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Re: Splitting MonsterHunt packages?

Rewrote OLstinger with 100% original code, UIweapons and derivates will attempt to use U1's weapon priorities instead of the OL class names. Net simulation should be better on this stinger, there's a small different with alt-fire animations but it's a way to ensure net simulation doesn't break. Also...
by Higor
Tue Feb 21, 2017 12:12 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 65
Views: 1817

Re: Splitting MonsterHunt packages?

Early Hint system code, Translator events are the first prototype. You touch one and you'll be able to read it for 30 seconds (from anywhere in the map atm, will tweak textbox display later) if you aim at it. Needs icons, closed triggers events, etc... MH_TranslatorPreview.JPG Also Monsters killing ...
by Higor
Fri Feb 17, 2017 8:19 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 65
Views: 1817

Re: Splitting MonsterHunt packages?

I was crawling codes a bit, so I'll tell what I think. Bug actually comes from GameInfo.Killed which has return; rather than letting codes to run sanitized for reaching at scorekill and calling stuff as should - once again, Return is Not an Answer. Update GameInfo.Killed - I have rewritten Engine a...
by Higor
Sun Feb 12, 2017 7:09 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 65
Views: 1817

Re: Splitting MonsterHunt packages?

Weapons dropped by Skaarj's shouldn't mess up the player's inventory chain when picked up by net clients. Bots should be able to actively search and eliminate monsters in maps where objectives can't be reached (provided the map has proper pathing), if the player is killed by a monster there's a good...
by Higor
Sat Feb 11, 2017 2:27 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 65
Views: 1817

Re: FerBotz (new AI, global release 19)

Version 19 update This is a test build intended to test a widely rewritten package/class structure. - Changes from this version: ================= BUILD IS NATIVE ONLY: XC_Engine (v19) is required to run FerBotz - Dummy pawn code entirely removed. - Servers require XC_GameEngine.bUseNewRelevancy=Tr...
by Higor
Thu Feb 09, 2017 2:37 am
 
Forum: Mutators
Topic: FerBotz (new AI, XCGE release 19)
Replies: 476
Views: 71240

Re: Splitting MonsterHunt packages?

Lil' update with some interface improvements and code cleanups, player armor can be seen below health when looking at them. I was thinking with embedding Locale files in the .U file and self-extract them if the client doesn't have them. Gonna need translators keeping up with the changes, I'm taking ...
by Higor
Tue Feb 07, 2017 6:42 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 65
Views: 1817

Re: MAJOR bot-pathing request

I found that bots will jump off said lift if they're following a player.
Try ordering to attack and let them go on their own.

Also, FerBotz don't have proper lift handling on that case.
I'll put a new version fixing that later.
by Higor
Thu Feb 02, 2017 7:47 pm
 
Forum: General Discussions
Topic: MAJOR bot-pathing request
Replies: 56
Views: 1830

Re: GPF: TestReach

Now you're getting at something. Serialization in UT is a set generic functions used to signal variables in an object. Serialization process in the level. (level is a 'Object) MyLevel ---> Actors (LevelInfo is actor 0, a 'Object') LevelInfo0 ---> XLevel (serialized before, skipped) > Level (self) > ...
by Higor
Thu Feb 02, 2017 7:21 pm
 
Forum: Mapping
Topic: GPF: TestReach
Replies: 10
Views: 267

Re: Splitting MonsterHunt packages?

Lol, I'm liking these, although this is only a quick halfassed design, will make it better later.
by Higor
Thu Feb 02, 2017 2:16 am
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 65
Views: 1817

Re: GPF: TestReach

"Serialize" is the magic word.
What's going on here is a bad reference held by either a ScriptedTexture, Console or UWindow object during level switch.
by Higor
Tue Jan 31, 2017 6:46 pm
 
Forum: Mapping
Topic: GPF: TestReach
Replies: 10
Views: 267

Re: GPF: TestReach

1 - That crash window is an incomplete log (about 10% of the whole thing).
2 - You're not looking at the crash window well enough to see a pattern and a very important word.
3 - Let me guess, the map vote is MapVoteUL?
by Higor
Tue Jan 31, 2017 8:08 am
 
Forum: Mapping
Topic: GPF: TestReach
Replies: 10
Views: 267

Re: Splitting MonsterHunt packages?

Will be taking a 3 day break.
A coders-only package should not be conformed, it will otherwise cause problems with the actual Gen 2.
by Higor
Mon Jan 30, 2017 7:27 pm
 
Forum: Coding, Scripting
Topic: Splitting MonsterHunt packages?
Replies: 65
Views: 1817

Re: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch

Be advised, this method will cause ACE kicks if the package contains Player/HUD/Inventory classes (mutators too?).
by Higor
Sat Jan 28, 2017 9:49 pm
 
Forum: Mapping
Topic: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch
Replies: 33
Views: 507

Re: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch - SOLVED

Rename any of the old ChicoRuinsPack.utx to ChicoRuinsPack_v1.utx Rename the new complete package to ChicoRuinsPack.utx Execute the following command: ucc conform ../Textures/ChicoRuinsPack.utx ../Textures/ChicoRuinsPack_v1.utx That'll create a GEN 2 package. When you're done, backup the conformed C...
by Higor
Fri Jan 27, 2017 9:07 am
 
Forum: Mapping
Topic: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch
Replies: 33
Views: 507

Re: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch - SOLVED

Did you conform the new texture file to any of the old versions?
Please refrain from replacing packages without conformation, otherwise it gets hard to keep track of which package is supposed to be the fixed one.
by Higor
Fri Jan 27, 2017 12:40 am
 
Forum: Mapping
Topic: DM-LastCrusader]|[: ChicoRuinsPack.utx mismatch
Replies: 33
Views: 507
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