Search found 1608 matches

Return to advanced search

Re: Hijacking default Actor variables....

You either use one of the existing bools, or 'inject' a new bool property into actor using a native package.
by Higor
Tue May 15, 2018 11:45 am
 
Forum: Coding, Scripting
Topic: Hijacking default Actor variables....
Replies: 16
Views: 458

Re: Should I fix this error?

On non-XCGE servers the damage is already done by spawning the decal. (and using up one additional name)
But thanks for the report, should be easy to handle using XCGE's script patcher.
by Higor
Tue May 15, 2018 11:42 am
 
Forum: Coding, Scripting
Topic: Should I fix this error?
Replies: 3
Views: 187

Re: XC_Engine megathread

Sorry, haven't made any extensive research on unix linkers. The indirection (MAYBE) could be there to address the dynamic starting address of the shared library. In windows DLL's you won't see the indirection because all absolute addresses are modified at load time (there's a compressed offset table...
by Higor
Fri Apr 20, 2018 6:40 pm
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 7
Views: 509

Re: How to replace zone info?

No, you can't. You need to work around it, while at the same time shutting down the game-affecting code in the original zone infos. PD: Good coding is sending a notification to the game info. Bad coding is altering it's state directly from the zone info. What we're seeing here is a total aberration....
by Higor
Tue Apr 17, 2018 7:52 am
 
Forum: Coding, Scripting
Topic: How to replace zone info?
Replies: 16
Views: 522

Re: XC_Engine megathread

That would be a new 'bridge' library for Linux, which I'll name Core_GCC for now. When GCC was updated to version 3 the name mangling scheme was modified, making c++ shared libraries built on GCC 3.x incompatible with GCC 2.x ones (Along a few other things). What this new library does is load all th...
by Higor
Mon Apr 16, 2018 7:46 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 7
Views: 509

Re: XC_Engine megathread

Time to kick off the new discussion thread.

Let's see who figures out what I'm doing here...
Hey @anth !
by Higor
Sat Apr 14, 2018 6:24 am
 
Forum: Discussions
Topic: XC_Engine megathread
Replies: 7
Views: 509

Re: Why not take new U4 Engine and make an own UT4

UT4 is being constantly tampered with by 'over-qualified' 'designers', 'concepters' and other BS titles, etc... Do you REALLY want to see a community made UT4? :loool: We already have the UT we want, now we simply need permission and resources to upgrade it's engine. ======================= The only...
by Higor
Fri Apr 13, 2018 9:21 pm
 
Forum: General Discussions
Topic: Why not take new U4 Engine and make an own UT4
Replies: 18
Views: 669

Re: XC_Engine [20] - XC_Core [7b] - XC_IpDrv

Clogged channels and massive packet loss cause that, actor channels don't have a 'heartbeat' functionality, and therefore don't have a 'timeout'. So clients that fail to receive actor destruction will keep that actor lingering there forever until that specific channel (1 out of 1023) is replaced by ...
by Higor
Tue Apr 10, 2018 6:36 pm
 
Forum: Discussions
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 1061
Views: 142407

Re: Interesting project

Look at the building's windows.
He's adding cubes on walls/ground in order to have coplanar faces with different textures.
That can theoreticall split a face in up to 4 pieces, and sometimes the splitting keeps on going beyond the face.
by Higor
Mon Apr 09, 2018 5:49 am
 
Forum: Mapping
Topic: Interesting project
Replies: 14
Views: 844

Re: Interesting project

Tell them to use BrushToMesh to convert BSP decorations into meshes, that'll help with the limits.
by Higor
Fri Apr 06, 2018 8:11 pm
 
Forum: Mapping
Topic: Interesting project
Replies: 14
Views: 844

Re: UT99 Master Server address format

I've done my research on the epic games masterserver and news are bad. It does store in string format, but it takes the ip address from the UDP headers too. And when validating a server it will take said address without any form of hostname conversion. @Darkelarious Proposed update for 333networks: ...
by Higor
Mon Apr 02, 2018 10:37 pm
 
Forum: Discussions
Topic: UT99 Master Server address format
Replies: 5
Views: 303

Re: ACE request feature No kicking

The event handler system has been designed in a way that writing an API/guide is extremely easy to do. (I've written one for a private ban tool) As a matter of fact, every single utility that applies/enforces bans on players using ACE should use event handler code, but only my stuff does :loool: If ...
by Higor
Sat Mar 31, 2018 8:08 pm
 
Forum: Anti-Cheat Discussion
Topic: ACE request feature No kicking
Replies: 3
Views: 204

Re: UT99 Master Server address format

[Turns on the batsignal]
@Darkelarious
by Higor
Sat Mar 31, 2018 7:55 pm
 
Forum: Discussions
Topic: UT99 Master Server address format
Replies: 5
Views: 303

UT99 Master Server address format

Has anyone tried seeing if it's possible to spoof the server's ip address when communicating with the master server? The intent is not to try to exploit (I assume the server is already safe from that). If the master server does indeed store the server address as a standard string instead of IP, then...
by Higor
Sat Mar 31, 2018 4:06 am
 
Forum: Discussions
Topic: UT99 Master Server address format
Replies: 5
Views: 303

Re: ACE request feature No kicking

If you know your way with unreal script, you can modify the ACE event handler to prevent kicks (or even go as far as 'counting' offenses before kicking).
by Higor
Sat Mar 31, 2018 3:59 am
 
Forum: Anti-Cheat Discussion
Topic: ACE request feature No kicking
Replies: 3
Views: 204
Next

Return to advanced search