Search found 6378 matches
- Thu Jan 15, 2015 9:44 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
I found a few old problems, I cannot be sure if are solved right now but... seems a few common lines occurred in different moments: #1 Zombie trash Critical: TouchTo Critical: AActor::BeginTouch Critical: ULevel::MoveActor Critical: APawn::stepUp Critical: APawn::physWalking Critical: APawn::perform...
- Wed Jan 14, 2015 7:16 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
Well the MH2v3 does have it's own mover open/close but the only thing (but no healgun?) These are pointless - map must work or mod is bad coded, forcing movers might mess up Levels - else I probably you want to force a CreatureFactory as well, LOL, is was done only to complete bugs caused by missin...
- Wed Jan 14, 2015 7:30 am
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
Game-types don't need to be mentioned as server-packages. They are native automatic called when player attempt to join. I'm not using any sort of game-type described in packages for a few years as long as I run multiple games with a few common things and I don't need any call from each-other between...
- Tue Jan 13, 2015 9:24 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
The truth is that I don't have full source codes. Aside note, Loki seems to have tuned a bit certain things because it looks like nobody using a Linux server never complained about this. There might be those infinite recursions (adjustaim, etc.) but never this one and very rare in 436. I'll keep tha...
- Tue Jan 13, 2015 9:13 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
Now, because the test for previous map passed, I was thinking to recreate such a check called from state... DEAD as it was called and crashed in the past... using disconnect, connect again in a different map. I was binding keys to develop a small mess and... the crash seems to no longer take place. ...
- Mon Jan 12, 2015 11:46 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
Cool... Let me inflict some message when that happens like in video. First I'll try it as it is - or maybe I'll put null48 as music. Btw, I changed that TimeOut to 3 seconds. I have to see what's the deal. Looks like happens all time when an empty connection slot is closed and an actor does a query ...
- Mon Jan 12, 2015 6:28 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
Monsterhunt still utilizes DMMutator as base mutator? Nope... quote at Shrimp's remark- > "I had to recreate a custom DMMutator because original it was causing already too much troubles". And it was done... bugs simply moved. He admitted that class UIWeapons was a dummy one - written late...
- Mon Jan 12, 2015 7:48 am
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
Skaarjs having issues with TimeDilation changes, that's a new one for me. What's the visible problems on these pawns? Sudden game speed changes shouldn't really alter any non-TimeDilation factored timers. Toying into MonsterHunt at a moment I noticed that only by rewriting ReplaceWith will help me ...
- Sun Jan 11, 2015 9:06 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
sektor2111 wrote:- ServerCrashFix came based on new "fixes" by UTPG at once with destroying editor, and were still claiming it functional; Never informed myself of what this fixed, glad it works tho. It was described in Web-page with UT patches... This time memory doesn't cheat me. It is ...
- Sun Jan 11, 2015 2:46 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 7]
Dude, if I'm thinking more I guess you have to get from somewhere original source-codes of binaries and rework this mess claimed ENGINE. Because: - ServerCrashFix came based on new "fixes" by UTPG at once with destroying editor, and were still claiming it functional; - Original game-types ...
- Fri Jan 02, 2015 8:47 am
- Forum: Modifications
- Topic: Enhanced mapvote (hypothetical)
- Replies: 8
- Views: 3322
Re: Enhanced mapvote (hypothetical)
None of changes are good when it is used Double Font Size...
- Fri Jan 02, 2015 8:29 am
- Forum: Misc | Off-Topic
- Topic: www.unrealtournament.info down... Planned or hacked?
- Replies: 70
- Views: 10638
Re: www.unrealtournament.info down... Planned or hacked?
Sorry paper. @TheDane, closing forums without even mention earlier is a disrespect to users, dont you think ? Thats why I a little angered. . .. Is there a chance to open forums again for one/two days or such ? I have unfinished tasks there and need to gather something. . Please Dane :( Let's debat...
- Thu Jan 01, 2015 7:47 pm
- Forum: Modifications
- Topic: Map Vote Ultimate 2.00
- Replies: 11
- Views: 8472
Re: Map Vote Ultimate 2.00
I would like to clean this mess from log: ScriptWarning: MapVoteWRI MH-Akemi_vs_Tomoko_Rv.MapVoteWRI1 (Function MapVoteULv2.MapVoteWRI.Timer:0BB3) Accessed array out of bounds (30/30) ScriptWarning: MapVoteWRI MH-Akemi_vs_Tomoko_Rv.MapVoteWRI1 (Function MapVoteULv2.MapVoteWRI.Timer:0C30) Accessed ar...
- Mon Dec 29, 2014 11:26 pm
- Forum: Coding, Scripting
- Topic: Any way to disable DeathMessages for a gametype?
- Replies: 1
- Views: 1028
Re: Any way to disable DeathMessages for a gametype?
Quoting title, speaking about Game-Type you might rework the game controller as follows: class DeathMatchPlus expands BotPack.DeathMatchPlus; Having a new controller you can directly modify Super.Killed into a direct execution by rewriting functions starting with GameInfo without to deal with those ...
- Wed Dec 17, 2014 6:39 pm
- Forum: Discussions
- Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
- Replies: 1071
- Views: 275122
Re: XC_GameEngine [test build 6 - v451 Linux fix - CacheConv
No, It isn't returning any error as long as is called directly from attraction code which is called by Bot not by None and is testing ScriptedPawn if exist one, I prefer more times a wrapping which is ignored by the most of people doing feign coding. Also Neither Bot Attitude deal won't bug anything...