zombie game if someone leaves?                                                   ​            
    7:34 PM DavidVo: Sorry mate. You can't join a Zombie game in progress.
    7:33 PM cameron23: Just curious but out of all of the team at treyarch who is the best? (at multiplayer) and will you guys be playing online when the game comes out or just sit back and watch?
    7:33 PM DavidVo: Private Matches on consoles can disable people from joining. If you do that, you don't have to kick someone. Shew. Mouthful.
    7:33 PM DanBu: Cameron... WayneNoobton is teh best. pwns DJVahn.
    7:34 PM dazzy2010: Do the team think it was a good idea to have FMJ a perk instead of an ATTACHMENT ? Its great to see BLING making a return as WARLORD
    7:34 PM DavidVo: Long inside story just for you. We had them as attachments. We had them as perks. We went back and forth so many times that I think engineering wanted to kill me. In the end, I am happy with putting Deep Impact as a Perk instead of an attachment. It made more sense for how our perks worked. The total number and what we were trying to do with them.
    7:36 PM chriscooke327: Is there going to be a game list where players can see and join custom games or does the creator have to invite people?
    7:36 PM DanBu: chriscooke... Really glad you asked that question because it's not something that we've talked much about.  When you create a Custom Game, you have the ability to save it to your own personal File Share. Once it's in your File Share, anyone in the community can search for it and place it in their File Share as well. Your friends will be able to look at your File Share as well. Things other than Custom Games that go into your File Share: Films, Clips, & Screenshots.
    7:38 PM jj2gamer: Is TWar back in codbo? And if not whats the reason for removing it?
    7:39 PM DavidVo: You are trying to make me cry, is that it? I've previously announced that WAR will not be returning to Black Ops. We talked about it a lot. We fought about it even more. In the end, it didn't fit. War has it's fans and I love those people. Sometimes you have to make unpopular decisions for the best intrests of the game production. And, I'm positive we will find a way to re-imagine it in a way that makes sense for whatever game we do.
    7:42 PM XReDBuLLEnErGyX: In Theater Mode you can record gameplay..but can we also record others voices through there mic (IN-GAME CHAT)
    7:42 PM DanBu: No, you cannot record other players' voice chat in your Films, unfortunately.  There were too many privacy concerns, and even if we wanted to do it, there is no technical way to pull it off on the consoles yet.
    Josh|Community Connector | Best Buy® Corporate

  • Unity Issue in leaving message

    Hi Guys,
    i have a problem with unity connection 8.5
    I configured one users with voice mail box.
    I performed registration by entering name,pin...etc
    When i call and forwarded to voice mail system prompt me to leave a mmessage but when i leave message no MWI on and no message in user mail box.
    If i call MWI DN from phone i have light on/off.
    Any Idea?
    tjx

    If the issue is with all the users then it could be an issue with the locale also. Make sure the version of the locale matches the version of Unity Connection server installed.
    http://www.cisco.com/web/software/282074314/49311/851su1cucrm.pdf
    Regards
    Manjunath

  • Callmanager, Unity Issue with Voice Mail

    Hello Guys,
    I am currently facing an issue with a Callmanager <-> Unity integration.
    The situation is the following one:
    All user own a voice mail box.  User A forwarded its phone to his voice mailbox.  User B forwarded its phone to User A.
    If now User C calls User B, he gets forwarded to User A , of course. But if user A does not take the call, User C hears the voice mailbox from User B.
    I would like to have for a special situation that User C hears the voice mailbox of User A.
    Is this possible?
    Thanks!

