Search found 1780 matches

by Higor
Mon Dec 23, 2019 2:16 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 158
Views: 9706

Re: Unreal Tournament 469

Unreal Editor is not present outside of windows, you'd have to write a whole new program to boot up the editor engine and organize the viewport/rendering system.
by Higor
Fri Dec 13, 2019 8:24 am
Forum: Mutators
Topic: LCWeapons (build 0023)
Replies: 87
Views: 24799

Re: LCWeapons (build 0023)

The LC design is still too rigid when it comes to package dependancy, it'll take a while. The more flexibility I add, the less code there's in the weapon replacements. EDIT: Meanwhile have a fixed beta https://github.com/CacoFFF/LCWeapons-UT99/commit/a7f55ba808a999a9b63883d9493e2956f0e443cd. EDIT2: ...
by Higor
Wed Dec 11, 2019 10:05 pm
Forum: Mutators
Topic: LCWeapons (build 0023)
Replies: 87
Views: 24799

Re: LCWeapons (build 0023)

Just realized I broke the miniguns on the new build.
So I'll have to update again.

@papercoffee
Which weapons in FF have hiscan fire?
by Higor
Tue Dec 10, 2019 8:45 pm
Forum: Mutators
Topic: LCWeapons (build 0023)
Replies: 87
Views: 24799

Re: LCWeapons (build 0023)

That's a client setting, and only for those running at a minimum of 120fps.
by Higor
Tue Dec 10, 2019 7:26 pm
Forum: Mutators
Topic: LCWeapons (build 0023)
Replies: 87
Views: 24799

Re: LCWeapons (build 0023)

0023 update

Improved hitbox validation checks.
Fixed a bug preventing headshots on ducking players.
Fixed a bug preventing impact hammer from hitting other players.
Experimental crashfix code.
by Higor
Sat Nov 30, 2019 4:54 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 142
Views: 11361

Re: XC_Engine megathread

I'll be redesigning CollisionGrid at one point, but not soon. As usual, a link to maps with mover issues will help finding out what's wrong. In the meantime, the new savegame feature is coming along pretty well. Been playtesting ONP coop with two players, saving and loading games and everything goin...
by Higor
Wed Nov 20, 2019 7:54 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 142
Views: 11361

Re: XC_Engine megathread

Let me know what problems you find in CollisionGrid.
by Higor
Tue Nov 19, 2019 10:25 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 142
Views: 11361

Re: XC_Engine megathread

Deployment of betas is not an option until UnrealScript part is feature-frozen. And I believe it's already more stable than v436 in all aspects. === I've already managed to transfer actors from one level to another, now all I need is to code a real life example to showcase it. Decided to improve a v...
by Higor
Mon Nov 18, 2019 9:27 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 142
Views: 11361

Re: XC_Engine megathread

UT binaries changed too much for the same XC_Engine codebase to work in all versions. Also, from the very beginning the aim was to make sure there was absolutely no reason to roll back versions due to something being wrong with the patch. (Personally I've already stopped playing on v436 for a month ...
by Higor
Sun Nov 17, 2019 6:14 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 142
Views: 11361

Re: XC_Engine megathread

Some info over this project: XC_Engine 25 and onwards will only run on UT v469, this means I'm deprecating UT v451 and under for next release. Most of the changes in XC_Engine 25 will actually consist on removing stuff that won't be needed due to them having been implemented in the new UT patch. Asi...
by Higor
Fri Nov 15, 2019 5:41 am
Forum: Coding, Scripting
Topic: Execute code when a player joins - via ServerActor only?
Replies: 6
Views: 561

Re: Execute code when a player joins - via ServerActor only?

Necroing this because code has bugs. This assumes the rule that newer players ALWAYS have a higher PlayerID than previous one. var int LastPlayerID; function DetectPlayers() //Done to detect any pawn holding a PlayerReplicationInfo { local Pawn P; if ( Level.Game.CurrentID > LastPlayerID ) //Quick r...
by Higor
Tue Oct 22, 2019 1:24 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 158
Views: 9706

Re: Unreal Tournament 469

Timer is engine timer, not game timer.
If timer was game timer, then GameReplication and GameInfo derivates wouldn't use TimeDilation in either of all Unreal Engine games.
by Higor
Wed Oct 09, 2019 6:38 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 158
Views: 9706

Re: Unreal Tournament 469

I'll deal with those later, noted.
by Higor
Tue Sep 24, 2019 7:21 pm
Forum: Mapping
Topic: UT running twice, gameux, rundll32, it happens testing maps.
Replies: 4
Views: 273

Re: UT running twice, gameux, rundll32, it happens testing maps.

Microsoft:

"Let's improve games"
Proceeds to release patch that breaks 50% of existing games
by Higor
Mon Sep 23, 2019 7:32 am
Forum: Mapping
Topic: Sleep StayOpenTime on every Mover's KeyNum
Replies: 8
Views: 378

Re: Sleep StayOpenTime on every Mover's KeyNum

By initial state I mean... if the mover ALREADY had the described behaviour, what would the state be?
BumpOpenTimed, StandOpenTimed, TriggerOpenTimed, TriggerToggle, TriggerControl?

The mechanism is extremely easy to implement, but it has to be done using one of the above states as blueprint.