Could you post your entire .ini file of the mod? I find that weird to happen...
Wises wrote:hey mate , could you split this post off into a new thread perhaps with a detailed header so that we may list the problems sep from this thread?
appreciate your efforts.
Well, looking back at the posts they started from the potential issues NW3 tech has with UTPure and the whitelisting debunking. I think instead of splitting, you or someone else can create a whole new topic about Pure, perhaps with the debunk of that list which some admins thought to be whitelisting.
Wises wrote:on topic though , is there something wrong with this picture?.. I just can't figure it out lol, it's like this guy defeats gravity..
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is there anyway of doing something physical with these mesh/skeletons?.. like have them bend, flip, fall, disintegrate into the acid bath below.. perhaps?
That was my idea at first: make them ragdoll-like, to avoid those issues, but the physics involved is not that simple.
UT is *very* limited, and the guts you see hanging around in the ceilings and stuff already have physics I implemented entirely in UScript alone, and I tried to adapt them to create ragdolls by limiting the angle of turn, and it failed miserably due to the nature of the physics in question. I would have to implement constraints and other things to do something like that properly (just like it's done in newer engines), but I am not up to it and that would quite make an impact at the CPU level if done from UScript.
So I opted for the fast and simple: a single animated model with a single collision point, thus things like those are bound to happen sometimes.