Search found 1790 matches

by Higor
Sat Jun 27, 2020 3:48 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24776

Re: Unreal Tournament 469

From NFOServers There was an internal misunderstanding here about v469 because a customer told us that it was the new standard version and linked us to the download, which appeared to be legitimate and did not indicate that it was a beta in the filename/URL. We rolled out that version to base folder...
by Higor
Wed Jun 24, 2020 1:02 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24776

Re: Unreal Tournament 469

Response from NFOServers: Hi, thank you for contacting us today. I believe these files were only rolled out to select machines based on requests we got from other customers. For anyone having issues with the patch we could try losslessy moving their server to another physical machine and running a r...
by Higor
Mon Jun 22, 2020 3:55 am
Forum: Download Search
Topic: Sniper riffle - rate of fire modifier
Replies: 12
Views: 470

Re: Sniper riffle - rate of fire modifier

I coded this item for Siege: https://github.com/CacoFFF/SiegeIV-UT99/blob/master/Classes/Berserk.uc You'll be able to find the resources in that repository as well (in case you want the actual item) Otherwise you can take a look at the code to get an idea of how I modify weapon's fire rate without m...
by Higor
Sun May 24, 2020 3:02 am
Forum: Mapping
Topic: Texture alignment on pillars.
Replies: 12
Views: 400

Texture alignment on pillars.

This tutorial is about getting perfect texture alignment on a pillar, the pillar can be full or partial, the only requirement is that all of the surfaces on the pillars should have the same horizontal dimensions. This is all going to be about numbers, and to make sure everything is perfect you'll ne...
by Higor
Fri May 08, 2020 8:57 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24776

Re: Unreal Tournament 469

DescribeSpec accessing memory outside of the dynamic array is undefined behaviour. ReachSpec results beyond the maximum may put you outside of allocated memory in the worst case, and may return a reachSpec with up to two pointers to deallocated actors. Both yield a possibility of causing a Segmentat...
by Higor
Wed Apr 29, 2020 4:48 am
Forum: Mapping
Topic: Generic Physics Dispatcher
Replies: 0
Views: 229

Generic Physics Dispatcher

================================== Simple Generic Physics Dispatcher. ================================== A simple mover that will dispatch physics notification to a set of actors, the mover may be instantiated as a brush or a simple actor. === Relavant events: In case of instantiating as a brush or ...
by Higor
Tue Apr 07, 2020 12:00 am
Forum: News
Topic: XC_Engine version 24 full
Replies: 33
Views: 3843

Re: XC_Engine version 24 full

Only if you're playing offline.
by Higor
Fri Mar 06, 2020 8:06 pm
Forum: Mutators
Topic: >>> Smart Scoreboard 101j <<<
Replies: 223
Views: 9659

Re: [Beta] *SmartDM 108d*

This would be a nice chance to ask about font usage, how are fonts being selected for the scoreboard?
Are you using FontInfo to retrieve fonts based on screen size?

As of v469 we highly recommend doing that, as UT's fonts upscale all the way to 4k
by Higor
Sun Mar 01, 2020 9:55 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24776

Re: Unreal Tournament 469

@papercoffee not yet, it simply stops the map's path network from breaking when you remove some paths. So you don't need to do a full path rebuild if you delete something. This code also runs in the game (most of it comes from XC_Engine). Wouldn't be such a bad idea to have a "Build selected paths" ...
by Higor
Sun Mar 01, 2020 5:25 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24776

Re: Unreal Tournament 469

@sektor2111
by Higor
Mon Dec 23, 2019 2:16 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 349
Views: 24776

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: 26557

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: 26557

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: 26557

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: 26557

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.