Search found 130 matches

by Chris
Sat Feb 04, 2017 6:05 pm
Forum: Mapping
Topic: Trigger only if door is open (closed)
Replies: 6
Views: 1336

Re: Trigger only if door is open (closed)

Why not just make two small custom triggers that does exactly this and mylevel them? function Touch( actor Other ) { local actor A; if( IsRelevant( Other ) ) { if ( ReTriggerDelay > 0 ) { if ( Level.TimeSeconds - TriggerTime < ReTriggerDelay ) return; TriggerTime = Level.TimeSeconds; } // Broadcast ...
by Chris
Tue Nov 08, 2016 3:22 pm
Forum: Coding, Scripting
Topic: Level.TimeSeconds
Replies: 6
Views: 1666

Re: Level.TimeSeconds

Yes it's locally incremented, I guess it starts to count when the new ULevel gets spawned upon connection. You will want to keep track of it serverside, just capture the TimeSeconds of the server upon player connection. Then when you want to read it all you do is PlayerTime = Level.TimeSeconds - iCa...
by Chris
Sun Nov 06, 2016 6:59 am
Forum: Servers
Topic: Recommended VDS?
Replies: 9
Views: 3242

Re: Recommended VDS?

GameServers.com is just a big scam. I'd also recomment Vultr (google it) they have very low prices, offer both HDD and SSD solutions, nice hardware plans that are actually useful, many dufferent locations of your choice. And what caught me was the fact that you can upload your own image file for you...
by Chris
Wed Nov 02, 2016 7:33 pm
Forum: Tips, Tricks & Tutorials
Topic: tutorial audio driver
Replies: 8
Views: 3677

Re: tutorial audio driver

And the biggest issue here is not your spelling, it's the fact that you don't really know what you're talking about. Your intentions might be pure, but I'd suggest keeping that "knowledge" to yourself until you feel like you know enough to actually debate the subject. And "I know it because someone ...
by Chris
Mon Oct 31, 2016 3:53 pm
Forum: Servers
Topic: The Unrealism Zone Server is Back!
Replies: 41
Views: 6786

Re: The Unrealism Zone Server is Back!

heavy logging on server side can also cause slow server response Yes, I had the same idea but have nothing found in this regard, logs were not filled with more warnings and so on... But however is there a possibility to suppress warnings so they won't appear in the log file? Not without engine patc...
by Chris
Mon Oct 31, 2016 3:31 pm
Forum: Coding, Scripting
Topic: UScript implementation of reading CompactIndex
Replies: 7
Views: 1906

Re: UScript implementation of reading CompactIndex

Thanks for translating into UScript. :tu: May I ask what the use for this is exactly? Of course. I'm still having a Map Patcher Mutator in mind (but on low priority). I'm going to add the description there. I'm kinda curious as to why you need to explicitly decode compact indices in UScript. You pr...
by Chris
Mon Oct 31, 2016 10:16 am
Forum: Coding, Scripting
Topic: UScript implementation of reading CompactIndex
Replies: 7
Views: 1906

Re: UScript implementation of reading CompactIndex

Thanks for that implementation, but it does not look like UScript ;o). The Wiki page I mentioned in first post has also an C# implementation, and additionally I got one in Delphi Pascal. To save the time for translating and testing I asked for an existing (hopefully tested) UScript implementation. ...
by Chris
Sun Oct 30, 2016 7:39 pm
Forum: Coding, Scripting
Topic: UScript implementation of reading CompactIndex
Replies: 7
Views: 1906

Re: UScript implementation of reading CompactIndex

Have a look at the serializer. // // FCompactIndex serializer. // FArchive& operator<<( FArchive& Ar, FCompactIndex& I ) { INT Original = I.Value; DWORD V = Abs(I.Value); BYTE B0 = ((I.Value>=0) ? 0 : 0x80) + ((V < 0x40) ? V : ((V & 0x3f)+0x40)); I.Value = 0; Ar << B0; if( B0 & 0x40 ) { V >>= 6; BYT...
by Chris
Sun Oct 30, 2016 10:20 am
Forum: Skins
Topic: A little goal for us to work towards (Playermodel Ideas)
Replies: 49
Views: 12294

Re: A little goal for us to work towards (Playermodel Ideas)

I love the work you did on the playermodel, and im ever so thankful you chose to make it, but sometimes I get this error... This occurs in the Login event of GameInfo. The Spawn function doesn't throw a GPF, so there is no particular info about it in the dialog. The native function ULevel::SpawnPla...
by Chris
Fri Oct 21, 2016 7:45 pm
Forum: Coding, Scripting
Topic: Bool set by number comparison statement result?
Replies: 3
Views: 1044

Re: Bool set by number comparison statement result?

A bit more in-depth of what's happening in the VM: Doing something like this simply results in fewer opcodes to be executed and thus makes your code more optimal. myInt = 50; bSomeBool = (myInt >= 10 || myInt < 5) && myInt < 100; So what's actually happening here? Let's start looking at the structur...
by Chris
Thu Oct 06, 2016 2:37 am
Forum: Mapping
Topic: MH-Forbidden+ needs to be fixed?
Replies: 3
Views: 737

Re: MH-Forbidden+ needs to be fixed?

We all know what great things this Mr. Shrimp created...
by Chris
Sat Oct 01, 2016 11:14 pm
Forum: Coding, Scripting
Topic: Uhhh.... what's this thing?
Replies: 19
Views: 4081

Re: Uhhh.... what's this thing?

I'm actually gonna start learning the Vulkan API, even if it doesn't work at all in UT it'll get me a job in the future. :loool: Still, I'd love to see an actual render interface + device running on this API. Will probably be the next thing I start after I round up XC_Engine. Work at Epic. Make UT9...
by Chris
Sat Oct 01, 2016 10:48 pm
Forum: Mapping
Topic: A random idea
Replies: 5
Views: 1180

Re: A random idea

Could be inherited from the Soccer mod.
I am no longer writing code for UE1 however.
There should be atleast someone who can contribute to what you wish to acomplish.
by Chris
Fri Sep 30, 2016 9:27 pm
Forum: Coding, Scripting
Topic: Uhhh.... what's this thing?
Replies: 19
Views: 4081

Re: Uhhh.... what's this thing?

Higor wrote:
Dr.Flay wrote:No the full source for the software renderer is still not available
:lol2:
Atleast not for everyone :lol:
by Chris
Tue Sep 27, 2016 10:31 pm
Forum: Coding, Scripting
Topic: Actor rotation (value clamping)
Replies: 9
Views: 2579

Re: Turret [rotation] Question

Like barbie said, the expression (Yaw & 65535) simply means that you clamp the value of Yaw to 16bits. Writing it in hexa as 0xFFFF would make it easier to read tho.