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Re: Titan "sitting" orders, in MH don't work.

Use a MH version that doesn't mess up monster behaviour.
by Higor
Wed Nov 22, 2017 12:09 am
 
Forum: Mapping
Topic: Titan "sitting" orders, in MH don't work.
Replies: 8
Views: 90

Re: Who wants to make an UE4 Remake of Unreal ?

papercoffee wrote:how Unreal should Unreal be and how to make the thing at all

Lmao, that's why you announce a project once you've done at least 10% of the work and laid out the entire guidelines.
Too many 'concepters' and 'balance discussers' with nothing more than a shitty opinion.
Oh wait, that's UT4 too.
by Higor
Mon Nov 20, 2017 4:16 am
 
Forum: Misc | Off-Topic
Topic: Who wants to make an UE4 Remake of Unreal ?
Replies: 24
Views: 397

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

The generic memory stack is only 256 kb long, this was done on purpose because it's not realistic to expect more than 1000 results with actual good coding practices. Intentionally crashing the game after ~5k results is a way to enforce said good practises. On the other side, the element holders do s...
by Higor
Sun Nov 19, 2017 11:02 pm
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 981
Views: 98115

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

Beta build setup on unreal://193.111.136.210:7788 ======= Changes: Uses CollisionGrid.so - Fixed movers (99,9%), traces, encroachment. - Better server performance. Reworked pawn bandwidth hack in new relevancy: - Now also saves bandwidth from unnecessary rotation, velocity updates. - More aggressive...
by Higor
Sat Nov 18, 2017 6:19 am
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 981
Views: 98115

Re: What's faster between a 'foreach' and a 'for' on a chain

With optional XC_Engine code you can turn an AllActors loop into DynamicActors. - Maximizes gain if many actors need to be hit. >>> native loops go down by 'n' amount of static actors (good if actors are spawned at start) With a unique feature you can turn a For(chain) into a For(hash). - Maximizes ...
by Higor
Sat Nov 18, 2017 5:43 am
 
Forum: Coding, Scripting
Topic: What's faster between a 'foreach' and a 'for' on a chain?
Replies: 10
Views: 169

Re: What's faster between a 'foreach' and a 'for' on a chain

How many do you intend to spawn? Do they have a unique feature that makes them easily identifiable by it's properties (not actor reference, just a subset of properties) Do you intend to add 'optional' XC_Engine code? Are these linked to some main system? How many hits do you intend to have on a sing...
by Higor
Sat Nov 18, 2017 2:07 am
 
Forum: Coding, Scripting
Topic: What's faster between a 'foreach' and a 'for' on a chain?
Replies: 10
Views: 169

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

Finally managed to make a port of CollisionGrid for Linux. https://github.com/CacoFFF/XC-UT99/commit/3cedf4e1468fd0e097dbe2ecca787ec3fa81cb5a Build will be available after some private tests are done. Chose GCC 5.xxas the target compiler and boy that brought a few problems in. ======================...
by Higor
Fri Nov 17, 2017 3:07 am
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 981
Views: 98115

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

Deepak O V got me to find the bug, it's got nothing to do with collision. The bandwidth saving hack has a little problem: void PawnBandwidthHack( UActorChannel* Channel) { if ( !Channel->Recent.Num() ) return; guard(PawnBandwidthHack); APawn* OldPawn = (APawn*)Channel->Recent.GetData(); APawn* NewPa...
by Higor
Tue Nov 14, 2017 10:42 pm
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 981
Views: 98115

Re: Botpathing contest ?

MH-CrystalMine has the bug... at the start spots exactly lol.
by Higor
Tue Nov 14, 2017 4:17 pm
 
Forum: Mapping
Topic: Botpathing contest ?
Replies: 19
Views: 311

Re: Botpathing contest ?

MH-LongCorridor2006 won't work because of a bug, no matter how well done paths are. It is only playable in unreal://193.111.136.210:7788 because of FerBotz + map scripter. This bug applies to a lot of oversized maps and the only way to test is pathing up to a (not visible from start) weapon and seei...
by Higor
Tue Nov 14, 2017 5:09 am
 
Forum: Mapping
Topic: Botpathing contest ?
Replies: 19
Views: 311

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

You do realize the collision hash/grid doesn't affect interaction between actors and level BSP.
Are those pics taken from playing on a server?
by Higor
Mon Nov 13, 2017 1:00 am
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 981
Views: 98115

Re: Weapon priorities with ZeroPingPlus103.ZeroPing

Unfortunately you'll have to deal with messed up binds and priorities forever, as long as server admins don't dedicate 30 minutes of their life into researching and upgrading their shitty servers. Just a tip? Remove all weapon priority entries, let the game autogenerate them, config them in using th...
by Higor
Mon Nov 13, 2017 12:57 am
 
Forum: Mutators
Topic: Weapon priorities with ZeroPingPlus103.ZeroPing
Replies: 3
Views: 93

Re: XC_Engine add-ons - XC_MonsterHunt

sektor2111 wrote:Special thanks goes to mappers making me to do this stuff.

:lol2:
by Higor
Wed Nov 08, 2017 9:25 pm
 
Forum: Coding, Scripting
Topic: XC_Engine add-ons - XC_MonsterHunt
Replies: 24
Views: 2007

Re: Is PostNetBeginPlay() called only when NetMode is LstnSr

Also, another thing: SpawnActor(...) as a func is the one and only method used to create an actor when not loading them from a level, and takes Location, Rotation, Owner as parameters. It can optionally take another existing actor as template, but this is almost never used. SpawnActor calls all spaw...
by Higor
Thu Nov 02, 2017 1:37 am
 
Forum: Coding, Scripting
Topic: Is PostNetBeginPlay() called only when NetMode is LstnSrv?
Replies: 9
Views: 188

Re: Is PostNetBeginPlay() called only when NetMode is LstnSr

There are 2 ways to handle this: var PlayerPawn LocalPlayer; A classic accessor, call it everytime: simulated function PlayerPawn GetLocalPlayer() { local PlayerPawn P; if ( (Level.NetMode != NM_DedicatedServer) && (LocalPlayer == none) ) { foreach AllActors ( class'PlayerPawn', P) if ( View...
by Higor
Wed Nov 01, 2017 11:57 pm
 
Forum: Coding, Scripting
Topic: Is PostNetBeginPlay() called only when NetMode is LstnSrv?
Replies: 9
Views: 188
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