    Hi there,
    You can have a look into this setting which is available in Unity Connection 7.x ;
    Via
    Cisco Unity Connection Administration
    Advanced (towards the bottom of the page)
    Conversation Configuration
    **Use Last (Rather than First) Redirecting Number for Routing Incoming Call**
    You would need to think about what impact this might have on your setup, but it does allow
    for users to Forward to their personal VM at times and the Helpdesk mesage when necessary
    Hope this helps!
    Rob

  • Unity Connection Voice Mail Issue

    Hi,
    I have a weird Unity Connection Voice Mail issue and would appriciate any help i can get. Many thanks in advance.
    I have Unity connection 7.0 and CUCM 7.0 integrated in a lab enviroment and here is what happens.
    When I place a call internally say from 2001 to 2002, things work as expected, 2002 rings and it goes to voicemail where I can leave voicemail and listen to it from 2002.
    However, if I place call from the PSTN to the same number 2002 (or any other number in other sites etc) the call again rings in 2002 and goes to voicemail, unity cnx plays the greetings for 2002 and says record your message as usual. Everything up to point is fine, then when the time on the PSTN phone is showing around 14 seconds into the call unity starts playing, "to send this message press one", if I press one nothing happens.
    I have rebuilt unity and cucm, even just configured the bare minimum in the lab and still getting the same result. I tried calling from E1 connection and T1 connection but with the same results.
    I have run out of ideas...
    ===============================
    Here is a call trace from an internal call:
    CallData, 1, CallerId=2003, CalledId=2002, RedirectingId=2002, Origin=16, Reason=4, CallGuid=8B7859FD6C16417A9A07F507418DD25B, CallerName=, LastRedirectingId=2002, LastRedirectingReason=4, PortDisplayName=PhoneSystem-1-001
    Application, 1, 2003, AttemptForward
    State, 1, 2003, State - AttemptForward.cde!Dummy
    State, 1, 2003, Event is [NULL]
    Application, 1, 2003, PHTransfer
    State, 1, 2003, State - PHTransfer.cde!LoadInfo
    State, 1, 2003, Event is [TrueEvent]
    Application, 1, 2003, PHGreeting
    State, 1, 2003, State - PHGreeting.cde!PlayGreeting
    Display, 1, 2003, Call answered if needed
    Display, 1, 2003, Playing greeting for Subscriber:  hq2
    Display, 1, 2003, No DTMF received
    Display, 1, 2003, Playing greeting for Subscriber:  hq2
