Search found 1800 matches

by Higor
Thu Sep 24, 2020 1:26 pm
Forum: News
Topic: XC_Engine version 25 for UT v469a
Replies: 3
Views: 252

Re: XC_Engine version 25 for UT v469a

Hmm, try setting bAutoCompressLZMA=True and see what happens.

Edit: Yeah, I broke XC_Engine when bAutoCompressLZMA=False :facepalm: .
You'll want to keep that enabled until the next round of updates (UT + XC), it should have no effect on local games tho.
by Higor
Wed Sep 23, 2020 5:51 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 148
Views: 14149

Re: XC_Engine megathread

by Higor
Wed Sep 23, 2020 5:50 pm
Forum: News
Topic: XC_Engine version 25 for UT v469a
Replies: 3
Views: 252

XC_Engine version 25 for UT v469a

XC_Engine - XC_GameEngine extension for UT99 v469a by Higor. =========== Setting up: =========== Place XC_Engine files in your ~UT/System/ directory. /** Auto-installer scripts Run XC_Enable.bat/XC_Enable_nohome.sh scripts in order to auto-config XC_Engine stuff The scripts will enable the engine, ...
by Higor
Tue Sep 22, 2020 10:55 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 148
Views: 14149

Re: XC_Engine megathread

The LZMA server in action, here it's delaying sending a package until it finishes compressing. When a client requests a new package, said package gains priority in the compressor queue. LZMAServer: Purged 0 files from LZMA cache LZMAServer: Autocompressing package ../Maps/MonsterHunt/MH-EscapeFromNa...
by Higor
Thu Sep 17, 2020 4:16 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 148
Views: 14149

Re: XC_Engine megathread

So I've been rushing to finish some previously planned features as the v469 public beta draws near... The automatic lzma compression on servers always felt off as it left a bunch of LZMA files sitting all over your server directories. So I decided to add a more 'contained' way of doing it which comb...
by Higor
Wed Sep 09, 2020 3:32 am
Forum: Mutators
Topic: HUD mutator (countdown timer and antigravboots). Help
Replies: 57
Views: 885

Re: HUD mutator (countdown timer and antigravboots). Help

Try any SiegeIV server (preferrably one with free build mode), build some super items and if you like what you see look at the sourcecode below.
https://github.com/CacoFFF/SiegeIV-UT99 ... s/sgHUD.uc
by Higor
Fri Sep 04, 2020 1:53 pm
Forum: Tools and Programs
Topic: Fast UZ compressor, drop-in replacement UCC.exe for compress/decompress unreal .uz files
Replies: 51
Views: 951

Re: Fast UZ compressor, drop-in replacement UCC.exe for compress/decompress unreal .uz files

@anth
If you merge this, don't forget that the codecs should reside in Core.dll as exportables.
by Higor
Fri Aug 07, 2020 9:31 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 406
Views: 30735

Re: Unreal Tournament 469

XC 25 will drop with the public v469 beta, it may require the Visual Studio 2017 runtimes... still deciding on that.

EDIT: 469 has some XC in it, even if it's not apparent :tongue:
by Higor
Mon Aug 03, 2020 3:42 am
Forum: Modifications
Topic: XBrowser
Replies: 83
Views: 23083

Re: XBrowser

I tried imitating XServerQuery (and only sending a few vars, like the country flag) and XBrowser didn't even display the server.
Is XBrowser expecting every single field to be sent by the server? Is it case sensitive too?
Can it be made more flexible?
by Higor
Mon Aug 03, 2020 3:40 am
Forum: Modifications
Topic: Exists MonsterHunt.u v503 with no cropped sources?
Replies: 5
Views: 120

Re: Exists MonsterHunt.u v503 with no cropped sources?

This is a rebuild I did a while ago, you can use it for mapping. (servers hosting this have no problems letting clients with 503 join)
https://github.com/CacoFFF/MonsterHunt-Rebuild
by Higor
Sat Jun 27, 2020 3:48 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 406
Views: 30735

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: 406
Views: 30735

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: 627

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: 13
Views: 578

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: 406
Views: 30735

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...