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Re: serverpackages limit ... dynamic loading?

32 bit programs can't map more than 2 gb of memory, unless some ugly OS hacks are applied (may require x64 system)
by Higor
Thu Feb 21, 2019 12:33 am
 
Forum: Servers
Topic: serverpackages limit ... dynamic loading?
Replies: 17
Views: 322

Re: MAJOR bot-pathing request, the sequel

I was already fixing them, then editor didn't save :loool:
Will take my time on this one, go ahead if you want your private copy lol
by Higor
Wed Feb 20, 2019 11:25 pm
 
Forum: General Discussions
Topic: MAJOR bot-pathing request, the sequel
Replies: 5
Views: 135

Re: MAJOR bot-pathing request, the sequel

Nice
by Higor
Wed Feb 20, 2019 8:18 pm
 
Forum: General Discussions
Topic: MAJOR bot-pathing request, the sequel
Replies: 5
Views: 135

Re: serverpackages limit ... dynamic loading?

Out of memory. :loool: It's not just additional packages adding into the game that eat up the memory, also that EVERY object inside a package must have a 'tag' for the client<->server comms, which means additional memory on server startup, and even more with each joining client. If the server is run...
by Higor
Wed Feb 20, 2019 8:15 pm
 
Forum: Servers
Topic: serverpackages limit ... dynamic loading?
Replies: 17
Views: 322

Re: serverpackages limit ... dynamic loading?

UT uses a 1024 character buffer to export properties, and dynamic arrays are saved line by line during port to INI format.
Provide a crashlog of the server if possible.

**Edited
by Higor
Wed Feb 20, 2019 6:15 pm
 
Forum: Servers
Topic: serverpackages limit ... dynamic loading?
Replies: 17
Views: 322

Re: Translocator and BlockAll

Translocator is half-assedly coded, the only GOOD coded translocator module is Siege's.
https://github.com/CacoFFF/SiegeIV-UT99 ... rTarget.uc
by Higor
Sun Feb 10, 2019 9:06 pm
 
Forum: Coding, Scripting
Topic: Translocator and BlockAll
Replies: 6
Views: 151

Re: ServerReset option

Code: Select all
ConsoleCommand("exit"); //Have you tried this?
by Higor
Tue Feb 05, 2019 6:24 pm
 
Forum: Coding, Scripting
Topic: ServerReset option
Replies: 4
Views: 119

Re: XC_Engine version 23 full

Well, UT's uses X11 on it's linux port.
And looking at the available sources on it (do they reflect the actual build from Loki?), we'd need to see if the current code can map MouseX1 and MouseX2 without major hooks.
Next step would be to find out how X11 input grabs those two 'keys'.
by Higor
Mon Feb 04, 2019 7:12 pm
 
Forum: News
Topic: XC_Engine version 23 full
Replies: 10
Views: 536

Re: XC_Engine megathread

Decided to finally implement the FerBotz route mapper into XC_Core. A couple of changes in the algorithm and more features added and the results are more than satisfying. For starters, the new route mapper can multi-map from multiple starting points, which means it can now be used to figure out whic...
by Higor
Sun Feb 03, 2019 5:39 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 44
Views: 2820

Re: XC_Engine version 23 full

If I learn more about Linux native launcher I may be able to do something about it.

Btw, if you use the Path Builder you want to redownload the stuff, removed a lot of log spam and a critical bug with teleporters.
by Higor
Tue Jan 29, 2019 12:52 am
 
Forum: News
Topic: XC_Engine version 23 full
Replies: 10
Views: 536

Re: XC_Engine version 23 full

You should never manually use a Scout in editor, hence the 'reference'. The reference is that, a set of non-default collision and movement values as seen below. You can insert the reference pawn somewhere it doesn't affect gameplay and simply use it to modify the scout's behaviour. Aerial build depe...
by Higor
Fri Jan 25, 2019 8:00 am
 
Forum: News
Topic: XC_Engine version 23 full
Replies: 10
Views: 536

XC_Engine version 23 full

Full XC_Engine package. You may check the documentation under each project's specific directory at https://github.com/CacoFFF/XC-UT99 XC_Core version 9b update. == FOutputDeviceInterceptor Log interceptor no longer reset every second on listen servers (due to window title events). == Codebas...
by Higor
Fri Jan 25, 2019 4:01 am
 
Forum: News
Topic: XC_Engine version 23 full
Replies: 10
Views: 536

Re: could this be the reason Epic shelved ut4...?

Sounds like a good opportunity to ask for permission to work on UE1/UT99.
by Higor
Fri Jan 25, 2019 1:24 am
 
Forum: General Discussions
Topic: could this be the reason Epic shelved ut4...?
Replies: 11
Views: 454

Re: MH: Removing a playerstart from map before it starts

If your server has XC_Engine, you can use a private mutator I made to script maps, no need to write any code. Hit me up if you're interested. [MonsterHunt,MH-LongCorridor2006*] AddedHealthOnSpawn=50 DamageToHealth_MAX=500 DamageToAmmoPct_MAX=100 AutoDamageToHealth=60 AutoDamageToAmmoPct=1500 AutoBos...
by Higor
Wed Jan 23, 2019 3:14 am
 
Forum: Coding, Scripting
Topic: MH: Removing a playerstart from map before it starts
Replies: 16
Views: 352

Re: Game lagging in any server without connection problems

NetSpeed?
Edit: Nvm.

Try MTR (or WinMTR if you're on windows), enter a server's IP and post results.
A couple of minutes should be enough.

Sometimes your ISP or a node in the middle can be causing problems... but if you say it's happening on most servers, it may be your ISP
by Higor
Tue Jan 15, 2019 12:47 am
 
Forum: General Discussions
Topic: Game lagging in any server without connection problems
Replies: 36
Views: 665
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