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Re: Siege IV

Posted: Mon Nov 02, 2015 7:44 am
by Higor
Using GitHub now, 0020 test build available.

Re: Siege IV

Posted: Mon Nov 02, 2015 2:22 pm
by Deepu
Higor you made nice one version. I like the Constructor & other stuff very much. Thank you!

Re: Siege IV

Posted: Mon Nov 23, 2015 1:28 am
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

Re: Siege IV

Posted: Mon Nov 23, 2015 3:03 am
by Higor

Re: Siege IV

Posted: Wed Nov 25, 2015 12:11 am
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:

Re: Siege IV

Posted: Wed Nov 25, 2015 2:06 am
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/

Re: Siege IV

Posted: Sat Jan 02, 2016 8:40 am
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.

Re: Siege IV

Posted: Tue Jan 05, 2016 7:34 pm
by Higor
0022 update.
Fixed new bugs affecting playability, removed 0021.

Re: Siege IV

Posted: Sun Jan 24, 2016 11:11 am
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!

Regards
nOs*Badger

Re: Siege IV

Posted: Sun Jan 24, 2016 4:11 pm
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?

Re: Siege IV

Posted: Mon Jan 25, 2016 8:36 am
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!

Re: Siege IV

Posted: Thu Mar 24, 2016 9:59 pm
by Higor
0024 update.

Mostly gameplay enhancements and a constructor bug fix (when interacting with LCWeapons).

Re: Siege IV

Posted: Fri Mar 25, 2016 4:32 am
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

Re: Siege IV

Posted: Sat Mar 26, 2016 11:16 pm
by Higor
0025 update.
Critical bugs fixed, now it's playable.

Re: Siege IV

Posted: Fri Apr 08, 2016 6:11 am
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