Search found 279 matches

by Sp0ngeb0b
Fri Sep 27, 2019 8:13 pm
Forum: Modifications
Topic: Demo Manager v3.5
Replies: 13
Views: 560

Re: Demo Manager v3.5

Now that's a very subtile way to bring the announcement of a new UT version to this forum :mrgreen: I love it!
by Sp0ngeb0b
Fri May 25, 2018 6:19 pm
Forum: Report new Downloads
Topic: [Nexgen] Nexgen Teamspeak 3 Connector
Replies: 16
Views: 6514

Re: [Nexgen] Nexgen Teamspeak 3 Connector

The plugin will be automatically active as long as Nexgen is running on the server and as it is set up correctly, regardless of the gametype and match state. Note that in a non-teamgame, the 'Red'-Channel will be used for all players. You can rename the channel name to 'Players' if desired; however,...
by Sp0ngeb0b
Thu Aug 17, 2017 4:19 pm
Forum: Coding, Scripting
Topic: Replication bandwidth limits
Replies: 12
Views: 1572

Re: Replication bandwidth limits

That loading bar you mentioned belongs to the earlier versions of my NexgenPlayerLookup Plugin, which required the complete config file to be replicated to the clients (which is basically a complete database) - the larger that database grew, the heavier the impacts of this sudden mass replication be...
by Sp0ngeb0b
Thu Jul 27, 2017 2:23 pm
Forum: Coding, Scripting
Topic: Issues writing to config (ini) files from multiple servers
Replies: 15
Views: 1827

Re: Issues writing to config (ini) files from multiple serve

Just adding a small note regarding communication with remote servers: Remeber that UT has build-in UDP- and TCP-Link Classes which can be used as well. Although I remember people complaining about them, and I believe there has been a completely overworked native TCP-Link version (inside ACE iirc), I...
by Sp0ngeb0b
Wed Jul 26, 2017 7:23 pm
Forum: Coding, Scripting
Topic: Issues writing to config (ini) files from multiple servers
Replies: 15
Views: 1827

Re: Issues writing to config (ini) files from multiple serve

In shared structure there is not needed any PHP, everything goes too simple. I'm not even using any WebServer actor. Post Note: Entire structure might have a backup on a single USB stick - this is what I have. It appears to me that you misunderstood Dizzy's goal here; it's not about efficient resou...
by Sp0ngeb0b
Wed Jul 26, 2017 3:37 pm
Forum: Coding, Scripting
Topic: Issues writing to config (ini) files from multiple servers
Replies: 15
Views: 1827

Re: Issues writing to config (ini) files from multiple serve

I would suggest holding the record data (if that's what you are talking about) inside a sql database, which can be accessed by the gameservers via a simple http request and a php script. You need to make sure to keep it in sync though - so fetch the events in game (new record for example) and push i...
by Sp0ngeb0b
Fri Apr 29, 2016 9:47 am
Forum: Mapping
Topic: UnrealEd not saving settings
Replies: 10
Views: 2914

Re: UnrealEd not saving settings

Is the editor closing correctly? If it crashes instead of closing normally, settings are not saved. What does the Editor.log say?
by Sp0ngeb0b
Tue Mar 29, 2016 7:47 pm
Forum: Mutators
Topic: How does Nexgen handles playerslots? - SOLVED
Replies: 5
Views: 1556

Re: How does Nexgen handles playerslots?

Right, iirc the Variable Slots option will completely disable Nexgen taking care of player slots (and therefore VIP and admin slots), and will stick to the MaxPlayer entry of your UnrealTournament.ini. This might be useful if you are running a server with several gametypes or different sized maps, a...
by Sp0ngeb0b
Thu Mar 24, 2016 10:23 am
Forum: Mutators
Topic: Nexgen MH Edition?
Replies: 12
Views: 4815

Re: Nexgen MH Edition?

All these 'custom' versions totally fail to fullfill the actual point of Nexgen. I'm pretty sure that 99.9% of their features could have been easily implemented with a small plugin. That was the whole idea behind Nexgen - people should be able to easily extend the basic core how they like, without f...
by Sp0ngeb0b
Sat Jun 27, 2015 12:56 pm
Forum: Tips, Tricks & Tutorials
Topic: ini files on ut and unloading contents
Replies: 5
Views: 2199

Re: ini files on ut and unloading contents

UT scans your specified Map folder for all files with the .unr extension (though a few of the "non-playable" ones like the intro map do not show up later). Renaming the unwanted maps with a different extension will therefore skip them from being identified as a map file, so they will not be loaded b...
by Sp0ngeb0b
Sat Jun 27, 2015 12:37 pm
Forum: Tips, Tricks & Tutorials
Topic: ini files on ut and unloading contents
Replies: 5
Views: 2199

Re: ini files on ut and unloading contents

If you dont want the maps to be loaded, you need to put them in a different directory. Mutators are loaded via their corresponding .int files; find the files for the mutators you want to unload, and either move them to a different directory aswell, or open the with a text editor of your choice and u...
by Sp0ngeb0b
Fri Apr 17, 2015 3:27 pm
Forum: General Discussions
Topic: Signs you've been playing Unreal Tournament WAY TOO long!
Replies: 62
Views: 12690

Re: Signs you've been playing Unreal Tournament WAY TOO long

You ported a mobile game into UT and didn't even release it in the end
by Sp0ngeb0b
Fri Mar 27, 2015 9:49 am
Forum: Coding, Scripting
Topic: Do bots "key bind"? & Simulated Functions?
Replies: 2
Views: 525

Re: Do bots "key bind"? & Simulated Functions?

1) No, all non-PlayerPawn do not use Keybinds, as they are controlled by the game (server) and therefore perform specific actions directly through functions and code segments. You'll have to adress that "dynamic" use of the item for bots differently; detect the moment bots want to perform the healin...
by Sp0ngeb0b
Sat Feb 07, 2015 12:50 am
Forum: Report new Downloads
Topic: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE features]
Replies: 23
Views: 10578

Re: [Nexgen]Nexgen Advanced Ban Manager 1.02 [With ACE featu

Thanks for the detailed explanation Higor, I see that this is something way more fundamental to take care of. As I got exams coming up, it will probably take some time for me to look further into this. Though this most likely requires a complete rerelease of Nexgen fixing it completely (if I got thi...