    State, 1, 2003, Event is [RecordMsgEvent]
    State, 1, 2003, State - PHGreeting.cde!RecordMsg
    State, 1, 2003, Event is [NULL]
    State, 1, 2003, State - PHGreeting.cde!RunEditMsg
    Application, 1, 2003, -->MessageEditing
    State, 1, 2003, State - MessageEditing.cde!CheckMsgMenuOpt
    State, 1, 2003, Event is [EditMessageMenuEvent]
    State, 1, 2003, State - MessageEditing.cde!PlayEditMenu
    State, 1, 2003, Event is [HangupEvent]
    State, 1, 2003, State - MessageEditing.cde!CheckMsgLength
    State, 1, 2003, Event is [ManyEvent]
    State, 1, 2003, State - MessageEditing.cde!SendMsg
    State, 1, 2003, Event is [TrueEvent]
    State, 1, 2003, State - MessageEditing.cde!ConfirmSend
    State, 1, 2003, Event is [HangupEvent]
    Application, 1, 2003, <--MessageEditing
    State, 1, 2003, Event is [HangupEvent]
    Display, 1, 2003, Idle
    Display, 1, , Dialing (MWI) '2002'
    Display, 1, , Idle
    and here is a trace from an external (PSTN) call
    Trying 142.100.64.13, 5000 ... Open
    CallData, 1, CallerId=911, CalledId=2002, RedirectingId=2002, Origin=16, Reason=4, CallGuid=CA3DFD90846C4FE7B0D68298A7698287, CallerName=PSTN Emergency, LastRedirectingId=2002, LastRedirectingReason=4, PortDisplayName=PhoneSystem-1-001
    Application, 1, 911, AttemptForward
    State, 1, 911, State - AttemptForward.cde!Dummy
    State, 1, 911, Event is [NULL]
    Application, 1, 911, PHTransfer
    State, 1, 911, State - PHTransfer.cde!LoadInfo
    State, 1, 911, Event is [TrueEvent]
    Application, 1, 911, PHGreeting
    State, 1, 911, State - PHGreeting.cde!PlayGreeting
    Display, 1, 911, Call answered if needed
    Display, 1, 911, Playing greeting for Subscriber:  hq2
    Display, 1, 911, No DTMF received
    Display, 1, 911, Playing greeting for Subscriber:  hq2
    State, 1, 911, Event is [RecordMsgEvent]
    State, 1, 911, State - PHGreeting.cde!RecordMsg
    State, 1, 911, Event is [NULL]
    State, 1, 911, State - PHGreeting.cde!RunEditMsg
    Application, 1, 911, -->MessageEditing
    State, 1, 911, State - MessageEditing.cde!CheckMsgMenuOpt
    State, 1, 911, Event is [EditMessageMenuEvent]
    State, 1, 911, State - MessageEditing.cde!PlayEditMenu
    State, 1, 911, Event is [HangupEvent]
    State, 1, 911, State - MessageEditing.cde!CheckMsgLength
    State, 1, 911, Event is [NULL]
    Application, 1, 911, <--MessageEditing
    State, 1, 911, Event is [NULL]
    State, 1, 911, State - PHGreeting.cde!AfterMsg
    State, 1, 911, Event is [NULL]
    Display, 1, 911, Idle

