Unreal Tournament 469

Discussions about UT99
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PrinceOfFunky
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Re: Unreal Tournament 469

Post by PrinceOfFunky » Tue Oct 08, 2019 10:40 pm

papercoffee wrote:
Tue Oct 08, 2019 9:52 pm
PrinceOfFunky wrote:
Tue Oct 08, 2019 6:35 pm
14) If I zoom with a sniper and I throw it, if I don't have any other weapon then SwitchToBestWeapon() won't do anything and I will end up stuck with the zoom FOV until I pick up another weapon (which is difficult with a tiny FOV);
Oh interesting... didn't notice this.
Have to test it.
You need a gametype that has no default inventory, or you won't be able to drop the default inventory items.
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OjitroC
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Re: Unreal Tournament 469

Post by OjitroC » Tue Oct 08, 2019 11:10 pm

PrinceOfFunky wrote:
Tue Oct 08, 2019 6:35 pm
14) If I zoom with a sniper and I throw it, if I don't have any other weapon then SwitchToBestWeapon() won't do anything and I will end up stuck with the zoom FOV until I pick up another weapon (which is difficult with a tiny FOV);
I'm really intrigued why you would want to drop your only weapon.

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PrinceOfFunky
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Re: Unreal Tournament 469

Post by PrinceOfFunky » Wed Oct 09, 2019 5:09 am

OjitroC wrote:
Tue Oct 08, 2019 11:10 pm
PrinceOfFunky wrote:
Tue Oct 08, 2019 6:35 pm
14) If I zoom with a sniper and I throw it, if I don't have any other weapon then SwitchToBestWeapon() won't do anything and I will end up stuck with the zoom FOV until I pick up another weapon (which is difficult with a tiny FOV);
I'm really intrigued why you would want to drop your only weapon.
If the weapon is considered strong, has few ammo and you throw it to the enemy, there are chances the enemy will automatically switch weapon with the one you threw, ending up with a disadvantage.
Even worse can be done with the redeemed:
15) If I AltFire with the WarheadLauncher and, meanwhile I'm controlling the GuidedWarshell, I throw it and then I make the GuidedWarshell explode, anyone who will pick it up will have the static texture all over the screen until it switches weapon.
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Higor
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Re: Unreal Tournament 469

Post by Higor » Wed Oct 09, 2019 6:38 am

I'll deal with those later, noted.
ImageImage
Image unreal://23.111.157.138:7777
Image unreal://46.228.199.205:7788

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gattovicentino
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Re: Unreal Tournament 469

Post by gattovicentino » Thu Oct 10, 2019 7:58 pm

very interesting, anth !

Remembering some problems I have encountered over time, it would be interesting to:

- allow many more serverpackages lines in unrealtournament.ini (if I want a multiplayer home LAN game with dozens of models/skins/mods installed)
- help with some occludebsp/occludeframe "general protection fault" issues causing crash, expecially using some mods and sophisticated weapons (U4E et cetera) in some maps.
- allow more than 32 bots in multiplayer games for the biggest maps.
- better managing of memory on newer hardware (yes, this would require a 64bit executable to be "perfect", but maybe something can be improved even using a 32bit one, avoiding "out of memory" issue).

OK I know that some of the above-mentioned issues/suggestions can't be done simply releasing a new patch, but...
Last edited by gattovicentino on Thu Oct 10, 2019 11:24 pm, edited 1 time in total.

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PrinceOfFunky
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Re: Unreal Tournament 469

Post by PrinceOfFunky » Thu Oct 10, 2019 9:27 pm

Oh hey:
16) Give write access to dynamic arrays.
17) Let functions accept arrays as parameters.
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