Search found 1780 matches

by Higor
Wed Jul 03, 2019 11:29 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

Do a temporary test with the non-XC client, remove all XC_Engine download managers on the server and see if the crash occurs.
Additionally, temporarily remove the XC files from it.

Code: Select all

[XC_IpDrv.XC_TcpNetDriver]
DownloadManagers=IpDrv.HTTPDownload
DownloadManagers=Engine.ChannelDownload
by Higor
Wed Jul 03, 2019 6:32 pm
Forum: General Discussions
Topic: Are there commands to spectate specific players?
Replies: 9
Views: 684

Re: Are there commands to spectate specific players?

Code: Select all

viewplayer [playername]
If the server happens to be running XC_Engine, viewplayer will also accept partial name matches.
by Higor
Wed Jul 03, 2019 5:21 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

The trick is exactly NOT going towards the blocked area, but to the trigger that unblocks it. (look at the green path nodes) Trigger, Mover, or whatever is the 'root' of said event. XC_Engine will come with an expandable event chain system tracker that will allow bots to recognize what triggers a Bl...
by Higor
Wed Jul 03, 2019 1:29 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

XC_Engine_Actor was a galaxy of bugs, luckily I've been fixing them non-stop on the past days, as well as massively improving it.

Meanwhile:
by Higor
Fri Jun 28, 2019 6:42 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

Does it happen when the XC_Engine server doesn't have any of the new download managers? (use only HTTPDownload and ChannelDownload)
by Higor
Wed Jun 19, 2019 10:26 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

I am unable to reproduce this, does that same client crash on this server?
unreal://23.111.157.138:7777
by Higor
Wed Jun 19, 2019 10:23 pm
Forum: Mapping
Topic: MAX_POINTS crash
Replies: 5
Views: 331

Re: MAX_POINTS crash

Meshes have absolutely nothing to do with this.
This is a combo of overly complex bsp + movers.

You'll have to make the map a bit more 'seamless'.
by Higor
Wed Jun 19, 2019 8:10 am
Forum: Mapping
Topic: MAX_POINTS crash
Replies: 5
Views: 331

Re: MAX_POINTS crash

You're gonna have to do a LOT of brush optimization and rebuilding.
by Higor
Wed Jun 19, 2019 7:50 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

I'm alive! Took a while to get around to settling in a new place... Back to action, made a more complex 'tick' system that should take advantage of the OS's system timers as well as high precision timers while reducing CPU usage. /*====================================================================...
by Higor
Mon Jun 17, 2019 1:57 am
Forum: Discussions
Topic: Redirect broken after installing xc_engine
Replies: 4
Views: 301

Re: Redirect broken after installing xc_engine

You may:

Remove the following

Code: Select all

DownloadManagers=XC_IpDrv.XC_HTTPDownload
Or add the following

Code: Select all

[XC_IpDrv.XC_HTTPDownload]
RedirectToURL=https://cwfiles3.clanwarz.com/fastfiles/145.239.139.111_7777/UtFilesOut/
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True
by Higor
Wed Jun 05, 2019 2:33 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

bestPathWeight and visitedWeight That's the secret to the hyper mega super duper marvellously advanced pruning, multiple small route mappings done during the pathing process. That data are leftovers from the build process, will make sure they're zero'd out after build is complete. Thanks. Critical:...
by Higor
Tue Jun 04, 2019 8:07 pm
Forum: Modifications
Topic: Completed Unreal High Res Textures now available
Replies: 30
Views: 2820

Re: Completed Unreal High Res Textures now available

Are they dual P8/DXT1 format?
Conformed to originals?
by Higor
Sun May 26, 2019 1:22 am
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

ucc or ucc2?
by Higor
Sat May 25, 2019 7:54 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

What the compiler does is consider functions from the mentioned classes, the compiler won't be able to use them if said classes aren't loaded at compile time.
by Higor
Sat May 25, 2019 7:16 pm
Forum: Discussions
Topic: XC_Engine megathread
Replies: 145
Views: 11638

Re: XC_Engine megathread

These functions are hardcoded into the compiler, they'll produce direct opcode calls with no package dependancy. The array functions also work with any array type. - NavigationPoint: * describeSpec - XC_Engine_Actor: * AddToPackageMap, IsInPackageMap, PawnActors, DynamicActors, InventoryActors, Coll...