    Sounds like one way audio from PSTN to your Unity Connection, couple of things to check:
    1. ensure your protocols are bound properly on the GW, i.e. SIP/H323/MGCP
    2. Make sure IP routing is OK between Unity and the voice gateway
    HTH,
    Chris

  • Unity Connection 8.6.2 report error and issues

    Hello,
    I found some other hits on this error and tried the workarounds (restarting tomcat, and report data harvester) but am still getting "Unable to find any report data based on parameter(s)" for a certain timeframe on multiple reports when I know activity occurred in that timeframe.
    User Phone login report, Outcall Billing Detail Report, others.
    CUC version is 8.6.2.20000-2
    Problem is during this timeframe someone dialed into system and changed the transfer extensions to various LD numbers throughout an entire day and the reports aren't showing these outcalls. Call Manager CDR data show the calls being placed from Unity VM ports and the Unity Conversation Manager traces I grabbed for the timeframe show the calls to those numbers to.  I'm just trying to match up with a report and figure out if there is some other log or trace file I can look to determine for sure the caller logged in to the voicemail box and changed the transfer extension on it. (guessed the voicemaill password). The failed log in report doesn't even show the failed login attempt in output from traces below. The transfer extension dest addr was different on the transfers on this same mailbox.  Have locked down the system since but want to get better grip on this with the reports and traces.
    I looked over the CUC 8.6.2 SU1 and SU2 release notes and not seeing any resolved bugs for these matters either.
    Here are some samples lines from Conversation Manager traces:
    00:32:46.399 HDR|02/04/2013 ,Significant
    00:32:46.399 |9744,PhoneSystem-1-001,E68CA6DB3CAE4118BE9F9612BD3540A9,Arbiter,-1,Incoming Call [callerID='' callerName='' calledID='555123' redirectingID='555123' lastRedirectingID='555123' reason=4=FwdNoAnswer lastReason=8=FwdUncond] port=PhoneSystem-1-001 portsInUse=1 ansPortsFree=23 callGuid=E68CA6DB3CAE4118BE9F9612BD3540A9
    00:33:55.006 |9744,PhoneSystem-1-001,E68CA6DB3CAE4118BE9F9612BD3540A9,MiuGeneral,25,Enter CAvMiuCall::TransferEx destAddr='715551231234' type=2=Release maxRings=4 mediaSwitch='00a499fa-a193-45b0-a153-564a64019eb8'
    00:33:58.955 |9744,PhoneSystem-1-001,E68CA6DB3CAE4118BE9F9612BD3540A9,MiuGeneral,25,Exit CAvMiuCall::TransferEx=0x00000000=S_OK
    00:34:37.090 |9832,PhoneSystem-1-001,9DB394E443A3419FA0020BC9D1A92806,Arbiter,-1,Incoming Call [callerID='' callerName='' calledID='555123' redirectingID='555123' lastRedirectingID='555123' reason=4=FwdNoAnswer lastReason=8=FwdUncond] port=PhoneSystem-1-001 portsInUse=1 ansPortsFree=23 callGuid=9DB394E443A3419FA0020BC9D1A92806
    00:34:50.403 |9832,PhoneSystem-1-001,9DB394E443A3419FA0020BC9D1A92806,CDL,11,CCsCdlImsAccess::AuthenticateSubscriber: Cannot authenticate user: JOESMITH IMS Result Code: 1 on line 108 of file CdlIms/src/CsCdlImsAccess.cpp: Error: 0x80046505 Description: E_CDL_SP_EXEC_FAILURE
    00:34:50.403 |9832,PhoneSystem-1-001,9DB394E443A3419FA0020BC9D1A92806,CDE,3,Authentication Failed for Subscriber  555123 (Src/CsCallSubscriber.cpp 2969)
    00:34:50.404 |9832,PhoneSystem-1-001,9DB394E443A3419FA0020BC9D1A92806,-1,-1,An invalid password entered when trying to log into a user mailbox. Details -  [].
    00:36:29.331 |9832,PhoneSystem-1-001,9DB394E443A3419FA0020BC9D1A92806,MiuGeneral,25,Enter CAvMiuCall::TransferEx destAddr='715551231234' type=2=Release maxRings=4 mediaSwitch='00a499fa-a193-45b0-a153-564a64019eb8'
    00:36:33.484 |9832,PhoneSystem-1-001,9DB394E443A3419FA0020BC9D1A92806,MiuGeneral,25,Exit CAvMiuCall::TransferEx=0x00000000=S_OK
    00:44:53.444 |9743,PhoneSystem-1-001,FEB6975B82284F37A161CD66ECBA61C6,Arbiter,-1,Incoming Call [callerID='' callerName='' calledID='555123' redirectingID='555123' lastRedirectingID='555123' reason=4=FwdNoAnswer lastReason=8=FwdUncond] port=PhoneSystem-1-001 portsInUse=1 ansPortsFree=23 callGuid=FEB6975B82284F37A161CD66ECBA61C6
    00:45:20.019 |9743,PhoneSystem-1-001,FEB6975B82284F37A161CD66ECBA61C6,MiuGeneral,25,Enter CAvMiuCall::TransferEx destAddr='715551231234' type=2=Release maxRings=4 mediaSwitch='00a499fa-a193-45b0-a153-564a64019eb8'
    00:45:24.121 |9743,PhoneSystem-1-001,FEB6975B82284F37A161CD66ECBA61C6,MiuGeneral,25,Exit CAvMiuCall::TransferEx=0x00000000=S_OK
    Thanks

