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Re: Interesting observation on pathnode selection

In current situation I don't see the problem in sorting last point because here is about number of PathNodes not about an array variable going over boundaries. We might have the first, other 3 and even last. If mapper has figured a bad connected spot and added last PathNode into such a "Mid-Are...
by sektor2111
Wed Oct 17, 2018 3:05 am
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 5
Views: 153

Re: Why do even simple movers lag when playing online?

I hope you will remove RotatingMover from deal like I said... Main credit goes at Higor, he figured what has to be changed at movers and was writing formula, I just followed advice and I wrote a few lines, first time I was over-thinking problem but in fact was doable more simple. As for GitHub - let...
by sektor2111
Tue Oct 16, 2018 6:15 am
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: Why do even simple movers lag when playing online?

Answering in order of asking >> By looking at RotatingMover this one has probably nothing with MoveTime because it's ROTATING not Translating - this is not LIFT - if this is wrong, change condition, it's just a code that can be compiled. Else RotatingMover types might have another deal, it's about P...
by sektor2111
Mon Oct 15, 2018 6:43 am
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Fake Mapping Resources

Perhaps opening a discussion about such things would be welcomed for preventing mapper to fail a long time work when has less experience with packages being fooled by morons. We can quite here what is not advisable to be used without morphing them into a different thing: - UTMHPack.u is the same wit...
by sektor2111
Sun Oct 14, 2018 9:31 pm
 
Forum: Mapping
Topic: Fake Mapping Resources
Replies: 0
Views: 67

Re: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch

Not seeing anything off topic. As you want. But for me a messed up MyLevel has nothing to do with Chico textures. The problem with names is sensitive after all. Let me quote my crap in some "mapping spree" process: I have imported a package with some texture "A_Whatever". Then a...
by sektor2111
Sun Oct 14, 2018 9:17 pm
 
Forum: Mapping
Topic: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch
Replies: 49
Views: 4091

Re: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch

Solution is quitting duplicating a stock GROUP name if we are mappers with a sane mind. In these cases those are MyLevel textures NOT "ChicoRuinedPackages" things and they have to be Re-Imported in a particular Group not in one having the same name as a stock group. This is the flaw here, ...
by sektor2111
Sun Oct 14, 2018 6:54 pm
 
Forum: Mapping
Topic: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch
Replies: 49
Views: 4091

Re: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch

So... this is not about "ChicoRuinedPackages" theme, it's OFF-Topic. Maps are messed up and then is a "GM" theme as usual (Garbage Mapping :barf: ). That 5 MB of texture will help a server running two maps with different version of this texture which previously could not be possi...
by sektor2111
Sun Oct 14, 2018 6:11 pm
 
Forum: Mapping
Topic: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch
Replies: 49
Views: 4091

Re: Why do even simple movers lag when playing online?

If Higor said that an Actor doing changes to "MoveTime" as a great Server-Actor is a solution, then let's see something... but preventing a "zero" deal (there are such maps and they are very logic). I have a proposal for this Server-Actor if Higor wants to look at code - before d...
by sektor2111
Sun Oct 14, 2018 12:56 pm
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: Interesting observation on pathnode selection

Did you try
Code: Select all
   NavPoint = int(RandRange(0,NumPoints));
?
by sektor2111
Sun Oct 14, 2018 10:26 am
 
Forum: Coding, Scripting
Topic: Interesting observation on pathnode selection
Replies: 5
Views: 153

Re: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch

1 - I'm going to ask if in some "matching" original textures these are good looking; 2 - I'm going to wander/camp/sleep, as long as I cannot test anything without maps - LINKS ?; 3 - A screenshot would be recommended; 4 - If something is crapped on a texture block we can conform another pa...
by sektor2111
Sat Oct 13, 2018 3:23 pm
 
Forum: Mapping
Topic: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch
Replies: 49
Views: 4091

Re: Why do even simple movers lag when playing online?

Good, I'll capture this code. As for a less number of actors and objects generally, I prefer a Mover defaulted with a hard-coded good code... It looks operational so far even without XC_Engine - not a bad fix at all. Speaking about On-Line experiments, I could fight with monsters on such a moving pl...
by sektor2111
Sat Oct 13, 2018 2:12 pm
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: Why do even simple movers lag when playing online?

My next question is: can we make this solution into a server actor which doesn't require XC_Engine to run? Umm... this is a function called in Mover and you have to hook execution, I don't have a clue if this is possible but... I did not try yet the second solution for NON XC servers by implementin...
by sektor2111
Sat Oct 13, 2018 3:30 am
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: Why do even simple movers lag when playing online?

The code snippet looks like UScript to me but I agree the class declaration is strange and that's why I'm asking for help understanding what's going on there. Apparently is UScript except something... native function SetBrush(model m); THIS, as term native from my poor knowledge it's about a NATIVE...
by sektor2111
Fri Oct 12, 2018 9:12 pm
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: Why do even simple movers lag when playing online?

Nah, it's another code done by Higor, you can take a look at it. It's not about tick it's function InterpolateTo having some Time tweak probably usable in a mover child or in default mover if you know to conform another Engine.U file with original for not messing up players. Take in account that XC_...
by sektor2111
Fri Oct 12, 2018 6:18 pm
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: Extra Options for XC_Engine

First bumping point is a sort of: Hurraaay ! Higor has a better deal with Movers in Network games - I tested map CrystalMine3 and changes are relevant and it do improves game. This time mover from player is a little bit behind mover from server but they do have a good timing. As result, previous con...
by sektor2111
Fri Oct 12, 2018 6:06 pm
 
Forum: Discussions
Topic: Extra Options for XC_Engine
Replies: 7
Views: 732
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