Search found 1776 matches

by Higor
Fri Dec 06, 2019 9:41 pm
Forum: Mapping
Topic: [MH]Invasion Chapter 3 renamed to Mountain Oupost -removed MA
Replies: 9
Views: 159

Re: [MH-MA]Invasion Chapter 3 renamed to Mountain Oupost

I'll never understand the reasons behind needing a 10000x10000x10000 trigger for ending a level, when you can do it in two lines of code.
by Higor
Sat Nov 30, 2019 4:54 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 141
Views: 11030

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: 141
Views: 11030

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: 141
Views: 11030

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: 141
Views: 11030

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: 141
Views: 11030

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: 507

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: 121
Views: 6584

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: 121
Views: 6584

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: 211

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: 333

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.
by Higor
Sat Sep 21, 2019 10:25 am
Forum: Mapping
Topic: Sleep StayOpenTime on every Mover's KeyNum
Replies: 8
Views: 333

Re: Sleep StayOpenTime on every Mover's KeyNum

You will need to code a new state into the mover, what's the current initial state?
by Higor
Fri Sep 13, 2019 8:41 am
Forum: Mapping
Topic: Botpathing request thread
Replies: 78
Views: 9936

Re: Botpathing request thread

sektor2111 wrote:
Fri Sep 13, 2019 6:05 am
- Engine might crash toward Navigation used ON-Line/OFF-Line in maps with WARP-ZONES - you need a fixed Engine - no worries, Epic won't help you.
Clarify, what exactly happens with warp zones?
by Higor
Thu Sep 12, 2019 5:24 pm
Forum: Mapping
Topic: Botpathing request thread
Replies: 78
Views: 9936

Re: Botpathing request thread

MH-SkaarjCastle2012 absolutely requires XC_Engine, and I'm not sure how well bots can operate the long lift taking them into the castle in the center.
Did a few playtests and there's a lot of things to solve.
by Higor
Fri Sep 06, 2019 8:06 am
Forum: Mutators
Topic: LCWeapons (build 0022)
Replies: 79
Views: 24075

Re: LCWeapons (build 0022)

LC is on by default, HighFidelity is experimental and should only be used with servers with TickRate above 100