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Re: XC_Engine megathread

Self explanatory, no need to modify levels or anything.

https://www.youtube.com/watch?v=_ysdUb5tUIo
by Higor
Tue Apr 23, 2019 12:31 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 73
Views: 4354

Re: XC_Engine megathread

Visual C++ "should" never generate SSE2 under x86 unless specifically instructed to do so with the "Enable enhanced instruction set" found in the project config. I added a variation of appRound() that directly rounds double floats using a CVTSD2SI instead of converting to float ...
by Higor
Sat Apr 13, 2019 7:36 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 73
Views: 4354

Re: XC_Engine megathread

Well well, decided to take a look at the generated code and found something interesting: This Path->visitedWeight = appRound( appSqrt((*Ptr)->Dist2DSq)); Was producing this, moving numbers between xmm and fpu registers, with a SSE2 DOUBLE->INT conversion due to appSqrt returning a DOUBLE instead of ...
by Higor
Fri Apr 12, 2019 9:23 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 73
Views: 4354

Re: Mortal Kombat models-"UnrealKombat"-3/14-Retro Cyber Nin

Cyber Smoke :rock:
I wonder if the original UT99 skeletons/anims used in the vertex meshes are to be found somewhere, getting that model with the default animations would be awesome.
by Higor
Fri Apr 12, 2019 5:48 pm
 
Forum: Skins
Topic: Mortal Kombat models-"UnrealKombat"-3/14-Retro Cyber Ninja
Replies: 39
Views: 1502

Re: XC_Engine megathread

Post full specs of the systems having problems with XC. (mainly operating system version/distro and CPU name, arch)
I suspect it's the c++11 requirements in CacusLib, which I'll deal with accordingly.
by Higor
Fri Apr 12, 2019 5:43 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 73
Views: 4354

Re: XC_Engine megathread

Script compiler. As seen here: https://github.com/CacoFFF/XC-UT99/commit/b7d01cccdedf41c30fcdd2c1306f5122d6f1e212 On the upcoming XC_Core version, the script compiler will receive a hack (as long as XC_Core is loaded) where most XC_Engine/XC_Core functions will become global methods that no longer ...
by Higor
Mon Apr 08, 2019 12:43 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 73
Views: 4354

Re: problem with weapon graphics

Downgrade to version 436.
by Higor
Mon Apr 08, 2019 12:11 am
 
Forum: General Discussions
Topic: problem with weapon graphics
Replies: 6
Views: 185

Re: Epic games releases...spyware?

(from what I've seen) Epic's handling of security is shameful and amateurish. They appear to have loads of hackers and fraudsters on their platform who are in the business of hijacking legitimate users accounts and using them to buy and resell Fortnite virtual currency, and it seems to take a long ...
by Higor
Sun Apr 07, 2019 9:57 am
 
Forum: General Discussions
Topic: Epic games releases...spyware?
Replies: 67
Views: 1671

Re: Help with structs

Let him change the third parameter to FALSE and see the logs :loool:
No better way to learn than failing and understanding why.

PD: If you want to use DynamicLoadObject for making the mutator's replacement INI/INT changeable, use it to precache all replacements in one of the 3 BeginPlay events.
by Higor
Sat Mar 30, 2019 5:53 am
 
Forum: Coding, Scripting
Topic: Help with structs
Replies: 10
Views: 323

Re: Help with structs

DynamicLoadObject( ... , ... ,True)

True

True

Start there.
by Higor
Fri Mar 29, 2019 5:45 pm
 
Forum: Coding, Scripting
Topic: Help with structs
Replies: 10
Views: 323

Re: [Release] ACE v1.0f

XC_CORE_API UProperty* FindScriptVariable( UStruct* InStruct, const TCHAR* PropName, INT* Found) { FName NAME_PropName = FName( PropName, FNAME_Find); if ( NAME_PropName != NAME_None ) { for( TFieldIterator<UProperty> Prop( InStruct ); Prop; ++Prop ) if( ...
by Higor
Mon Mar 25, 2019 6:22 pm
 
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.0f
Replies: 50
Views: 6359

Re: [Release] ACE v1.0f

How did you configure the 195 limit? Did you use one of the UTGLR renderers and set the frameratelimit variable? FLOAT UXC_GameEngine::GetMaxTickRate() { guard(UXC_GameEngine::GetMaxTickRate); ULevel* ALevel = Level(); if (ALevel && ALevel->NetDriver && !GIsClient) return Clamp( (&a...
by Higor
Mon Mar 25, 2019 5:54 pm
 
Forum: Anti-Cheat Releases
Topic: [Release] ACE v1.0f
Replies: 50
Views: 6359

Re: Projectile speed replication

PostBeginPlay your replicated vars haven't been set.

PostNetBeginPlay projectile physics has already been initialized by PostBeginPlay.

Solution?
Reinitialize projectile physics in PostNetBeginPlay.
by Higor
Sun Mar 24, 2019 4:22 pm
 
Forum: Coding, Scripting
Topic: Projectile speed replication
Replies: 4
Views: 118

Re: Epic games releases...spyware?

Umm, is there a way to block access to said certificates and files, like whitelisting where an app can check or not? I haven't looked deep into this on Windows myself, but by doing some permissions mumbo-jumbo and opening the app using a 'user' specifically designed to not access OS files and certif...
by Higor
Sun Mar 24, 2019 4:18 pm
 
Forum: General Discussions
Topic: Epic games releases...spyware?
Replies: 67
Views: 1671

Re: Epic games releases...spyware?

Carbon wrote:credible journalist

Image
Welcome to [the current year].
Journalists are hacks, this is how the real stuff starts before it becomes news.
by Higor
Sun Mar 24, 2019 1:13 am
 
Forum: General Discussions
Topic: Epic games releases...spyware?
Replies: 67
Views: 1671
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