Extra Options for XC_Engine

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sektor2111
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Extra Options for XC_Engine

Post by sektor2111 » Sat Dec 23, 2017 10:02 pm

UScript packages used by XC_Engine I think have some random problems in certain servers with custom stuff. Replacements done cannot be configured on/off being hard-coded. At a moment I went in troubles with some Skins until I removed PostLogin replacement.
Because not every admin is coder but might want to try this Engine I have added some configurable things at default packages used by XC_Engine, I'm talking about files XC_Engine.u and XC_Engine_UT99.u packages which are dictating replacements and configuration file is XC_Engine.ini.
As another sample. A DM 1on1 server using only Players and not even Bots will not need any Bot/Monster tweak as a MH animality server uses (mine as a sample). Others might want their own options but with posibility to fallback at original XC tweaks if they fail.

What do we need then ? I'm, sharing here other versions of these two main files flagged ServerSideOnly and which can be used in XC servers having more options in XC_Engine.ini files explained in a table from a PDF document included in archive. Now you can disable what is disturbing for your mods or your server by changing boolean values from XC_Engine.ini file.

I hope this way will help admins to find their best options.
Here it is the package - don't forget to backup original files first before replacing them with these.
[attachment=0]XC_Engine_SK.zip[/attachment]

Note: Critical fixes operated by XC_Engine cannot be disabled (PlayerCanSeeMe, DynamicLoadObject...). If you want to still crash your server with these default garbage things let me know.
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XC_Engine_SK.zip
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SC]-[WARTZ_{HoF}
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Re: Extra Options for XC_Engine

Post by SC]-[WARTZ_{HoF} » Sat Dec 23, 2017 10:48 pm

Very nice Nels. TY. :highfive:
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Re: Extra Options for XC_Engine

Post by RocketJedi » Sun Dec 24, 2017 3:46 am

awesome will check it out!!
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Re: Extra Options for XC_Engine

Post by sektor2111 » Sun Dec 24, 2017 9:59 am

I'm gonna reveal something which I've practiced so far.
I've done another tweaks at NavigationPoints so I had to remove original XC ones because I was interested about my own (periodically changed and constantly tested/adjusted). If other admins are doing mutators for own tweaking then XC should go disabled here because I don't know if is a good idea to have a double ReplaceFunction operated - at least something was not working normally at this point.
Also I have experimented SkaarjBerserker tweaking until I simply modified and conformed UnrealShare file - yeah, I have pointed execution to another ScriptedPawn class (said impossible before - coming from a different package executed with Edy Goblin and conformed with UCC) and then the tweak which XCGE does for me is no longer needed because my SkaarjBerserker is cute as a mad lamb. He is grinding teeth but it won't bite the server anymore. "Sleep(0.1)" + some sanity checkers are just fantastic, that's all I have to say here. Bot has it for preventing a nasty crash, so if monster is served with such things will "forget" to crash your server.
For such reasons I had to implement bools according to "ConfigModule" used and I had to write something new there in order to gain configuration properly.
As a sample I can quote my configuration if you are interested but my config will not match a default server with original stock files.
As another note: all MH practiced by me have rewritten everything until engine, I don't need to tweak that much GameInfo DM and TDM roots because everything works properly right into the game controller. But those tweaks are welcomed by novice admins using default servers and experimenting this engine so they can keep all values "True" which means full replacements.

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Re: Extra Options for XC_Engine

Post by sektor2111 » Sat Jan 13, 2018 10:06 am

Update Available Jan_13_2018
XC_Engine_ini_upd_Jan_13_2018.zip
(214.19 KiB) Downloaded 53 times
Change-log:
- removed configurable bool bFixFerBotzbind and leaving this hard-coded as long as it do seems a critical thing;
- added bPatchUdpServerQuery configurable bool. This has been added on Jan_12_2018 located here viewtopic.php?f=64&t=12687&start=0
in package distributed by Higor, so from now on is available here too nearby the rest of configurable options.
Reminder:
Values are TRUE by default, but they can be turned off - False - for whoever has other options/tweaks different done so admin will have a more flexible configuration.

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Re: Extra Options for XC_Engine

Post by sektor2111 » Sat Feb 17, 2018 6:11 pm

Bump for XC_Engine Version21
Two bool variables have been added in u packages for XCGE v21 and then I want them added nearby the rest of bool options. Updates are here:
XC_Engine_Cfig_Feb_17_18.7z
(146.78 KiB) Downloaded 42 times
U files will replace those ones less configurable, and new bool from INI files are going to be saved. Ini can be edited/wrapped later depending on needs. Resources are integrated for future any editing needs.

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Re: Extra Options for XC_Engine

Post by sektor2111 » Sun Feb 25, 2018 10:00 am

Update for preventing XC_ServerActor going rammed if is not used as an usual ServerAactor because it has to pass relevance check.
[attachment=0]XC_Engine_25_02.zip[/attachment]
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XC_Engine_25_02.zip
Replacing XC_Engine.u file from package above with this one.
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Re: Extra Options for XC_Engine

Post by sektor2111 » Fri Oct 12, 2018 6:06 pm

First bumping point is a sort of: Hurraaay !

Higor has a better deal with Movers in Network games - I tested map CrystalMine3 and changes are relevant and it do improves game. This time mover from player is a little bit behind mover from server but they do have a good timing. As result, previous configurable XC_Engine files having implemented bool values for enabling/disabling tweaks will include this fix added as October_12_2018 - primary tests were suffice to convince me about them as being fully usable and... recommended.
XC_Engine.ini file will have nearby the rest of bool values a new one, bFixMoverTimeMP as written by Higor and imported in previous update from February. If I'm looking well, code is compatible with original Engine file and I think a conformed fix is doable for non XC servers.
This is the modified XC_Engine.u file with INI completed, and configurable values added in packages - it do includes older brother file for UT specific tweaks in order to have them together, a document explaining bool values, and INI file as sample.
[attachment=0]XC_Engine_Cfig_Oct_12_18.7z[/attachment]

Note: My modifications are aiming people which want to enable/disable certain tweaks based on their options, because old XC files have a lot of hard-coded non-configurable tweaks. Admins which wants ALL tweaks can use original files provided by Higor which have less configurable options.
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XC_Engine_Cfig_Oct_12_18.7z
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Re: Extra Options for XC_Engine

Post by shockpl » Wed Sep 04, 2019 8:44 am

its for server or for client ?

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Re: Extra Options for XC_Engine

Post by sektor2111 » Wed Sep 04, 2019 6:43 pm

Server is aimed for these executions... else this configuration package will match old versions (v21 here - see time-stamp) because since v22 structures and compilations are changed and were not that stable for me, older versions don't seems compatible with changes, at least I could not use these olders starting with v22, and I had to write other packages for v22, 23, 24.
After a stabilization of XCv24 toward EventChain, I might do a "proposal-type" package - configuration options which I'm adding are not a must-have, are suggestions, options. I will do another proposed configurable packages if future versions will work flawless. I still can see some collision-hook VS movers small issues, not critical, but visible ones.
At this time I have something for v24 but I wanna know when said 24 will be good in order to add other options.

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