LCWeapons (build 0023)

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esnesi
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Re: LCWeapons (build 0022)

Post by esnesi » Fri Sep 06, 2019 7:58 am

I do have one suggestion though (talked with chamberly about it)

Players dont know to enable zp in this mutator.
In my opinion they should be notified to enter: mutate zp_on in console. (i assume it's on by default)
They should be notified as well about the HighFidelity=true on the ini they got.
Suggestion from my end, is putting these 1/2 lines of tips in console/chat, when the game starts.

Otherwise they wont see, or use those features is my assumption.

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Re: LCWeapons (build 0022)

Post by Higor » Fri Sep 06, 2019 8:06 am

LC is on by default, HighFidelity is experimental and should only be used with servers with TickRate above 100
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Re: LCWeapons (build 0022)

Post by esnesi » Fri Sep 06, 2019 8:30 am

Check, thanks.

in that case i got a downside.
I use the MVE/Cacus mapvote as you know.

NewNet is active on regulair gametypes (dm/ctf/lms)
LCWeapons is active on MH and COOP, where newnet is NOT active.

Newnet recommends a tickrate of 65, which is set.
In the situation where i use it, it would be needed to set different tickrates for different gametypes.
Tickrate=100 for Coop/MH where LCW is active, Tickrate=65 where Newnet is active.

Which is not possible is my assumption.
Or, if LCW also compensates the player movements with high ping, i wouldnt have to use newnet.
But as i run a multi-gametype server, newnet offers combogib/sniperarena and compensates player movement with high ping. (ultimatenewnet combogib/sniperarena mutators)

In this situation iam forced to have LCW active on gametypes where Newnet cant be active.
(newnet does not activate on coop and gives conflicts on MH)

FYI. might be a TLDR, i had the urge of explaining.

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Re: LCWeapons (build 0022)

Post by Chamberly » Fri Sep 06, 2019 9:54 am

Sent you a DM on discord - looks like those can be done via mapvote config.
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Re: LCWeapons (build 0022)

Post by esnesi » Fri Sep 06, 2019 9:59 am

i am at work atm, will check your msg later.
I assume you mean "settings= "

Only gametype settings can be set there.
When i set NetServerMaxTickRate=100 there, it will leave the Tickrate=65. (As tickrate is listed under [Engine.GameEngine] or indeed XC section from the top of my head.

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Re: LCWeapons (build 0023)

Post by Higor » Tue Dec 10, 2019 7:26 pm

0023 update

Improved hitbox validation checks.
Fixed a bug preventing headshots on ducking players.
Fixed a bug preventing impact hammer from hitting other players.
Experimental crashfix code.
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Re: LCWeapons (build 0022)

Post by RocketJedi » Tue Dec 10, 2019 8:30 pm

Higor wrote:
Fri Sep 06, 2019 8:06 am
LC is on by default, HighFidelity is experimental and should only be used with servers with TickRate above 100
What is the standard tic rate recommendation without high fidelity?
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Re: LCWeapons (build 0023)

Post by Higor » Tue Dec 10, 2019 8:45 pm

That's a client setting, and only for those running at a minimum of 120fps.
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Re: LCWeapons (build 0023)

Post by papercoffee » Wed Dec 11, 2019 12:26 am

Hey Higor,
Do you maybe gonna add the hitscan weapons from Food Fight into your roster?

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Re: LCWeapons (build 0023)

Post by Higor » Wed Dec 11, 2019 10:05 pm

Just realized I broke the miniguns on the new build.
So I'll have to update again.

@papercoffee
Which weapons in FF have hiscan fire?
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Re: LCWeapons (build 0023)

Post by papercoffee » Wed Dec 11, 2019 10:34 pm

The Canopener (start weapon)
The Canopener with cherry ammo (replaces the Pulse)
The Canopener with jalapeno ammo
The P-nut Gun
The Ha&Ka Steinfrucht (Sniper replacement)

The Carroteer doesn't have hitscan projectiles, but it scans for targets to lock-on... like the Rocket Launcher.

Thank you for considering it.

Edit-----------------
If you need the source for better inside
https://www.moddb.com/mods/food-fight/a ... ght-source

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Re: LCWeapons (build 0023)

Post by esnesi » Wed Dec 11, 2019 10:45 pm

Another request for next build, if possible:

CSWeapons 16 v2.
http://unrealtournament.99.free.fr/utfi ... s16_v2.zip

Source:
http://unrealtournament.99.free.fr/utfi ... Source.zip

All hit-scan except grenades and knife ofcourse and C4!
Thanks in advance!

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Re: LCWeapons (build 0023)

Post by Higor » Fri Dec 13, 2019 8:24 am

The LC design is still too rigid when it comes to package dependancy, it'll take a while.
The more flexibility I add, the less code there's in the weapon replacements.

EDIT: Meanwhile have a fixed beta
https://github.com/CacoFFF/LCWeapons-UT ... 56f0e443cd.

EDIT2: Found that the miniguns and impact hammers still had problems, so for your inconveniences I also added a small combogib mutator onto LC.
https://github.com/CacoFFF/LCWeapons-UT ... 5a826a16cb
https://github.com/CacoFFF/LCWeapons-UT ... 6de34c3e86

The combogib shows up as LC: ComboGib and requires Lag Compensator loaded, the config is in LCWeapons.ini and you can adjust some things there.
Note: there's a variation called the 'LOL Combo' rifle, you can adjust the percent change players get it upon respawn (0-100), unlike normal combogib, the LOL rifle will send your corpse flying away instead of gibbing.
You can tell you have one of those rifles if your shock beam is thin.

EDIT3: Nvm, won't load because of a v469 specific thing.
Not my best day.

EDIT4: One last try before giving up.
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