Search found 1122 matches

by PrinceOfFunky
Sun Sep 06, 2020 2:40 am
Forum: General Discussions
Topic: [FanTopic] UT99 Trivia and unknown bits
Replies: 7
Views: 199

Re: [FanTopic] UT99 Trivia and unknown bits

papercoffee wrote:
Sat Sep 05, 2020 4:48 pm
The Unreal equivalent was already useable in akimbo style.
Uh, that's true, unless it was implemented later like the translocator but the double enforcer isn't that much ground breaking unlike the translocator.
by PrinceOfFunky
Sat Sep 05, 2020 3:54 pm
Forum: General Discussions
Topic: [FanTopic] UT99 Trivia and unknown bits
Replies: 7
Views: 199

Re: [FanTopic] UT99 Trivia and unknown bits

"We came back from watching The Matrix, and the “jump program” inspired DM-Morpheus." http://web.archive.org/web/20160728182217/http://epicgames.com:80/community/2013/01/the-longevity-of-unreal-tournament-part-four/ Thanks! Now I finally have the confirmation .o. So basically the dev team watched M...
by PrinceOfFunky
Fri Sep 04, 2020 9:43 pm
Forum: General Discussions
Topic: [FanTopic] UT99 Trivia and unknown bits
Replies: 7
Views: 199

Re: [FanTopic] UT99 Trivia and unknown bits

People believe there are no references to Matrix (the movie) because it wasn't released yet, but I'm convinced there are, and I'm convinced it is UT99 to have references to Matrix and not the other way around. Is this true? IICR one of the devs explicitly mentioned this, lol! https://ut99.org/viewt...
by PrinceOfFunky
Fri Sep 04, 2020 3:18 am
Forum: General Discussions
Topic: [FanTopic] UT99 Trivia and unknown bits
Replies: 7
Views: 199

Re: [FanTopic] UT99 Trivia and unknown bits

The first reported cheater was LilTinyChessPiece, a tiny 1-inch tall player (probably a pawn sprite). Warp zone native code is intended to work with multiple maps at once (even between multiple servers), but the unrealscript side of the code is commented out, I guess nobody ever tried to uncomment ...
by PrinceOfFunky
Thu Jul 30, 2020 3:51 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 385
Views: 29093

Re: Unreal Tournament 469

62) String to Vector/Rotator conversion always returns 0 for the first element. E.g. rotator("(1,2,3)") returns (0, 2, 3).
by PrinceOfFunky
Wed Jul 15, 2020 8:12 pm
Forum: Coding, Scripting
Topic: Do we need to add the reliable/unreliable keyword to replicate variables?
Replies: 0
Views: 197

Do we need to add the reliable/unreliable keyword to replicate variables?

According to the changelog for the patch 217 there's no need to add the keyword "reliable" to variables as they will always be replicated. Is it still like that to this day or did it change?
by PrinceOfFunky
Wed Jul 15, 2020 2:39 pm
Forum: General Discussions
Topic: UT99 Beta pictures from an original screensaver from Feb 1999
Replies: 2
Views: 207

UT99 Beta pictures from an original screensaver from Feb 1999

I was digging through old EpicGames websites and found out that EpicGames published a screensaver in 1999, obliterat0r/eD found the link, installed Win98, created a virtual cd to import the exe packaged screensaver, installed it, we viewed it and it contained various pictures from the beta version o...
by PrinceOfFunky
Wed Jun 17, 2020 7:31 pm
Forum: General Discussions
Topic: What is the voice box for?
Replies: 2
Views: 125

Re: What is the voice box for?

I see this thing every so often, only seen it on a map very rarely. What does it do? It's a sound player you can throw which by default plays some shootings sounds to confuse players. It can be used as a diversive, just like this https://youtu.be/l1ZWZzQkyy0?t=15 or this https://www.gamemodd.com/up...
by PrinceOfFunky
Mon Jun 15, 2020 7:45 pm
Forum: Mapping
Topic: Some of my curiosity
Replies: 9
Views: 349

Re: Some of my curiosity

sektor2111 wrote:
Mon Jun 15, 2020 3:35 pm
Does any of you knows a good reason to put all sort of texture properties to a portal which is HIDDEN in all ways ?
Surface properties (invisible or not) affect warp zone portals, a proof of this can be found by flipping the texture.
by PrinceOfFunky
Sun May 24, 2020 3:15 pm
Forum: General Discussions
Topic: HUD map/radar
Replies: 25
Views: 695

Re: HUD map/radar

UTRoyale lets you see it by sending the command "debugToggleRadarMap" in console. (You need bDebug set to True in UTRoyale gametype)
by PrinceOfFunky
Wed May 20, 2020 3:49 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 385
Views: 29093

Re: Unreal Tournament 469

Deepu wrote:
Wed May 20, 2020 3:30 am
Dubug is working for me
Oh oki thanks, it didn't in the first versions of 469.
by PrinceOfFunky
Wed May 20, 2020 2:44 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 385
Views: 29093

Re: Unreal Tournament 469

61) PLEASE, make Chris's DEBUG.u package work. (Cause last time I checked, it didn't work with 469)
by PrinceOfFunky
Mon May 18, 2020 3:41 pm
Forum: Servers
Topic: How often can you use serverquery commands?
Replies: 1
Views: 97

Re: How often can you use serverquery commands?

Probably a stupid question again. :wth: I was just wondering if there is a limit to how many ut serverquery commands you can use? For example if I used //players// every X seconds, would doing it every 1 seconds negatively affect the server in anyway? It shouldn't affect the server negatively if yo...
by PrinceOfFunky
Sat May 09, 2020 3:16 pm
Forum: Mutators
Topic: looking for mutator that increases a weapon shoot distance
Replies: 9
Views: 308

Re: looking for mutator that increases a weapon shoot distance

You can't do that using a mutator. The range of a weapon is hard coded into its code with a set value, meaning that you can't inject a value to a variable from an outside package. You need to recode the weapon(s) in question. as example, the shockrifle has this set: EndTrace += (10000 * vector(Adju...
by PrinceOfFunky
Mon May 04, 2020 3:17 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 87
Views: 5957

Re: What feature do we want to see in UnrealED2?

52) Dark light feature;
53) The ability to create a map thatu ses an additive system instead of subtractive (and why not to convert one too);
54) Being able to see the fog without having to rebuild the light (unless the fog needs some raycasting);