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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: 31
Views: 1562

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: 31
Views: 1562

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: 31
Views: 1562

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: 31
Views: 1562

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: 31
Views: 1562

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: 31
Views: 1562

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: 19
Views: 428

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: 452

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: 31
Views: 1562

Re: question about weapons mutator

Most ways of building code are actually extremely fast as long as you don't do it naively: algorithms. Therefore, unless you save these files in a very straightforward naive way without consideration on the slowdown of saving a file to begin with, of course it will be slow, otherwise if you do it ri...
by Feralidragon
Sun Jul 15, 2018 10:13 pm
 
Forum: Mutators
Topic: question about weapons mutator
Replies: 15
Views: 452

Re: Can't import fonts with height larger than 34.

sn260591 wrote:It is necessary to reduce CharactersPerPage value.

Incidentally, although I never tested it myself, even with CharactersPerPage=1 you probably can only have fonts with a size up to 256, although at that point the resulting texture file is probably going to be massive.
by Feralidragon
Sun Jul 15, 2018 9:50 pm
 
Forum: Coding, Scripting
Topic: Can't import fonts with height larger than 34.
Replies: 3
Views: 86

Re: question about weapons mutator

Another mutator idea: Spawning random items in map using paths guidance. If map has NONE paths, using player as guidance, spawning from time to time items behind player taking in account some distances. Let's say that player is dropping invisible "seeds" and they will deploy random items....
by Feralidragon
Fri Jul 13, 2018 2:36 pm
 
Forum: Mutators
Topic: question about weapons mutator
Replies: 15
Views: 452

Re: Testing/Debugging Hacks & Tips

... I was thinking to write 32 Arguments ... Just... why? :omfg: Not that I haven't written a few lengthy function declarations in the past, but that was only when I didn't know any better... Nowadays if a function has anything over 6 arguments, I personally already consider to be a lot. But 32? Da...
by Feralidragon
Fri Jul 13, 2018 2:27 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 31
Views: 1562

Re: normal viewing

Whenever you keybind to see specific teammates, the command it actually binds is: ViewPlayerNum <number> . But you also have ViewPlayer <name> , so you can do the same, but by player name instead. Also, I don't know all these out of the top of my head, I am just interpreting the source code itself o...
by Feralidragon
Tue Jul 10, 2018 12:42 pm
 
Forum: General Discussions
Topic: normal viewing
Replies: 3
Views: 172

Re: ut is shelved untill (nobody knows), question

Officially, the development is just paused, until they get enough (human) resources so they can get developers on UT4 again. Although the reality may be that UT4 may suffer the same fate as Paragon in the end. However, Fortnite is currently taking all those resources, and regardless of how much mone...
by Feralidragon
Fri Jul 06, 2018 10:13 pm
 
Forum: General Discussions
Topic: ut is shelved untill (nobody knows), question
Replies: 8
Views: 281
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