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Re: XC_Engine megathread

I see GitHub with XC_Core10c. Are these v10 released elsewhere or are just lab-works ?
by sektor2111
Thu May 23, 2019 6:11 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 82
Views: 5226

Re: Red_Fists mapping stuff.

for a group of pawns all walking down the same hallway at once. Like a staggered effect but not a slew of paths just some side lines . I don't like the one path line idea for that. Even if you have 100+ paths Pawns are guided on the Shortest Route, I though that this is clear so far. In CTF you mig...
by sektor2111
Wed May 22, 2019 2:00 pm
 
Forum: Report new Downloads
Topic: Red_Fists mapping stuff.
Replies: 29
Views: 2740

Re: Red_Fists mapping stuff.

Don't see how it can be less paths, everything has one path already, Okay... Light on, please... Thanks Edy, now let's see if here I'm lost or just engine has a lot of processing for... doubleenforcer - why not enforcer ? Double enforcer is a dummy class with no code... Tmaze_Nah0.PNG Excuse me ? D...
by sektor2111
Wed May 22, 2019 5:53 am
 
Forum: Report new Downloads
Topic: Red_Fists mapping stuff.
Replies: 29
Views: 2740

Re: Red_Fists mapping stuff.

Take in account that you have too much load at paths. There are not necessary so many points around MonsterWayPoints and neither in the tunnels. You can check a random spot with RememberSpot and ShowPath in empty map... or using some MHBotyMan4 which has FULL compatibility with original MonsterHunt ...
by sektor2111
Tue May 21, 2019 7:02 pm
 
Forum: Report new Downloads
Topic: Red_Fists mapping stuff.
Replies: 29
Views: 2740

Re: XC_Engine megathread

I understand the mitigation, I had maps having already more "way-down" routes, one of them being the evil from stage. In such case my wish was to NOT load more reachSpecs just because another reachSpec should not be there. I'd rather prefer to REMOVE the one having no purpose, that's why d...
by sektor2111
Tue May 21, 2019 5:48 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 82
Views: 5226

Re: XC_Engine megathread

That's too much of a hassle to do, when said path changes can be easily achieved by slapping BlockedPath actors in the middle of a route you don't want traversed and more path nodes in routes you want to ensure traversal. Good, and then I will use my "methods" particularly optimized depen...
by sektor2111
Mon May 20, 2019 7:09 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 82
Views: 5226

Re: Changeing the "color" of the darkness?

In UT I got this - apology but I do not have so much Level-Design skill...
MH-A_Test_Level_7.png
As far as I know Dark is always Black but... might be not really dark and having a bit of red tendency...
by sektor2111
Mon May 20, 2019 5:40 am
 
Forum: Coding, Scripting
Topic: Changeing the "color" of the darkness?
Replies: 10
Views: 539

Re: DM-DECK16][UT4PreAlpha][ Update

I did not look well at those "ScriptedTextures" but... I think it might be done a child class of it, customized after needs.
by sektor2111
Mon May 20, 2019 5:26 am
 
Forum: Mapping
Topic: DM-DECK16][UT4PreAlpha][ Update
Replies: 45
Views: 1143

Re: DM-DECK16][UT4PreAlpha][ Update

Cough, I have a recall about maps having an INI file, probably scripting a dynamic load of a configured texture-package defined in INI, decoration X like a placard, placed on a wall inside map might have a Server-Logo or whatever custom thing or... if is missing such a custom package it might use so...
by sektor2111
Sun May 19, 2019 11:10 pm
 
Forum: Mapping
Topic: DM-DECK16][UT4PreAlpha][ Update
Replies: 45
Views: 1143

Re: NW3 Ultra Gore SSE

However, in order to compile any NW3-based mod, you will need a "hacked" version of Botpack.u, where the ZoneInfo bFogZone property is not defined... That's not a big deal, UT version which I'm using in modding/mapping can compile mods/plugins able to modify Movers, pathing data, etc, etc...
by sektor2111
Sun May 19, 2019 5:24 pm
 
Forum: Modifications
Topic: NW3 Ultra Gore SSE
Replies: 187
Views: 39452

Re: NW3 Ultra Gore SSE

If this would be my task, first I would try to change INI, then recompile mutator and then conforming it with previous one for preventing mismatches or a future re-editing server's configuration. Update would be done by only dropping new files in System and... done. I could try this already but I do...
by sektor2111
Sun May 19, 2019 6:20 am
 
Forum: Modifications
Topic: NW3 Ultra Gore SSE
Replies: 187
Views: 39452

Re: NW3 Ultra Gore SSE

File NWUltraGoreSSE.ini did not help me in any way - being out of NW3 things. I spent some time trying to figure how do I need to declare classes for custom creatures and gore related appearances. Nothing worked. Later I decided to check main mutator's code. Surprise... thinking up to 10++ seconds.....
by sektor2111
Sat May 18, 2019 6:33 pm
 
Forum: Modifications
Topic: NW3 Ultra Gore SSE
Replies: 187
Views: 39452

Re: NW3 Ultra Gore SSE

This for me it's not so relevant because I have 436 (working/testing) and I was dropping mutator into servers using 440 and 451. I could see INI changes after generating a new file as called in class definition and not in other way in ALL versions. I dropped INI file with changes in both servers + c...
by sektor2111
Sat May 18, 2019 1:48 am
 
Forum: Modifications
Topic: NW3 Ultra Gore SSE
Replies: 187
Views: 39452

Re: NW3 Ultra Gore SSE

I gotta ask a question for users: Did anyone figured how to setup GREEN blood at custom monsters ? I was asking because file "NWUltraGoreSSE.ini" doesn't do too much here: ... GoreBloodTypes[7]=(VictClassName="NsMercenary",VictModel="*",VictSkin="*",VictSkinID...
by sektor2111
Fri May 17, 2019 7:27 pm
 
Forum: Modifications
Topic: NW3 Ultra Gore SSE
Replies: 187
Views: 39452

Re: DM-DECK16][UT4PreAlpha_final Release

I'm appreciating that you confirmed with evidences what I told, else I would be accused for talking dumb things - that's another story. Else your last posted work is not that bad as geometry as it was in original - even it's changed, and I find these changes GOOD, that's why this work has captured m...
by sektor2111
Fri May 17, 2019 5:16 pm
 
Forum: Mapping
Topic: DM-DECK16][UT4PreAlpha][ Update
Replies: 45
Views: 1143
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