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

You can change ANY property in Movers... as long as the first tick hasn't been run yet. So you load a SERVERACTOR, BECAUSE YOU DON'T NEED A MUTATOR (you'll end up checking every single actor being spawned like this otherwise, and ServerActor is loaded on servers not offline), have it run a event Pre...
by Higor
Sat Oct 13, 2018 8:09 am
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: How to prevent an Inventory to disappear when crushed?

Tossed weapons should have bCollideWorld set to false.
The right question is: how you'll set that var at the right time?
by Higor
Fri Oct 12, 2018 6:49 am
 
Forum: Mapping
Topic: How to prevent an Inventory to disappear when crushed?
Replies: 4
Views: 113

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

If you have XC_Engine version 21, replace XC_Engine.u with this one. It's a hack fix to movers, what it does is change their interpolation time to the nearest 'net safe' value. This may slightly affect the time it takes some movers to move, but there won't be any mismatch between clients and servers...
by Higor
Fri Oct 12, 2018 6:19 am
 
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 344

Re: GetPropertyText fails beyond 1024+x chars

It uses a local stack buffer, and they knew exactly what they were doing (check the //!! comment) void UObject::execGetPropertyText( FFrame& Stack, RESULT_DECL ) { P_GET_STR(PropName); P_FINISH; UProperty* Property=FindField<UProperty>( Class, *PropName ); if( Property && (Property->GetF...
by Higor
Wed Oct 10, 2018 7:23 am
 
Forum: Coding, Scripting
Topic: GetPropertyText fails beyond 1024+x chars
Replies: 4
Views: 85

Re: LCWeapons (build 0020) [LCWeapons_0020]

Simple bugfix build: - No longer processes hits originated before a player's death after respawning. - No longer processes hits on players that are not collidable. - Serverside trace function moved from weapons to LCStatics. - Rewritten some validation checks. - Tapping fire button on lag-compensate...
by Higor
Tue Oct 02, 2018 11:38 pm
 
Forum: Mutators
Topic: LCWeapons (build 0020) [LCWeapons_0020]
Replies: 68
Views: 18907

Re: Is IpDrv (UBrowserHTTPClient) meant to cache DNS respons

UT's native address resolver does not have any buffer/database of any kind.
The OS is responsible for that in this case.
by Higor
Sun Aug 05, 2018 5:36 pm
 
Forum: Coding, Scripting
Topic: Is IpDrv (UBrowserHTTPClient) meant to cache DNS responses?
Replies: 5
Views: 314

Re: Extreme dry season in Europe

Meanwhile, here in the south stopped raining yesterday after 5 days of heavy rains. :loool:
by Higor
Wed Aug 01, 2018 4:34 am
 
Forum: Misc | Off-Topic
Topic: Extreme dry season in Europe
Replies: 64
Views: 1969

Re: [Release] ACE v1.0h

ReplaceFunction works nicely if parameters and local variables don't change, this is a way to do it.
Code: Select all
...
if ( Len(oldStr) == 0 )
    return source;

// Replace each occurrence of oldStr with newStr.
while (!bDone) {
...
by Higor
Wed Jul 25, 2018 5:11 pm
 
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.0h
Replies: 41
Views: 3181

Re: [Release] ACE v1.0h

Looks like a format change in ACE reports. The issue isn't going to solve itself. At least open the package and post the crashing code (and the sub-functions it uses), or it's going nowhere. EDIT: And if you're testing unreleased stuff, you might as well enable the following to get a proper UnrealSc...
by Higor
Mon Jul 23, 2018 9:37 pm
 
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.0h
Replies: 41
Views: 3181

Re: Testing/Debugging Hacks & Tips

CollisionGrid.dll was designed with 'speed' as the one and only consideration, and it was a very interesting experience I gotta admit. The code on average takes between 40% and 70% of the original hash's computing time to perform the same tasks, with peaks of 10% when the map has movers overlapping ...
by Higor
Sat Jul 21, 2018 7:50 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 50
Views: 3397

Re: Testing/Debugging Hacks & Tips

Sheeeeeeeeeeeeit... typo in ASM mov ecx,(caller address) //MS __thiscall convention puts object address in ECX register mov eax,[ecx+vtable_pointer_offset] //vtable (added offset for some platforms that put it at end of struct) mov eax,[eax+function_offset_in_vtable] //function pointer (fixed typo) ...
by Higor
Fri Jul 20, 2018 3:32 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 50
Views: 3397

Re: Testing/Debugging Hacks & Tips

but I wonder how hard it would be to hook and intersect every UScript function call You only need to hook the opcode processors, that's something around 2-3 functions. And yes, believe it or not, I could have sworn seeing a cycle-counter in one of the Unreal Engine builds (probably was UE3) attache...
by Higor
Wed Jul 18, 2018 7:24 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 50
Views: 3397

Re: Testing/Debugging Hacks & Tips

With vtables, calling a virtual function takes no more than something like. mov ecx,(caller address) //MS __thiscall convention puts object address in ECX register mov eax,[ecx] //vtable mov eax,[ecx+vtable_offset] //function pointer call eax Where in unrealscript, it takes process EX_VirtualFunctio...
by Higor
Wed Jul 18, 2018 1:59 am
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 50
Views: 3397

Re: Testing/Debugging Hacks & Tips

Broke: trying to optimize by outsmarting the compiler. Woke: using the compiler's smartness to produce optimizations and good looking code. The coder needs to be as pragmatic as possible. ============================================== Unfortunately, the unrealscript compiler is not smart so the only...
by Higor
Tue Jul 17, 2018 8:59 pm
 
Forum: Coding, Scripting
Topic: Testing/Debugging Hacks & Tips
Replies: 50
Views: 3397

Re: No damage with Rocket, RocketMk2, WarShell, ShockProj, .

Just use XC_Engine's script patcher to replace HurtRadius. Modify the damage calculation from: >> Explosion Location <-> Actor center To: (case 1: hitlocation inside cylinder) >> 0 distance (case 2: hitlocation outside cylinder) >> Explosion Location <-> Hitlocation (Trace from explosion to Actor) W...
by Higor
Sun Jul 15, 2018 5:27 am
 
Forum: Coding, Scripting
Topic: No damage with Rocket, RocketMk2, WarShell, ShockProj, ...
Replies: 7
Views: 454
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