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

Small prototype of XC_Core here, the difference is that all LZMA code has been stripped from it and instead it'll dynamically load a LZMA library in order to gain its functionality. LZMA library has been built using the LZMA SDK version 16.04 which is placed in public domain. Technical details: - So...
by Higor
Fri Jun 23, 2017 1:44 am
 
Forum: Modifications
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 915
Views: 83135

Re: UT99 online gaming latest years - bad impressions

BS
The server has authoritative control over your position, if properly patched (as mentioned before) then no matter how fast the client wants to run, it won't happen.
Stop being so dense.
by Higor
Wed Jun 21, 2017 5:39 pm
 
Forum: General Discussions
Topic: UT99 online gaming latest years - bad impressions
Replies: 80
Views: 2253

Re: UT99 online gaming latest years - bad impressions

UT's player movement code (patched in XC_Engine) has an exploit where by making yourself slower you can turbocharge the speedhack so it works for more than 3 seconds. EDIT: Also, using this in ZeroPing I was able to mow down non-pawn targets with over 10k health in less than 2 seconds, which is the ...
by Higor
Tue Jun 20, 2017 5:00 pm
 
Forum: General Discussions
Topic: UT99 online gaming latest years - bad impressions
Replies: 80
Views: 2253

Re: UT99 online gaming latest years - bad impressions

Yes, lack of interest is one of main factors. What really bothers is attitude of server admins. UT modding could have been so much bigger, and this is 1/2 reason why. UT can be updated in any way possible and Quake is proof of that. The other 1/2 reason? The developers are busily engaged in their n...
by Higor
Sun Jun 11, 2017 6:15 pm
 
Forum: General Discussions
Topic: UT99 online gaming latest years - bad impressions
Replies: 80
Views: 2253

Re: The true multicore ut fix! (fix at least Cool'n'Quiet am

That hard limit is on the game's 'world' updater, it'll make sure that the ingame 'time' between frames never goes outside of the [1/200,1/4] range. If the game FPS is higher it'll run faster, if slower it'll run in slow motion. Regarding behaviour when a local NetDriver is attached to your 'world' ...
by Higor
Sat Jun 10, 2017 4:56 am
 
Forum: Tools and Programs
Topic: The true multicore ut fix! (fix at least Cool'n'Quiet amd cp
Replies: 12
Views: 6718

Re: The true multicore ut fix! (fix at least Cool'n'Quiet am

A little thing if you're using my launcher: Renderer frame limiter still uses old sleep methods so no matter what launcher you use, it'll cause stuttering and speed issues. In order to let the launcher work 100% you need a separate frame limiter. So far the only non-renderer frame limiter available ...
by Higor
Fri Jun 09, 2017 7:20 pm
 
Forum: Tools and Programs
Topic: The true multicore ut fix! (fix at least Cool'n'Quiet amd cp
Replies: 12
Views: 6718

Re: Invisible weapons in MH-Treasure2DXfixed

Proto build implements this fix in MonsterHunt package. https://github.com/CacoFFF/MonsterHunt-Rebuild/blob/master/MonsterHunt/classes/MonsterHunt.uc function bool PickupQuery( Pawn Other, Inventory item ) { local bool bResult; bResult = Super.PickupQuery( Other, Item); if ( bResult && Item....
by Higor
Tue May 30, 2017 5:13 am
 
Forum: Mapping
Topic: Invisible weapons in MH-Treasure2DXfixed
Replies: 5
Views: 178

Re: UT99 online gaming latest years - bad impressions

TL;DR
Can I get a quick rundown?
by Higor
Sat May 27, 2017 6:24 pm
 
Forum: General Discussions
Topic: UT99 online gaming latest years - bad impressions
Replies: 80
Views: 2253

Re: "Parallax-scrolling" skybox?

The public (and finished) version is this one.
MovableSkyZone.zip
(2.12 KiB) Downloaded 15 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: 358

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: 79907

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: 210

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: 175

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: 6029

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: 127
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