Search found 1769 matches

by Higor
Wed Oct 09, 2019 6:38 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 68
Views: 3079

Re: Unreal Tournament 469

I'll deal with those later, noted.
by Higor
Tue Sep 24, 2019 7:21 pm
Forum: Mapping
Topic: UT running twice, gameux, rundll32, it happens testing maps.
Replies: 4
Views: 117

Re: UT running twice, gameux, rundll32, it happens testing maps.

Microsoft:

"Let's improve games"
Proceeds to release patch that breaks 50% of existing games
by Higor
Mon Sep 23, 2019 7:32 am
Forum: Mapping
Topic: Sleep StayOpenTime on every Mover's KeyNum
Replies: 8
Views: 215

Re: Sleep StayOpenTime on every Mover's KeyNum

By initial state I mean... if the mover ALREADY had the described behaviour, what would the state be?
BumpOpenTimed, StandOpenTimed, TriggerOpenTimed, TriggerToggle, TriggerControl?

The mechanism is extremely easy to implement, but it has to be done using one of the above states as blueprint.
by Higor
Sat Sep 21, 2019 10:25 am
Forum: Mapping
Topic: Sleep StayOpenTime on every Mover's KeyNum
Replies: 8
Views: 215

Re: Sleep StayOpenTime on every Mover's KeyNum

You will need to code a new state into the mover, what's the current initial state?
by Higor
Fri Sep 13, 2019 8:41 am
Forum: Mapping
Topic: Botpathing request thread
Replies: 78
Views: 8979

Re: Botpathing request thread

sektor2111 wrote:
Fri Sep 13, 2019 6:05 am
- Engine might crash toward Navigation used ON-Line/OFF-Line in maps with WARP-ZONES - you need a fixed Engine - no worries, Epic won't help you.
Clarify, what exactly happens with warp zones?
by Higor
Thu Sep 12, 2019 5:24 pm
Forum: Mapping
Topic: Botpathing request thread
Replies: 78
Views: 8979

Re: Botpathing request thread

MH-SkaarjCastle2012 absolutely requires XC_Engine, and I'm not sure how well bots can operate the long lift taking them into the castle in the center.
Did a few playtests and there's a lot of things to solve.
by Higor
Fri Sep 06, 2019 8:06 am
Forum: Mutators
Topic: LCWeapons (build 0022)
Replies: 79
Views: 23714

Re: LCWeapons (build 0022)

LC is on by default, HighFidelity is experimental and should only be used with servers with TickRate above 100
by Higor
Fri Sep 06, 2019 7:43 am
Forum: Mutators
Topic: LCWeapons (build 0022)
Replies: 79
Views: 23714

Re: LCWeapons (build 0022)

It would be like putting two gear wheels spinning in the same direction together.
I did add a few lines of code to prevent issues with UTPure's protections which are included in NewNet, but I have no idea how it'll mix.

The first problem will likely be the weapon replacer destroying all LC weapons.
by Higor
Sat Aug 31, 2019 3:39 am
Forum: Mutators
Topic: LCWeapons (build 0022)
Replies: 79
Views: 23714

Re: LCWeapons (build 0022)

0022 update Improved ZPv2 engine. Improved LCv2 engine. Improved weapon animation code on clients. Improved and optimized element advancer. Added more weapon variations. Improved Impact Hammer, displays projectile boost with alt fire on clients. Client settings now stored under [Client] section (ver...
by Higor
Fri Aug 30, 2019 4:26 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 132
Views: 10070

Re: XC_Engine megathread

Found a few *not easy to trigger* bugs in the native code, if I have enough time in my hands I'll release a hotfix later.
by Higor
Tue Aug 20, 2019 12:50 pm
Forum: News
Topic: XC_Engine version 24 full
Replies: 22
Views: 1181

Re: XC_Engine version 24 full

I realized I should have fixed the duplicate actors bug and the broken navigation chain issues most MH maps have...
But I only came up with that like... 5 days after releasing last build lmao.
by Higor
Tue Aug 20, 2019 7:50 am
Forum: Mapping
Topic: "Transform Permanently" eleminated bad spots
Replies: 17
Views: 418

Re: "Transform Permanently" eleminated bad spots

Back then the WorldCraft editor (later named Valve Hammer) used to have a button called "check for problems".
It was sort of great for noob mappers.

I may end up doing something of the kind... but oh well, 99,9% of maps/mappers will never use that.
by Higor
Mon Aug 19, 2019 5:39 am
Forum: News
Topic: XC_Engine version 24 full
Replies: 22
Views: 1181

Re: XC_Engine version 24 full

FV_Scout is a lazy attempt to prove minimal emulation of the native path builder. In the end 'DefinePathsFor' does that in a far more complete fashion... although you have little to no control over the details. I didn't put much thought into it, and those defaults may be bad altogether. Now I can't ...
by Higor
Wed Aug 14, 2019 10:34 pm
Forum: News
Topic: XC_Engine version 24 full
Replies: 22
Views: 1181

Re: XC_Engine version 24 full

Looks like we'll have to figure out what's going on via Discord or somewhere else, to keep this thread on point.
by Higor
Wed Aug 14, 2019 12:42 am
Forum: News
Topic: XC_Engine version 24 full
Replies: 22
Views: 1181

Re: XC_Engine version 24 full

Send map