    Hello ebergquist,
    As advised we could try to run a report before an upgrade was performed to verify if it will pull the information, which in the event it does we would be matching the bug, therefore access the CUC CLI and type the following command:  file get install *
    You will be required to have an SFTP available for the file transfer and port 22 open on the sftp client.
    Once you receive the files you would need to check system-history.log, below is an example.
    =======================================
    Product Name -    Cisco Unity Connection
    Product Version - 8.5.1.12900-7
    Kernel Image -    2.6.9-89.0.20.EL
    =======================================
    02/24/2013 13:35:02 | root: Boot 8.5.1.12900-7 Start
    02/24/2013 16:03:45 | root: Install 8.5.1.12900-7 Success
    Once you check the  time stamp and date of the upgrade try to gather a report for a time range before the upgrade was performed, even though they might be overwritten, there still could be a possibility that it succeeds.
    If this bug is not the issue then you might want to take into consideration:
    1. Make sure that the service ReportDB is [STARTED] in the output of the command: utils service list.
    2. If you have Digital Networking on your server make sure there is no stalled replication. Go to RTMT (Real Time Monitoring Tool)> Syslogs> Select on the dropdown your server> Doble click on Application logs> CiscoSyslog. You can then do a manual search or sort with the filter option:
    Severity: Error
    App ID: CuReplicator
    Hit apply. Below is an example:
    Date: Feb 19 08:01:15
    Machine Name: LAB1111
    Severity: Error
    App ID: CuReplicator
    Message: : 1151681: LAB1111.corpnet2.com: Feb 19 2013 08:01:11.662 UTC :  UC_UCEVNT-3-EvtReplicatorStalledReceiveReplication  %[ClusterID=][NodeID=LAB1111]: Detected stalled replication receiving from location LAB1111. Waiting for missing USN 2222. This situation may indicate network connectivity problems.
    3.Make sure that replication is working properly in the cluster. You can check them via the following commands:  showcuc cluster status    and   utils dbreplcation runtimestate
    For the TransferEx that you state changed to ceros ->  TransferEx=0x00000000=S_OK , this is just a hexadecimal value that is returned stating that the transfer that took place during the call was successful, in this case the actual transfer was to the following destination -> TransferEx destAddr='715551231234', and was during a call to ->calledID='555123' , this does not have to do with the actual change of a transfer number performed by a user.
    Those traces won't be enough you will have to additionally set: ConvSub, level 3   and  CDE, level 16 so that you may see output in the traces as the example posted in the previous thread.
    Traces would be the path to follow in order to verify the user that changed the transfer rule, as this is as i understand the goal your pursuing.
    However if it is of any help, another way to get on hold of the numbers that were updated on the Transfer Rule is to use the User Data Dump tool, this information reflects changes regardless of whether it was done via TUI (Telephone User Interface) or GUI (Graphic User Interface). For more information on the tool go to:
    http://ciscounitytools.com/Applications/CxN/UserDataDump/Help/UserDataDump.htm
    Traces are extensive to be reviewed if done manually, however you can do a text search with a tool as Notepad ++ to look for keywords as "NewTransferNumber =" or "CDE,16,Transfer allowed", once you find this you check the call GUIDwhich is the reference number of the call and that exists during the entire length of the call, whether it is while a person is leaving a voicemail or the user is accessing his/her's inbox.  This would speed up your search.
    So as explained in the first thread you would then do another text search returning all possible matches with that callGUID.
    Now if you get to the very beginning of the call you would see something like:
    Line 13712: 18:58:05.156 |24720,CCIE-1-001,0C9C97BDF5F444F0B535D231C32DDCB4,Arbiter,-1,Incoming Call [callerID='2199' callerName='' calledID='6789' redirectingID='' lastRedirectingID='' reason=1=DirectlastReason=1024=Unknown] port=CCIE-1-001 portsInUse=1 ansPortsFree=1callGuid=0C9C97BDF5F444F0B535D231C32DDCB4
    In this example you see my test user callerID='2199'  calling the Pilot number 6789 which is the voicemail button
    calledID='6789, and the what type of call is it whether Forward or Direct, when logging to voicemail you are going to see Direct which is going to match the Direct Routing Rules and send the call to the attempt sign in conversation.
    The other approach is a rule out method between the Audit traces and the User Data Dump tool.
    So let's say you have a baseline document that states all of the Transfer numbers for all users.
    If the User Data Dump reflects a different number and the Audit logs do not show any change, starting from the time the baseline was created and the point of time where the number was changed, then you could deduce the change was done via TUI (Telephone User Interface). Unfortunately you wouldn't be able to tell who did the change in this case.
    Nevertheless, remember that a user may have for example an Alternate Extension so the change might not necessarily be done from the office phone: "Alternate extensions can make calling Cisco Unity Connection from an alternate device—such as a mobile phone, a home phone, or a phone at another work site—more convenient. When you specify the phone number for an alternative extension, Connection handles all calls from that number in the same way that it handles calls from a primary extension (assuming that ANI or caller ID is passed along to Connection from the phone system). This means that Connection associates the alternate phone number with the user account, and when a call comes from that number, Connection prompts the user to enter a PIN and sign in."
    Best regards,
    David  Rojas
    Cisco TAC Support Engineer, Unity
    Email: [email protected]
    Phone: 1-407- 241-2965 ext 6406
    Mon, Wed, and Fri 12:00 pm to 9:00 pm ET, Tue and Thu 8:00 am to 5:00pm ET
    Cisco Worldwide Contact link is below for further reference.
    http://www.cisco.com/en/US/support/tsd_cisco_worldwide_contacts.html

