UltimateNewNet

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GreenTea
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Re: UltimateNewNet

Post by GreenTea »

I wasn't aware of the latest version at all. Thanks for sharing.
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Re: UltimateNewNet

Post by RocketJedi »

Anyone know why I cant use the grapple hook? I see it but nothing works any thoughts?
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Deepu
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Re: UltimateNewNet

Post by Deepu »

--> For Grapple
Add mutator/server actor line = UN1e.GrapMut

[UN1e.Grappling]
HookSpeed=2700
HookKillMode=1 (By setting "HookKillMode=1" to enabling killing others when grapple fire, Set this to disable kill mode "HookKillMode=2")
Range=5000.000000
FlySpeed=1.000000
FFlySpeed=1.000000
SpeedFactor=2.000000
bFlagFly=False
bFlagNoAttach=True
bFlagTeamTravel=False
bDropOnfire=True

http://ultimateut.tk/ut_files/server_side_mods/UN1e.zip
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Re: UltimateNewNet

Post by RocketJedi »

Deepu wrote: Wed Apr 08, 2020 4:53 pm --> For Grapple
Add mutator/server actor line = UN1e.GrapMut

[UN1e.Grappling]
HookSpeed=2700
HookKillMode=1 (By setting "HookKillMode=1" to enabling killing others when grapple fire, Set this to disable kill mode "HookKillMode=2")
Range=5000.000000
FlySpeed=1.000000
FFlySpeed=1.000000
SpeedFactor=2.000000
bFlagFly=False
bFlagNoAttach=True
bFlagTeamTravel=False
bDropOnfire=True

http://ultimateut.tk/ut_files/server_side_mods/UN1e.zip
CustomGameConfig[2]=(bEnabled=True,GameClass="Botpack.CTFGame",NewPrefix="cCTF",Mutators="UN1e.NewNetCG,UN1e.GrapMut,UN1e.DoubleJump
i can see the trans but it doesn't fire the grapple
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Re: UltimateNewNet

Post by RocketJedi »

I found the issue. For some reason the grapple isn't auto configured as a bind. I went on the URS grapple server which then auto created the bind in my user.ini then when I went back on my server the grapple hook worked. Can someone explain this, and show me how to fix this issue so it auto creates the keybind on my server?
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Re: UltimateNewNet

Post by Sp0ngeb0b »

UrS server is running a custom mod/plugin for the keybinding *click*
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Nexgen Server Controller || My plugins & mods on GitHub
******************************************************************************
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Re: UltimateNewNet

Post by RocketJedi »

Sp0ngeb0b wrote: Wed Apr 29, 2020 6:34 pm UrS server is running a custom mod/plugin for the keybinding *click*
Thanks I cant code though lol. I will see if someone can do it for me
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Re: UltimateNewNet

Post by asosed »

Deepu wrote: Wed Jun 19, 2019 11:57 am UN1b.7z
--> Increased weapon switch values
--> Added NewNet disabling mutator
--> Fixed Pulse Gun's fire bug
Unclear. What is the latest version of UltimateNewNet? UN1e?
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Re: UltimateNewNet

Post by RocketJedi »

asosed wrote: Mon May 18, 2020 3:24 pm
Deepu wrote: Wed Jun 19, 2019 11:57 am UN1b.7z
--> Increased weapon switch values
--> Added NewNet disabling mutator
--> Fixed Pulse Gun's fire bug
Unclear. What is the latest version of UltimateNewNet? UN1e?
as far as i know yes that is the latest.
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Re: UltimateNewNet

Post by Deepu »

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asosed
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Re: UltimateNewNet

Post by asosed »

Thanks for answers.
Another question. The instructions in the MapVote section do not say which mutator to add for Deathmatch.
CustomGameConfig[0]=(bEnabled=True,GameClass="BotPack.DeathMatchPlus",NewPrefix="DM",Mutators="?",Settings="")
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Re: UltimateNewNet

Post by Deepu »

NewNet for DeathMatch?
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Re: UltimateNewNet

Post by esnesi »

asosed wrote: Tue May 19, 2020 9:25 am Thanks for answers.
Another question. The instructions in the MapVote section do not say which mutator to add for Deathmatch.
CustomGameConfig[0]=(bEnabled=True,GameClass="BotPack.DeathMatchPlus",NewPrefix="DM",Mutators="?",Settings="")
It depends on what you want running there.
By default, no are needed.
You will get an normal weapons deathmatch session.

NewNet (or the forked Ultimate) is used for weapon and playermodel movement compensation with high pings.
If enabled, you will notice no stuttering on player movement movement, and less delay with hitscan weapons with 80+ ping.
If you only play with friends from your neighbourhood, you don't need newnet.
Regular mutators from botpack (Botpack.InstagibDM) are sufficient then. (edit botpack.int file with notepad to see which mutators you got)

If you added ultimatenewnet as compensator, you might want to add other or multiple mutators over there.
For example instagib (newnet) would be UN1e.NewNetIG (check the UN1e readme for this)

You might want to look into SmartDM, it adds an nice scoreboard etc.
Check here for more Mutators:
https://unrealarchive.org/mutators/unre ... index.html
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asosed
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Re: UltimateNewNet

Post by asosed »

Deepu wrote: Tue May 19, 2020 11:28 am NewNet for DeathMatch?
Yes. Or is it not used there?
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asosed
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Re: UltimateNewNet

Post by asosed »

esnesi wrote: Tue May 19, 2020 12:13 pm
asosed wrote: Tue May 19, 2020 9:25 am Thanks for answers.
Another question. The instructions in the MapVote section do not say which mutator to add for Deathmatch.
CustomGameConfig[0]=(bEnabled=True,GameClass="BotPack.DeathMatchPlus",NewPrefix="DM",Mutators="?",Settings="")
It depends on what you want running there.
By default, no are needed.
You will get an normal weapons deathmatch session.

NewNet (or the forked Ultimate) is used for weapon and playermodel movement compensation with high pings.
If enabled, you will notice no stuttering on player movement movement, and less delay with hitscan weapons with 80+ ping.
If you only play with friends from your neighbourhood, you don't need newnet.
Regular mutators from botpack (Botpack.InstagibDM) are sufficient then. (edit botpack.int file with notepad to see which mutators you got)

If you added ultimatenewnet as compensator, you might want to add other or multiple mutators over there.
For example instagib (newnet) would be UN1e.NewNetIG (check the UN1e readme for this)

You might want to look into SmartDM, it adds an nice scoreboard etc.
Check here for more Mutators:
https://unrealarchive.org/mutators/unre ... index.html
This is understandable in principle. I added NewNet to the server. For DM compensation will be applied by default?
I use SmartDM. Good mutator
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