Correction: In any of YOUR server not in any of mine. As I can see you don't know these and you are not willing to learn. No problem...iSenSe wrote:XC Game-Engine has no value at all for any server.
Correction: In any of YOUR server not in any of mine. As I can see you don't know these and you are not willing to learn. No problem...iSenSe wrote:XC Game-Engine has no value at all for any server.
sektor2111 wrote:In a lot of posts I mentioned how hard is to build a server and sorting maps/mods - mindless releases, mindless hosting - maybe you will understand what I was trying to say. But... if you want we can start a bit of UScript "decryption" as long as I'm willing to help people to open eyes at reality instead of using "awesome map" language components, false at random...
iSenSe wrote:Hmm, so let me get this clear.
With XC version 22 running on a server, classic maps like:
DM-1on1-flowX
DM-CItyzen
Are still having elevator issues. (Delays up and down)
So probably (assumption) those map designers used wrong UEditor commands for these elevators, which is why they are behaving badly.
Now, iam curious if this statement is correct:
So as a client, i have to use XC CLIENT in my UT, to NOT get these issues.
Or, all those bad maps have to be re-edited, is that right ?
As a admin, and assuming 80% of the players don't have XC CLIENT, i have to choose for the option NOT to use XC on my server installation.
So the mainstream player base can still enjoy these maps with correct behaving elevators.
iSenSe wrote:You expect me to sit down with a social dumb ass like you ?
sektor2111 wrote:iSenSe wrote:You expect me to sit down with you ?
How old are you, btw, and what exactly can you do for this game ? No, you don't have to sit down, I did not ask that...
Umm... nope, some of them are just bug-free - not causing issues, others are... jerky in a way of saying based on various "methods" which I think even Barbie has described a bunch of times - MH is a good sample of a mountain of crap and the rest of games are not that far.iSenSe wrote:And iam expected to sitdown with you to fix every map ?
True, as a sample, in a server without A.I., no one will see any A.I. improvement - which it's logic. The rest of Log errors showing that a server works fine or not are probably ignored by "mainstream" admins. And then, damage through movers is no longer accepted because this was XC goal, solving mover to work as OFF-Line - can be disabled where it's causing issues.iSenSe wrote:Mainstream playerbase DM/CTF/TDM/LMS does not notice anything different with OR without.
sektor2111 wrote:Umm... nope, some of them are just bug-free - not causing issues, others are... jerky in a way of saying based on various "methods" which I think even Barbie has described a bunch of times - MH is a good sample of a mountain of crap and the rest of games are not that far.iSenSe wrote:And iam expected to sitdown with you to fix every map ?True, as a sample, in a server without A.I., no one will see any A.I. improvement - which it's logic. The rest of Log errors showing that a server works fine or not are probably ignored by "mainstream" admins. And then, damage through movers is no longer accepted because this was XC goal, solving mover to work as OFF-Line - can be disabled where it's causing issues.iSenSe wrote:Mainstream playerbase DM/CTF/TDM/LMS does not notice anything different with OR without.
Nope, XC prevented kills through movers ON-LINE.iSenSe wrote:You are working for the players that play offline against bots ?
sektor2111 wrote:Nope, XC prevented kills through movers ON-LINE.iSenSe wrote:You are working for the players that play offline against bots ?
I get the point, you did not read anything from XC document - assuming you don't like neither Higor's english.
iSenSe wrote:Yes, everything is ''explained'' in the documentation, but does a admin with no coding knowledge understand anything of it ?
.
Already mentioned requirements for fine tuning at V22.iSenSe wrote:Ive degraded from XCGE v22 to v19.
I think are explained lasts mover tweaks which can disabled in XC_Engine.ini but if you are just NOT READING anything then it's your problem. Maybe it's still not clear why reading is recommended. If you are only one of those "button-type-only" admins, then all explanations from documents toward INI settings might not worth wasting time. This is the first admin duty, checking and setting up INI files and understanding them, else that server it's only a cheap muppets show.iSenSe wrote:Curious if you can ''decently'' answer on that, without any jibberish.
sektor2111 wrote:Already mentioned requirements for fine tuning at V22.
What I have: Servers v22 - client V21 (V22 do seems to stuck my client).
Without XC on the server the clients don't have any problems at all with these lifts.