  • Issue with transferring calls to VM for the correct DN Unity Connection 9.1.2

    Hi all
    I have been facing an issue with a Unity Connection Server v9.1.2. Every time an internal extension (assigned to VM profile and to Unity as a user) which is configured to be transferred to VM after 20 sec or so NoAN,is called , Unity treats the call as the extension of the calling party and not the called party. Furthermore , I dont know if this has any relation with the problem I am facing but when I check the voicemail port status in RTMT its seems like that regardless it is a direct call to the Unity from an extension (dial the pilot number or press the messages button on the IP phone) or a redirected call from an extension to Unity due to NoAN configuration, the Reason is Direct and the caller party number is always the extension initiated the call and not the one redirected to the Unity (second case).
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    System Settings > Advanced >Conversations -> checked   and
    Redirecting Diversion Header Delivery - Outbound CUCM parameter ->checked
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    The servers I am using are
    CUCM v9.1.2 BE
    CUC    v9.1.2 BE
    Thank You in Advance

    Hello again,
    The Voice Mail Box Mask was blank before. However I tried XXXX (I use 4-digit extension for the VM pilot) but this did not seem to fix anything to the system....Same situation as before. Any more suggestions?
    Thank you

  • Issue on Cisco Unity Connection after performing 'utils ntp restart'

    Hello everybody.
    There's a client with Cisco Unity Connection 8.5.1.10000-206. After doing a 'utils ntp restart', the following message showed up:
    Communication is not functioning correctly between the servers in the Cisco Unity Connection cluster. To review server status for the cluster, go to the Tools > Cluster Management page of Cisco Unity Connection Serviceability.
    The client states that there was no service for 5 minutes and wants to know if performing this task shoud be disruptive or not and if there is any official document from Cisco stating this.
    See SrvConnUnity_1.jpg sent by the client after performing the ntp restart.
    Right now the service is normal (see SrvConnUnity_2.jpg attached). The client also sent a 'utils ntp
    status':
    admin:utils ntp status
    ntpd (pid 10899) is running...
         remote           refid      st t when poll reach   delay   offset  jitter
    ==============================================================================
    *127.127.1.0     LOCAL(0)        10 l   16   64  377    0.000    0.000   0.002
    synchronised to local net at stratum 11
       time correct to within 12 ms
       polling server every 64 s
    Current time in UTC is : Fri Apr 26 16:01:23 UTC 2013
    Current time in America/Argentina/Buenos_Aires is : Fri Apr 26 13:01:23 ART 2013
    admin:
    Could anybody help me with this? What steps should I take? Many thanks in advance.
    Best,
    Patricio                 

