Search found 101 matches

by Dizzy
Sun Jan 06, 2019 5:44 pm
Forum: Coding, Scripting
Topic: Execute code when a player joins - via ServerActor only?
Replies: 6
Views: 467

Re: Execute code when a player joins - via ServerActor only?

Polling as seen in your code snippet is in most cases the worst solution. I'd suggest using a Mutator's ModifyLogin() function. Depending on what the code does the client may not need the mutator. I want the code to display a message to the client as soon as they connect/log in. I suspect this coul...
by Dizzy
Sun Jan 06, 2019 5:38 pm
Forum: Coding, Scripting
Topic: Spawning a message window without a custom ServerPackage?
Replies: 13
Views: 1121

Re: Spawning a message window without a custom ServerPackage

Follow how server logos do that. It's probably the simplest implementation, just a texture and sound played on the client when they join. Not sure where you are going but it's not a great idea to place a click-through on someone when they are joining your server. If you are enforcing a unique rules...
by Dizzy
Sun Jan 06, 2019 5:11 am
Forum: Coding, Scripting
Topic: Execute code when a player joins - via ServerActor only?
Replies: 6
Views: 467

Execute code when a player joins - via ServerActor only?

What's the most elegant way to execute some code when a new player joins the server, using only a ServerActor and no client-side stuff such as a custom GameInfo class? The only way I'm aware of was provided to me by OwYeaW (below) but I guess there are other ways, which might not rely on the Tick fu...
by Dizzy
Sun Jan 06, 2019 5:00 am
Forum: Coding, Scripting
Topic: Spawning a message window without a custom ServerPackage?
Replies: 13
Views: 1121

Spawning a message window without a custom ServerPackage?

I'd like to spawn a little message box on players' screens when they join my server. Nothing fancy, just a box which displays a text message and an "OK" button. Can I do this without creating an entire custom UWindow class, just using a ServerActor? I have Nexgen installed on the server. It contains...
by Dizzy
Tue Nov 06, 2018 11:39 pm
Forum: Tools and Programs
Topic: Fix UMake for two monitor usage
Replies: 17
Views: 1165

Re: Fix UMake for two monitor usage

dot wrote:I do not have any source code. Delphi resources can be edit inside compiled .exe file via programs like Resource Hacker or PE Explorer.
I only change poDesktopCenter to poScreenCenter for few forms.
Got it, thanks.
by Dizzy
Tue Nov 06, 2018 10:18 pm
Forum: Tools and Programs
Topic: Fix UMake for two monitor usage
Replies: 17
Views: 1165

Re: Fix UMake for two monitor usage

I use two monitors then I have two screens. UMake open on Desktop center, not Screen center. It is mean half window on one monitor, half on second. Very annoying, I fix it. Now UMake opened on Screen center. All other stay same. Info about this tool and original version, can be found here: http://m...
by Dizzy
Tue Oct 16, 2018 12:52 am
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 1522

Re: Why do even simple movers lag when playing online?

@sektor I tested this on my server (laggy mover maps: CTF-BT-SeGear and CTF-BT-Donnie-v1) and it works beautifully. Really excellent. Thank you very much to you and Higor for your help. If you have no objections I will post this on Github with you and Higor as the authors. If you think of any improv...
by Dizzy
Mon Oct 15, 2018 4:25 am
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 1522

Re: Why do even simple movers lag when playing online?

@sektor Amazing code; you're a legend. I'll give this a try later today. One thing: should the following not be AND instead of OR? if ( M.Class == Class'Mover' || M.Class != Class'RotatingMover' ...etc A few random questions: 1. When would you use a Mover with NumKeys = 0? 2. When would you make a M...
by Dizzy
Sat Oct 13, 2018 7:41 pm
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 1522

Re: Why do even simple movers lag when playing online?

It looks operational so far even without XC_Engine - not a bad fix at all. Can you please share this operational mod so I can test it on my server too? For the rest of stunts I think I will setup a builder and a mapping class/package that can be loaded and creating such a Mover ready for mapping. T...
by Dizzy
Sat Oct 13, 2018 1:41 am
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 1522

Re: Why do even simple movers lag when playing online?

Thank you for the explanation of Higor's solution. That makes sense.

My next question is: can we make this solution into a server actor which doesn't require XC_Engine to run?
by Dizzy
Fri Oct 12, 2018 7:54 pm
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 1522

Re: Why do even simple movers lag when playing online?

OK, so do you think I should just abandon that code completely? I thought the discussion in the other thread made complete sense: When I put your suggestion into the default properties, simulated proxy worked, but lagged as much as the DumbProxy. Good thing I was reading up much on replication. Appa...
by Dizzy
Fri Oct 12, 2018 3:41 pm
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 1522

Re: Why do even simple movers lag when playing online?

@Higor I don't use XC Engine yet; we did test it on the server about a year ago but if I remember correctly, it was causing issues with some BT maps and obstacles. I might try it again and I can let you know of any issues, if you're interested? @sektor That would be good, thanks. Did you see my post...
by Dizzy
Fri Oct 12, 2018 5:33 am
Forum: Coding, Scripting
Topic: Why do even simple movers lag when playing online?
Replies: 16
Views: 1522

Why do even simple movers lag when playing online?

I've been reading up on movers and replication, and I think I understand the basics (correct me if I'm wrong): movers have their movement replicated from server to client with the frequency of the movement updates being determined by the server tick rate. However, to save bandwidth, UT compresses or...
by Dizzy
Fri Oct 12, 2018 5:26 am
Forum: Mapping
Topic: Mover attached Actors move delayed
Replies: 33
Views: 9029

Re: Mover attached Actors move delayed

Thanks Lo! I'll try to get a test map done up and sent to you tomorrow. It will be a simple room with a couple of triggered movers with attached things done a couple of ways. You da man. Did you ever try out this map on a server? I'd definitely be interested in seeing it since I'm looking into move...
by Dizzy
Thu Oct 11, 2018 9:21 pm
Forum: Coding, Scripting
Topic: Replicating Mover
Replies: 18
Views: 5036

Re: Replicating Mover

Fully replicating mover code: class DynamicMover native; var vector mDesiredLocation; var rotator mDesiredRotation; var float accLocX, accLocY, accLocZ, accRotYaw, accRotPitch, accRotRoll; // replicate without loosing accuracy replication { reliable if (Role == ROLE_Authority) accLocX, accLocY, acc...