And that is why the need for XC on a server NOR client seems not needed for these reasons.
thanks isense for the feedback, XCGE is WIP and we will take this on research
You might not understand how many maps I tested and wasted time with them - without XC_Engine. Perhaps if I say that as average UT stuff in these trendy rating terms has 2.5 stars instead of 5 stars you'll get me wrong.iSenSe wrote:But it seems XC project takes the approach of re-editing all maps which gives errors, aint that unlogical, and very very time consuming?
sektor2111 wrote:But I would like to see your XC_Engine.ini file how does it looks like...
[GeneralConfig]
XCGE_Actors_Description[0]=This list contains subclasses of XC_Engine.XC_Engine_Actor to be spawned
XCGE_Actors_Description[1]=The main XC_Engine_Actor will call XC_Init() on these actors before InitGame()
XCGE_Actors_Description[2]=The : symbol indicates that a certain package has to be loaded as condition
XCGE_Actors=Unreali:XC_Engine_UT99.XC_Engine_UT99_Actor
XCGE_Actors=s_SWAT:XC_Engine_TOs.XC_Engine_TOs_Actor
[XC_Engine.XC_ConnectionHandler]
DatalessTimeout=5.000000
CriticalTimeout=2.000000
CriticalConnCount=10
ExtraTCPQueries=2
[XC_Engine.XC_ServerActor]
MaxBadLoginAttempts=100
LoginTryAgainTime=4.000000
bKickAfterMaxLogin=False
bNexgenAdminLogin=True
[GeneralConfig]
XCGE_Actors_Description[0]=This list contains subclasses of XC_Engine.XC_Engine_Actor to be spawned
XCGE_Actors_Description[1]=The main XC_Engine_Actor will call XC_Init() on these actors before InitGame()
XCGE_Actors_Description[2]=Condition types and corresponding parameter:
XCGE_Actors_Description[3]=- ACTOR >> Always spawn this actor.
XCGE_Actors_Description[4]=- PACKAGE:PACKAGENAME:ACTOR >> Spawn if package is loaded.
XCGE_Actors_Description[5]=- CLASS:CLASSNAME:ACTOR >> Spawn if class is loaded.
XCGE_Actors_Description[6]=- ACTORCLASS:CLASSNAME:ACTOR >> Spawn if level has actor of this class (IsA) /slow!!/.
XCGE_Actors_Description[7]=- GAMECLASS:CLASSNAME:ACTOR >> Spawn if GameInfo is of this class (IsA).
LastVersion=22
bFixBroadcastMessage=True
bPatchUdpServerQuery=True
bSpectatorHitsTeleporters=True
bListenServerPlayerRelevant=True
bSpawnServerActor=True
bFixMoverTimeMP=True
bChgPreLogin=True
bChgPostLogin=True
bWeaponTweak=True
bChgPlServerMove=True
bChgMutate=True
bChgLaggers=True
bChgLoginAttempts=True
bTweakMoverTrgControl=True
bChgTeamSay=True
bChgViewClass=True
bChgViewPlayer=True
bChgGetWeapon=True
bChgPrevItem=True
bUseMultiGunFix=True
bChgFindInventory=True
bChgPawnTraceShot=True
bChgViewPlayerNum=True
bChgGameInfoKills=True
bChgAddMutator=True
bChgOtherWeaponStuff=True
bDecorationTweaks=True
bFixDripGenerator=True
bChgDMStuff=True
bChgTDMStuff=True
bChgSummon=True
bChgBotOrders=True
bChgVoicePackTweak=True
bChgTournamentWeapon=True
bChgRocketTick=True
bChgMinigunRateSelf=True
bChgTriggers=True
bNoNavRestrictions=True
bChgMonsterSetEnemy=True
bChgMonsterMeleeAttack=True
bChgMonsterRoaming=True
bChgMonsterSetHome=True
bChgQueenBattling=True
bChgMonsterRangedAttack=True
bChgMercSpray=True
bChgStupidRabbit=True
bChgBerserkerWTDN=True
bChgTrooperBegin=True
bChgBruteProjectile=True
XCGE_Actors=PACKAGE:Unreali:XC_Engine_UT99.XC_Engine_UT99_Actor
XCGE_Actors=PACKAGE:s_SWAT:XC_Engine_TOs.XC_Engine_TOs_Actor
XCGE_Actors=CLASS:SCFActor:XC_Engine.SCF_Disabler
[XC_Engine.XC_ConnectionHandler]
DatalessTimeout=5.000000
CriticalTimeout=2.000000
CriticalConnCount=10
ExtraTCPQueries=2
...
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