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Re: "Parallax-scrolling" skybox?

The public (and finished) version is this one.
MovableSkyZone.zip
(2.12 KiB) Downloaded 13 times


You can also find it on server redirects.
by Higor
Mon May 15, 2017 11:23 pm
 
Forum: Coding, Scripting
Topic: "Parallax-scrolling" skybox?
Replies: 7
Views: 284

Re: FerBotz (new AI, XCGE release 20)

I've noticed that during the transition to XC_Engine dependancy and the new route mapper a few things in AI and navigation got seriously broken. Been doing some serious changes to movement and AI code because of that. Unifying the movement code into a single system to prevent weird AI state switches...
by Higor
Sat May 06, 2017 8:05 pm
 
Forum: Mutators
Topic: FerBotz (new AI, XCGE release 20)
Replies: 495
Views: 76409

Re: Best way to execute code ONCE on each PlayerPawn in a ga

Gunloc
Check how non-spectators are detected and their 'attached' info stored and accessed.
viewtopic.php?f=15&t=11947&p=97075&hilit=gunloc#p97075
by Higor
Thu May 04, 2017 4:14 am
 
Forum: Coding, Scripting
Topic: Best way to execute code ONCE on each PlayerPawn in a game?
Replies: 11
Views: 170

Re: "Can't find class 'package.resource'" even if it exists

Code: Select all
class Subclass expands Superclass;
#exec obj load file="../Textures/Scripted.utx" package=Scripted
by Higor
Sun Apr 23, 2017 5:40 pm
 
Forum: Coding, Scripting
Topic: "Can't find class 'package.resource'" even if it exists
Replies: 5
Views: 133

Re: Splitting MonsterHunt packages?

The change list isn't big but should improve bot attraction logic a lot and fix a few bad bugs where normal doors get 'unpathed' until the player opens them again :loool: Boss monsters can be subject to attraction queries as well. There's a weird crash bug on clients when they're switching levels, r...
by Higor
Sun Apr 16, 2017 11:10 pm
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 136
Views: 4882

Re: actor = None just for a fraction of a second.

Don't define variables with existing 'field' names (variables, functions, states).
by Higor
Thu Apr 13, 2017 4:32 pm
 
Forum: Coding, Scripting
Topic: actor = None just for a fraction of a second.
Replies: 4
Views: 96

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

============================= === 20 update: Fixed crash bug in maps with player start actors outside of the world. Summon command can try the GameType's package. BruteProjectile log spam gone. Fixed mover to non-solid actor encroachment. Moving Brush tracker on dedicated servers fully operational,...
by Higor
Sat Apr 08, 2017 7:10 am
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7] - XC_IpDrv
Replies: 912
Views: 75051

Re: Native Coding FAQ

Some info: In one of your main headers, most likely the one that autogenerates the unreal classes that have a script counterpart you'll find macros like these: AUTOGENERATE_NAME(Spawned) AUTOGENERATE_NAME(Destroyed) AUTOGENERATE_NAME(GainedChild) AUTOGENERATE_NAME(LostChild) ... etc This AUTOGENERAT...
by Higor
Wed Apr 05, 2017 10:57 pm
 
Forum: Coding, Scripting
Topic: Native Coding FAQ
Replies: 21
Views: 9133

Re: Splitting MonsterHunt packages?

That would be a leftover lzma file from 2014 in the redirect, now that I got rid of it things should be ok. The server is too prone to crash right now (and it doesn't get back up), gonna have to debug that using SCF (avoid MJD_FIX and LostInTime). Now the good news is: the brush tracker finally work...
by Higor
Wed Apr 05, 2017 1:40 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 136
Views: 4882

Re: ATTENTION - Security Breach here.

I assume it's only the password hashes that were compromized right?
by Higor
Mon Apr 03, 2017 11:45 pm
 
Forum: Announcements
Topic: ATTENTION - Security Breach here.
Replies: 14
Views: 624

Re: Splitting MonsterHunt packages?

Testing a beta in unreal://193.111.136.210:7788 Running a mutator that can customize maps very easily, as well as recovering health/ammo based on damage done by player. So far only 11 maps and all work with bots, Aegor bot will be your main companion. Monster skill is set to 18 (above 503 range lol)...
by Higor
Mon Apr 03, 2017 11:03 pm
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 136
Views: 4882

Re: Giant texture package - MyLevel - Less load Way

That's honestly bad advice. UE uses import/export and 'lazy loading' methods that allow loading specific content on demand. You're better off building a huge UTX file if there's a lot of sources with possible name mismatches and all. Screenshots, dynamic textures and small modifications are the only...
by Higor
Thu Mar 30, 2017 7:54 pm
 
Forum: Tips, Tricks & Tutorials
Topic: Giant texture package - MyLevel - Less load Way
Replies: 6
Views: 216

Re: XC_Engine [19] - XC_Core [7] - XC_IpDrv

That goes to package finding and loading. UE1's package loading looks at CD and UT folders, with GUID being an optional requirement for net games but it cannot find packages on cache folder, unless manually ordered to do so (client joining). It only works if the package's already loaded due to packa...
by Higor
Thu Mar 30, 2017 7:49 pm
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7] - XC_IpDrv
Replies: 912
Views: 75051

Re: Very strange bug in my map - cant spawn!

Did you insert a 'Commander' actor in the map?
by Higor
Wed Mar 29, 2017 12:13 am
 
Forum: Mapping
Topic: Very strange bug in my map - cant spawn!
Replies: 2
Views: 116

Re: FerBotz (new AI, XCGE release 20)

So I decided to rearrange the processing order of navigation points during network mapping, putting 'already checked' navigation points on highest priority. This means that nodes that have been queried during current mapping will be re-queried ASAP if another node is also connected to it. This basic...
by Higor
Mon Mar 27, 2017 7:41 am
 
Forum: Mutators
Topic: FerBotz (new AI, XCGE release 20)
Replies: 495
Views: 76409
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