Barbie wrote:Another thought has come into my mind: Was the early version of the Unreal engine able to support network play? If the networking code was added later, then the Pawns properties doubled in PRI might be a legacy issue and could have been kept to keep compatibility.
I think it was - I didn't checked deeper else presence of an IpDrv file would make no sense. I was playing NetGames from 1995 so would be a shame to not have Net Support in a later time. Anyway if I'm looking more careful I see... tests, presumptions here and there and... I cannot understand well all natives which I have because I'm not familiarized with C++, but I can figure "//fixme" remarks which are proving "bubbles" even in natives. So we can have a joy in UT by testing and tweaking correctly the stuff. I could see hidden issues (no accessed nones but neither functionality), and yes, this engine should be rewritten and everything would be more cute, clear, faster, safer. But who is in charge for this ? UTPG went at sleep since 2004 and no life sign has been detected - they failed mission anyway... We don't need "new features" (new bugs untested) we need major fixes and valid documents about natives, what they do, what is not recommended, which way is better optimized, even Wiki lacks some explanations because nobody has find/wrote any original document and then I suspect other things about this engine - looks like it was bought and modified without an entire knowledge about it, in hoping to wrong here... or it was a "trade secret" addressing who ?