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Re: XC_Engine megathread

I am unable to reproduce this, does that same client crash on this server?
unreal://23.111.157.138:7777
by Higor
Wed Jun 19, 2019 10:26 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: MAX_POINTS crash

Meshes have absolutely nothing to do with this.
This is a combo of overly complex bsp + movers.

You'll have to make the map a bit more 'seamless'.
by Higor
Wed Jun 19, 2019 10:23 pm
 
Forum: Mapping
Topic: MAX_POINTS crash
Replies: 5
Views: 152

Re: MAX_POINTS crash

You're gonna have to do a LOT of brush optimization and rebuilding.
by Higor
Wed Jun 19, 2019 8:10 am
 
Forum: Mapping
Topic: MAX_POINTS crash
Replies: 5
Views: 152

Re: XC_Engine megathread

I'm alive! Took a while to get around to settling in a new place... Back to action, made a more complex 'tick' system that should take advantage of the OS's system timers as well as high precision timers while reducing CPU usage. /*====================================================================...
by Higor
Wed Jun 19, 2019 7:50 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: Redirect broken after installing xc_engine

You may: Remove the following DownloadManagers=XC_IpDrv.XC_HTTPDownload Or add the following [XC_IpDrv.XC_HTTPDownload] RedirectToURL=https://cwfiles3.clanwarz.com/fastfiles/145.239.139.111_7777/UtFilesOut/ ProxyServerHost= ProxyServerPort=3128 UseCompression=True
by Higor
Mon Jun 17, 2019 1:57 am
 
Forum: Discussions
Topic: Redirect broken after installing xc_engine
Replies: 4
Views: 101

Re: XC_Engine megathread

bestPathWeight and visitedWeight That's the secret to the hyper mega super duper marvellously advanced pruning, multiple small route mappings done during the pathing process. That data are leftovers from the build process, will make sure they're zero'd out after build is complete. Thanks. Critical:...
by Higor
Wed Jun 05, 2019 2:33 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: Completed Unreal High Res Textures now available

Are they dual P8/DXT1 format?
Conformed to originals?
by Higor
Tue Jun 04, 2019 8:07 pm
 
Forum: Modifications
Topic: Completed Unreal High Res Textures now available
Replies: 30
Views: 852

Re: XC_Engine megathread

ucc or ucc2?
by Higor
Sun May 26, 2019 1:22 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: XC_Engine megathread

What the compiler does is consider functions from the mentioned classes, the compiler won't be able to use them if said classes aren't loaded at compile time.
by Higor
Sat May 25, 2019 7:54 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: XC_Engine megathread

These functions are hardcoded into the compiler, they'll produce direct opcode calls with no package dependancy. The array functions also work with any array type. - NavigationPoint: * describeSpec - XC_Engine_Actor: * AddToPackageMap, IsInPackageMap, PawnActors, DynamicActors, InventoryActors, Coll...
by Higor
Sat May 25, 2019 7:16 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: XC_Engine megathread

FerBotz on that server hasn't been updated for a long time :loool:

Either way, betatest time.
Only apply over a v23 install.
by Higor
Fri May 24, 2019 7:50 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: XC_Engine megathread

Those are internal stable builds, but they may not function correctly with XC_Engine v23 so I'm keeping them unreleased until v24 is out. In the meantime a beta is being tested at the Windows server unreal://23.111.157.138:7777 (120TR) Edit: the netcode may be causing problems with Nexgen, so don't ...
by Higor
Thu May 23, 2019 4:44 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: XC_Engine megathread

Just discovered a nice and lazy workaround that allows NFO/Fragnet server renters to use the enhanced XC_Server instead of Server without even having to modify their launch batch file. This means that "UCC SERVER" can be used to load the new commandlet without problems. All it takes is cre...
by Higor
Wed May 22, 2019 10:47 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: XC_Engine megathread

The new path builder allows you to turn this Rebuilder_Slope1.PNG Into this Rebuilder_Slope2.PNG Unlike the old builder, you can put as many path nodes you want in small areas without creating a navigation mess. You can have straight paths with nodes at 1999 distance to each other, and junctions wit...
by Higor
Mon May 20, 2019 8:47 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446

Re: XC_Engine megathread

That's too much of a hassle to do, when said path changes can be easily achieved by slapping BlockedPath actors in the middle of a route you don't want traversed and more path nodes in routes you want to ensure traversal. This path rebuilder follows completely different rules, therefore, you need to...
by Higor
Mon May 20, 2019 6:41 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 100
Views: 6446
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