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Re: Testing/Debugging Hacks & Tips

Higor wrote:Well, collision hashing could be one of the causes too.
Did you try with XC_Engine + CollisionGrid.dll?

Just tried, and it works.
No longer crashes even if I set the collision to stupid values like 100.000, and the performance never takes a hit.
This is a very cool thing you made here. :)
by Feralidragon
Sat Jul 21, 2018 12:43 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: First Maps (CTF)

You could always use good ol'plain zip. :)
Rar is loosing its relevance anyway, and has been for a while already.
by Feralidragon
Sat Jul 21, 2018 12:41 pm
 
Forum: Mapping
Topic: First Maps (CTF)
Replies: 10
Views: 143

Re: Testing/Debugging Hacks & Tips

I suppose what I was trying to say is that since the calling function has hopefully also done sanity checks, we can attempt to optimize the function based on the likelihood of aPawn being None. Optimizing a function based on the likelihood of certain values is a good way of doing it, but generally ...
by Feralidragon
Fri Jul 20, 2018 12:26 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: Screenshots

It looks good though. :)
From your other topic, I assume this to be an instagib map?
It seems to have a good layout for Siege as well, not sure if you ever tried it.
by Feralidragon
Thu Jul 19, 2018 11:39 pm
 
Forum: Mapping
Topic: Screenshots
Replies: 1489
Views: 211059

Re: Greetings

Welcome. :tu:
by Feralidragon
Thu Jul 19, 2018 11:38 pm
 
Forum: Who are you?
Topic: Greetings
Replies: 4
Views: 71

Re: Testing/Debugging Hacks & Tips

One example: 4 large distance view triggers + 100 monsters are more than enough to make UT crawl. Are you sure you're not missing a zero or so there? Either way I didn't test that yet, but on first sight the code seems simple enough and doesn't seem to invoke any particularly slow functions, and it...
by Feralidragon
Thu Jul 19, 2018 12:30 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: Testing/Debugging Hacks & Tips

And unrealscript final function instead of parsing the name, it parses a memory address directly so the iteration is skipped. If you're making tons of small utilitary/static functions you don't intend to override, it's best to have them compiled as 'final' Although in practice, probably around 90% ...
by Feralidragon
Wed Jul 18, 2018 12:08 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: Testing/Debugging Hacks & Tips

Now These Are USEFUL explanations. I'm going to copy them. Aaand... I think I have another way then, still without "return" - yeah, it's possible and without GoTo as well if you don't like it, but that's for another time... At the moment I'll configure a sort of function "extended&qu...
by Feralidragon
Tue Jul 17, 2018 11:07 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: Testing/Debugging Hacks & Tips

In other words, you haven't the slightest clue on why Higor did what he did, so you go ahead and try to copy him expecting your code to be magically better and more stable. Did I understand that right? :lol2: For a guy always yelling about having facts and not assumptions, you're the one making all ...
by Feralidragon
Tue Jul 17, 2018 7:39 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: Testing/Debugging Hacks & Tips

Holy shit... that's borderline paranoia right there. Stuff works... so what? I have 7-year old code running in a few dozens of machines serving millions of users, which still works, but that doesn't mean that the code I wrote then is good code, far from it, it's a nightmare. It's remarkably easy to ...
by Feralidragon
Tue Jul 17, 2018 12:38 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: Testing/Debugging Hacks & Tips

You missed the point, completely. What I have shown could be used with an Actor in the exact same way (I even said so in my disclaimer), and when I mentioned "squared wheels", I meant that you want to do good patching and good code, but the code you're writing does not have almost any qual...
by Feralidragon
Mon Jul 16, 2018 8:00 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: Testing/Debugging Hacks & Tips

You're headed towards the right direction, but you keep going with squared wheels instead of round ones.
But to each one their own.
by Feralidragon
Mon Jul 16, 2018 1:42 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746

Re: My last upload...might be a lengthy read

To be absolutely blunt, whoever wants to have a good BR experience can just play Fornite. Of course, for UT99'ers, there's a good chance many players do not have a machine to even run it, but that thing is just in its own level even apart from other BR games, including PUBG. They are just doing ever...
by Feralidragon
Mon Jul 16, 2018 1:10 pm
 
Forum: Coding, Scripting
Topic: My last upload...might be a lengthy read
Replies: 21
Views: 529

Re: question about weapons mutator

My point is toward which items spawn where and never in the same way.... I understand that, but from what I understood from you, you also want to target maps with insufficient pathing, and figure out the paths during gameplay as the player walks around the map. What I am trying to say is that this ...
by Feralidragon
Mon Jul 16, 2018 12:30 am
 
Forum: Mutators
Topic: question about weapons mutator
Replies: 15
Views: 455

Re: Testing/Debugging Hacks & Tips

Having a ton of parameters in a function declaration only because you want to have declarations in a single line upon the spawn of an actor... is a code smell. That introduces a lot of problems, such as a very long line length, unless you split the arguments into new lines, defeating most of the pur...
by Feralidragon
Mon Jul 16, 2018 12:25 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 43
Views: 1746
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