Siege IV [0028]

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Higor
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Re: Siege IV

Post by Higor »

Using GitHub now, 0020 test build available.
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Deepu
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Re: Siege IV

Post by Deepu »

Higor you made nice one version. I like the Constructor & other stuff very much. Thank you!
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[rev]rato.skt
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Re: Siege IV

Post by [rev]rato.skt »

Reply, thanks higor!

Rule[70]=B=sgItemShieldBelt?C=2?cost=400?properties(scalebox=5,maxenergy=15000,energy=4000,buildtime=5,DSofMFX=12)


hey higor am also grateful for best mod UT99 siege :)

show me the correct way to change the values to create each item

I have done that way but gave not sure

Rule[70]=B=sgItemShieldBelt?C=2?coast=400
Last edited by [rev]rato.skt on Wed Nov 25, 2015 12:09 am, edited 1 time in total.
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[rev]rato.skt
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Re: Siege IV

Post by [rev]rato.skt »

Higor you have one tool(mutator) that facilitates creating shortcuts keys to siege?

I had, but i lost,i remember I downloaded the uk many years ago....

Answering!

THX Chamberly, It was really what I was searching

SiegeKeybinderv4.rar the best tools for siege key's :gj:
Last edited by [rev]rato.skt on Wed Nov 25, 2015 3:30 am, edited 1 time in total.
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Chamberly
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Re: Siege IV

Post by Chamberly »

I have it. http://www.mediafire.com/download/6b4u0 ... nderv4.rar

It's for SiegeIV_0018 though but not only that. Any change of arranging a siege build profile will also change what will be built upon the code execution in keybind.
http://www.unrealkillers.com/f71/siege- ... lish-3270/
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Higor
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Re: Siege IV

Post by Higor »

0021 update, basically a maintenance release.

Removed various crashbugs and exploits.
Constructor more responsive.
Weapon clones (pulse gun, enforcer, minigun) don't generate new entries in the weapon priority list.
Further balance to reduce the negative impact of less skilled (or griefing) players on the team.
Higor
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Re: Siege IV

Post by Higor »

0022 update.
Fixed new bugs affecting playability, removed 0021.
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Re: Siege IV

Post by nOs*Badger »

Hi there,

nOs*Badger here - just popped by to say 'hi' and well done on the recent changes you've made to Siege, it's certainly moved on a lot since I was developing it quite a few years ago. Nice job!

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Re: Siege IV

Post by $carface »

nOs*Badger wrote:Hi there,

nOs*Badger here - just popped by to say 'hi' and well done on the recent changes you've made to Siege, it's certainly moved on a lot since I was developing it quite a few years ago. Nice job!

Regards
nOs*Badger
Whoa, hi Badger!!

How are you keeping?
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Chamberly
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Re: Siege IV

Post by Chamberly »

nOs*Badger wrote:Hi there,

nOs*Badger here - just popped by to say 'hi' and well done on the recent changes you've made to Siege, it's certainly moved on a lot since I was developing it quite a few years ago. Nice job!

Regards
nOs*Badger
Awesome. Nice to see you here Badger!
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Higor
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Re: Siege IV

Post by Higor »

0024 update.

Mostly gameplay enhancements and a constructor bug fix (when interacting with LCWeapons).
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Deepu
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Re: Siege IV

Post by Deepu »

If you like add this 2 texture for GL
use sg_GLAmmoI as masked.
GL_Tex.zip
(2.8 KiB) Downloaded 85 times
Higor
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Re: Siege IV

Post by Higor »

0025 update.
Critical bugs fixed, now it's playable.
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[rev]rato.skt
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Re: Siege IV

Post by [rev]rato.skt »

This map dont unlocket CTF-(EoW)SpSv


ScriptLog:
ScriptLog: =========
ScriptLog: ========= ACCESS ==== ====
ScriptLog: || || DENIED ==== ====
ScriptLog: || || ==== ====
ScriptLog: ==========================================
ScriptLog: ==========================================
ScriptLog:
Critical: appError called:
Critical: Brush140 CTF-(EoW)SpSv.Brush156 (Function CTF-(EoW)SpSv.Brush140.PreBeginPlay:0C11) Runaway loop detected (over 10000000 iterations)
Exit: Executing UObject::StaticShutdownAfterError
Critical: FFrame::Serialize
Critical: UObject::ProcessEvent
Critical: (Brush140 CTF-(EoW)SpSv.Brush156, Function CTF-(EoW)SpSv.Brush140.Destroyed)
Critical: ProcessDestroyed
Critical: ULevel::DestroyActor
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