This is a nice project. What is the current status?
Getting HWID from Windows, Mac & Linux clients would be great for user identification, opposed to ACE which only gets HWID from Windows clients.
Search found 81 matches
- Mon Mar 13, 2023 10:28 pm
- Forum: Mutators
- Topic: MrEHasher [Pitching Concept]
- Replies: 23
- Views: 2105
- Sat Mar 11, 2023 3:46 pm
- Forum: Misc | Off-Topic
- Topic: Update on Real Life
- Replies: 44
- Views: 4378
Re: Update on Real Life
So you have been convicted of a crime?
What have you done specifically that leaded to all this?
What have you done specifically that leaded to all this?
- Fri Mar 10, 2023 1:00 am
- Forum: Misc | Off-Topic
- Topic: Update on Real Life
- Replies: 44
- Views: 4378
Re: Update on Real Life
Why rent his property if he treats you like that. Just get out and find something better. Long story and if I'm going to explain Gecko is going to give me warning for "spreading drama" and invent some stuff again like in that bumped JJ thread. I simply can't find anything else around that...
- Thu Mar 09, 2023 6:37 am
- Forum: Misc | Off-Topic
- Topic: Update on Real Life
- Replies: 44
- Views: 4378
Re: Update on Real Life
Why rent his property if he treats you like that. Just get out and find something better.
- Wed Oct 20, 2021 5:44 pm
- Forum: General Discussions
- Topic: where to download bunnytrack mod?
- Replies: 6
- Views: 712
- Tue Oct 19, 2021 11:20 pm
- Forum: General Discussions
- Topic: where to download bunnytrack mod?
- Replies: 6
- Views: 712
Re: where to download bunnytrack mod?
Latest version of the bunnytrack mod: https://github.com/Mellesp/BTPlusPlusTE_beta3
Also, check out the BT Discord: https://discord.gg/zAVeaFYhuZ
Matches are being played on a daily basis. Money prizes for any skill level.
Also, check out the BT Discord: https://discord.gg/zAVeaFYhuZ
Matches are being played on a daily basis. Money prizes for any skill level.
- Sun Aug 29, 2021 2:13 pm
- Forum: Coding, Scripting
- Topic: How to make spectators using teleporters
- Replies: 4
- Views: 393
Re: How to make spectators using teleporters
this is how i got spectators to use teleporters: https://github.com/bunnytrack/OwYeaW-US ... or.uc#L168
though i believe, especially in MH maps, specs could trigger events. there should be a way to avoid that though
though i believe, especially in MH maps, specs could trigger events. there should be a way to avoid that though
- Tue Jan 14, 2020 7:04 pm
- Forum: General Discussions
- Topic: Unreal Tournament 469
- Replies: 451
- Views: 63249
Re: Unreal Tournament 469
https://www.youtube.com/watch?v=pE_5sGtkdVo Is there a plan to fix UT movement online? The gameplay above is played on 50 ping, it is without NewNet or LC, it's the original netcode. You can notice in the video, when I jump or dodge on the edge of objects, you get this bug where it doesn't register...
- Sun Jan 05, 2020 12:51 am
- Forum: Coding, Scripting
- Topic: in-game radii view for triggers
- Replies: 39
- Views: 6360
Re: in-game radii view for triggers
would indeed be nice to know about this possible replication limitation per actor i managed to get "everything" working now by spawning another actor that collects the remaining data once the array of 256 entries is filled basically spawning a brother to continue further with collecting+re...
- Sat Jan 04, 2020 7:44 am
- Forum: Coding, Scripting
- Topic: in-game radii view for triggers
- Replies: 39
- Views: 6360
Re: in-game radii view for triggers
alright, after enjoying some holidays i started working on this again seems like a good idea Feralidragon, i got it fully coded, although there seems to be a problem; is there a "replication cap" ? because the client can only see the values from the array until number 256 also any other ex...
- Mon Dec 09, 2019 4:36 am
- Forum: General Discussions
- Topic: Bunnytracks should have a way to move faster for non-cappers
- Replies: 2
- Views: 335
Re: Bunnytracks should have a way to move faster for non-cappers
not a bad idea i had a BT pug server with customly designed mods, you can practise the map in "no match mode" while in "no match mode" you could use checkpoints, but also type !pg to receive a portalgun whenever you used one of the portals of the portalgun you would not be able t...
- Mon Dec 09, 2019 4:00 am
- Forum: Coding, Scripting
- Topic: in-game radii view for triggers
- Replies: 39
- Views: 6360
Re: in-game radii view for triggers
sektor2111 i dont really understand what you are trying to tell, can you give a more exact explanation? thanks for the tip about ArrayCount FeraliDragon so, i tested with only 8 elements but it didnt make any difference i have been doing a lot of experiments and trying to re-code stuff but i still d...
- Fri Dec 06, 2019 10:00 pm
- Forum: Coding, Scripting
- Topic: in-game radii view for triggers
- Replies: 39
- Views: 6360
Re: in-game radii view for triggers
i just started doing the (non dynamic) array struct method and of course ran into some mysterious issue basically im letting the server spawn an actor that creates this struct: struct TriggerStruct { var Triggers Trigger; var Texture Texture; var vector Location; }; var TriggerStruct TS[10000]; then...
- Thu Dec 05, 2019 11:10 pm
- Forum: Coding, Scripting
- Topic: in-game radii view for triggers
- Replies: 39
- Views: 6360
Re: in-game radii view for triggers
just tested the difference with STY_Normal and STY_Translucent; no difference in fps at all anyways, i managed to get something "playable" working now basically i made 4 meshes, each with different Z so depending on the height/width ratio of the trigger's radii they are getting the appropr...
- Thu Dec 05, 2019 8:06 pm
- Forum: Coding, Scripting
- Topic: in-game radii view for triggers
- Replies: 39
- Views: 6360
Re: in-game radii view for triggers
well, i can definitely confirm that when spawning the meshes with a higher (2nd frame, fully extended) height can do big impact on fps even if eventually the meshes are drawn visually the same currently trying to find a reasonable Z scale considering functionality versus fps basically finding reason...