    Hello Patricio,
    On the command line guide you won't see any downtime requirements for the Unity Connection server:
    Command Line Interface Reference Guide for Cisco Unified Communications Solutions Release 8.5(1)
    http://www.cisco.com/en/US/docs/voice_ip_comm/cucm/cli_ref/8_5_1/cli_ref_851.html
    Utils ntp restart
    This command restarts the NTP service.
    Command syntax
    utils ntp restart
    Parameters
    None
    Requirements
    Command privilege level: 0
    Allowed during upgrade: Yes
    Also on the caveats i do not see any particular mention for this: (Caveats could be found applicable to CUC)
    Release Notes for Cisco Unified Communications Manager Release 8.5(1)
    http://www.cisco.com/en/US/docs/voice_ip_comm/cucm/rel_notes/8_5_1/cucm-rel_notes-851.html
    Breaking up the output of the "utils ntp status"  there are are two considerations:
    admin:utils ntp status
    ntpd (pid 10899) is running...
         remote           refid      st t when poll reach   delay   offset  jitter
    ==============================================================================
    *127.127.1.0     LOCAL(0)        10 l   16   64  377    0.000    0.000   0.002
    First, you are using the ip address 127.127.1.0 which is the referenced used for the local system clock, the asterisc means is the preferred option as there is no other IP available. This is not a good practice and not recommended.
    Secondly the stratum is unreliable, meaning too high to reach or too low to be accepted by Unity Connection.
    If you would happen to run 'utils diagnose test' you would have probably seen an output as the following example below:
    admin:utils diagnose test
    Log file: platform/log/diag1.log
    Starting diagnostic test(s)
    ===========================
    test - disk_space          : Passed (available: 25680 MB, used: 7849 MB)
    skip - disk_files          : This module must be run directly and off hours
    test - service_manager     : Passed
    test - tomcat              : Passed
    test - tomcat_deadlocks    : Passed
    test - tomcat_keystore     : Passed
    test - tomcat_connectors   : Passed
    test - tomcat_threads      : Passed
    test - tomcat_memory       : Passed
    test - tomcat_sessions     : Passed
    test - validate_network    : Reverse DNS lookup missmatch
    test - raid                : Passed
    test - system_info         : Passed (Collected system information in diagnostic log)
    test - ntp_reachability    : Passed
    test - ntp_clock_drift     : Passed
    test - ntp_stratum         : Failed
    The reference NTP server is a stratum 11 clock.
    NTP servers with stratum 5 or worse clocks are deemed unreliable.
    Please consider using an NTP server with better stratum level.
    Please use OS Admin GUI to add/delete NTP servers.
    skip - sdl_fragmentation   : This module must be run directly and off hours
    skip - sdi_fragmentation   : This module must be run directly and off hours
    test - ipv6_networking     : Passed
    And on the RTMT (Real Time Monitoring Tool) you would have seen a Critical event:
    Condition:
    The best external NTP server, , is stratum , which is unacceptably high. External NTP servers must be <= strata 8 and should be <= strata 5. NTP server strata can be verified using the CLI 'utils ntp status' command ('st' column). Try using different NTP servers.
    Problem cause:
    All specified external NTP server(s) have unacceptably high stratum values. Network issues exist or the designated servers have unreliable stratum values.
    Information is self explanatory and therefore reassures the need of having a NTP different from the server itself.
    By the snippet you sent we can know that it is the publisher server, as the Subscriber polls this information from the Publisher.
    Installing the Operating System and Cisco Unity Connection 8.x
    http://www.cisco.com/en/US/docs/voice_ip_comm/connection/8x/installation/guide/8xcucig020.html
    "Cisco recommends that you use an external NTP server to ensure accurate system time on the publisher server. Ensure the external NTP server is stratum 9 or higher (meaning stratums 1-9). The subscriber server will get its time from the publisher server"
    Documentation also reaffirms the need for that NTP to be accessible otherwise your system can be degraded.  Some addtional information which would be interesting to know is:
    - Why did they had to restart the NTP in the first place?
    System Requirements for Cisco Unity Connection Release 8.x
    http://www.cisco.com/en/US/docs/voice_ip_comm/connection/8x/requirements/8xcucsysreqs.html
    "A network time protocol (NTP) server must be accessible to the Connection server"
    On the Cisco Unity Connection Serviceability> Tools> CLuster Management screen shot you sent i see that the ports were "Not Available" and that the customer stated "there was no service for 5 minutes".
    By no service did they mean that over the phone they heard a disconnected tone or a failsafe message?
    Additionaly after the servers resolved from SBR the Subscriber never recovered entirely as it did not start the Conversation Manager service.
    Bottom line if they are able to reproduce it then it would be worth a while checking with TAC
    Best regards,
    David  Rojas Peck
    Cisco TAC Support Engineer, Unity
    Email: [email protected]
    Mon, Wed, and Fri 12:00 pm to 9:00 pm ET, Tue and Thu 8:00 am to 5:00pm ET
    Cisco Worldwide Contact link is below for further reference.
    http://www.cisco.com/en/US/support/tsd_cisco_worldwide_contacts.html

