Search found 1780 matches

by Higor
Tue Aug 06, 2019 11:16 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

by Higor
Tue Aug 06, 2019 11:15 pm
Forum: News
Topic: XC_Engine version 24 full
Replies: 23
Views: 2125

XC_Engine version 24 full

Full XC_Engine package. You may check the documentation under each project's specific directory at https://github.com/CacoFFF/XC-UT99 ============================= === 24 update: UnrealScript: - Added: LoadPackageContents native (227 mirror). - Added: MapRoutes native. (enhanced FerBotz route mapper...
by Higor
Sat Aug 03, 2019 9:43 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

Getting close to finishing the update, already dealt with some annoying telefrags and did some more improvements on bot elevator handling.
(The Singular function bug was been sort of worked around, it's possible to call Global/Super versions of a singular function now)
by Higor
Tue Jul 30, 2019 11:23 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

Just found a very obscure bug in UT/UE. Take a look at Bot and Pawn classes. Bot has a definition of BaseChange , then calls Super.BaseChange within it... The problem is that both functions have been tagged as singular functions. So this means that Super.BaseChange will ALWAYS fail to run. What's th...
by Higor
Sat Jul 27, 2019 4:23 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

Finally after some crazy brain exercise got bots to open doors smartly. This can be really useful for movers blocking paths that don't have a BlockedPath marker or any other way of signaling the path isn't available. This MAY help bots enable long distance elevators/bridges where the trigger isn't v...
by Higor
Tue Jul 23, 2019 7:36 am
Forum: Misc | Off-Topic
Topic: What would be more fun to hunt in MonsterHunt?
Replies: 16
Views: 1126

Re: What would be more fun to hunt in MonsterHunt?

Suicide bomber pupaes.
They hit you and BOOM.
by Higor
Tue Jul 23, 2019 3:01 am
Forum: General Discussions
Topic: Fave Weapons
Replies: 19
Views: 3699

Re: Fave Weapons

Hold "fire".
I can deal 100 damage
1 second later
I can deal 200 damage
1 second later
I can deal 300 damage
1 second later
I CAN DEAL 400 DAMAGE
1 second later
I CAN DEAL 500 DAMAGE!!!
1 second later
COME AT ME!!!!!!!!
by Higor
Sun Jul 21, 2019 8:52 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

Updated beta (includes CollisionGrid fixes) Changelog here: https://github.com/CacoFFF/XC-UT99/commit/c02d8a0f01c6c0ae5cc50fe564a7b03132319b1b Notable: "Improved actor attachment movement, actors are much less likely to overlap/encroach/telefrag each other when standing on a base that moves horizont...
by Higor
Wed Jul 17, 2019 6:12 am
Forum: Coding, Scripting
Topic: static function, out parameter and for loop problem [SOLVED]
Replies: 5
Views: 355

Re: static function, out parameter and for loop problem

Trivia: this code reduces UnrealScript iteration count, not the legible kind though. static function bool hasWhatever( Actor Actor, out Inventory Inv) { for ( Inv=Actor.Inventory; Inv != None && Inv.class != class'Whatever' ; Inv=Inv.Inventory) {} return Inv != None; } EDIT: Any of the functions wor...
by Higor
Wed Jul 10, 2019 11:09 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

CollisionGrid status during the crash? PD: Found another set of problems in CollisionGrid and already fixing some. Found a bug in extent traces that was making players not properly stand in elevators and that the GCC compiler wasn't properly vectorizing (have to update to GCC 7) EDIT: Done, this sho...
by Higor
Tue Jul 09, 2019 7:10 am
Forum: General Discussions
Topic: "net stat" output position
Replies: 5
Views: 438

Re: "net stat" output position

Except NET STAT display originates from the 'Render' class and is 100% native code. All stats lines are drawn using the same function: void URender::ShowStat( FSceneNode* Frame, const TCHAR* Fmt, ... ) { TCHAR TempStr[4096]; GET_VARARGS( TempStr, ARRAY_COUNT(TempStr), Fmt ); guard(URender::ShowStat)...
by Higor
Tue Jul 09, 2019 6:53 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

I'd say it's safe to assume it's the NetConnection object, or one of it's sub-elements (channels, packets, bunches, hashmap). So I'm looking at a change in the login parameters/protocol, or the relevancy loop between v21 and v22. Have you tried one of those MH maps where the channel list gets filled...
by Higor
Mon Jul 08, 2019 7:13 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

Makes complete sense, the path definition function that does the reachability checks is the one used in the editor, but of course, the editor doesn't have the brush tracker or the collision hash running. Which means that there's a bigger chance of crashing whenever the game is spawning 'AI markers' ...
by Higor
Sun Jul 07, 2019 9:25 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

Version staying on 23 is intentional (because beta), will have to see what's up with the crashes.
by Higor
Sat Jul 06, 2019 3:24 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11640

Re: XC_Engine megathread

New Beta. Most changes here. https://github.com/CacoFFF/XC-UT99/commit/cb526346f162852406d6cc990451886ed86702e1 https://github.com/CacoFFF/XC-UT99/commit/441b453a4d2b9a3ded5694ff3d4fc2a9025c3357 https://github.com/CacoFFF/XC-UT99/commit/e044518a5846468c43b229851751422ee556e4dc The most significant c...