  • Unity - Greeting Player in Browser -- Java Issue

    Guys,
    I have Unity conneciton 9.x,   The embed Java greeting player is not working..
    I suspect one of these reason :
    Java version ( too rescent )
    Too much security on Java
    Browser version issue
    ... I have try many thing,  lower security, try 3 different browser, but nothing.. .I can't see the player.
    Anyone can suggest me something ?
    thanks

    Is there any error message? Or the Media Master is not seen at all? And complete Unity Connection version? Output of 'show version active'.
    There are a few defects with Java 7 and CUC 9,
    CSCum81926 - Media Master not working properly on Internet Explorer with java 7 
    CSCug57088 - Cisco PCA Greetings Page Java Errors with JRE 7
    CSCuo44795 - Media Master Java Error: Missing Required Permission manifest attribute
    CSCug94328 - Not able to save recording in CPCA recorded via computer over Java 7 
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    CSCuo94694 - Media Master jar signing Certificate expiry issue 
    CSCue74920 -  Media Master Playback& Recording and Help not working with win 7/java 7 
    Also try this,
    Go to Control Panel > Java > Advanced Tab > Disable Verification
    There is a patch released by the developers for most of the defects. Either upgrade the server to a fixed version or open a TAC case to get the patch. The patch may not solve your issue and this could be a new issue as well. Happens all the time when Java releases new versions.
    HTH
    Anirudh

  • COBRAS IMPORT issues from Unity 5.0(1) to Connection 8.5(1)

    I have 3 Unity 5.0(1) clusters that I am testing COBRAS imports into Unity Connection 8.5 on UCS. I have all the proper phone systems (Switches) defined in Connection and I mapped them during the COBRAS Import but it seems that only defined or enabled Notification devices for a subscriber are carried over with the proper Phone System. Subscriber Notification options not defined or enabled will default to the Template Phone System used during the import. This is causing an issue when a subscriber enables and defines another notification device via the TUI as it will be mapped to the incorrect Phone System (Switch) for out calling. I know I can use the bulk edit feature to change the Phone System (Switch) information on the user Notification devices but COBRAS should carry this setting over.
    System Call handlers from Unity 5.0(1) into Unity Connection 8.5 do not carry over the Phone System (Switch) information . The Phone System (Switch) is used from the template mapped during the import and not the Phone system (Switch) that Call Handler was on from the Unity 5.0(1) system or the one mapped on the phone system page during the COBRAS import.I know I can use the bulk edit feature to change the Phone System (Switch) information on the System Call handlers once Imported but COBRAS should take care of this during the Import process.
    A fix or COBRAS enchancement would be greatly appreciated.

    the stored procedure is likely complaining that the ExitAction is set to 2 (which means goto) but a conversation name was not provided - I'm guessing your log file will contain more details such as warnings that it was unable to resolve the exit destination details off the backup data (and hence could not derive the conversation name needed to get to that object type such as a call handler, subscriber or name lookup handler).  This should just leave the exit action for subscribers alone (i.e. whatever was defined in the template stands as is for newly created users).

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