LCWeapons (build 0022)

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Higor
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LCWeapons (build 0022)

Post by Higor » Tue Oct 22, 2013 1:44 am

LCWeapons

LCWeapons is a lightweight and versatile lag compensator for hitscan weapons in Unreal Tournament.
It's weapon replacement system is mod friendly and can adapt many variations of default weapons, making it suitable for custom gametypes and arena mutators.
It can also improve gameplay with other weapons that don't have any kind of lag compensation by displaying elements such as projectiles and enemies in a 'predicted' position.

Weapons that are replaced:
- Impact Hammer
- Enforcer
- Shock Rifle
- Sniper Rifle
- Minigun
- Minigun (Unreal)
- ASMD Pulse Rifle (Siege)

Supported weapon variations:
- Enhanced Shock Rifle
- Sunlight Shock Rifle
- Quick Charge Shock rifle
- Siege Instagib Rifle
- Rainbow Shock Rifle
- Blast Rifle
- MonsterHunt 2 Gold Rifle
- {NYA}Covert Sniper Rifle
- Cham Sniper Rifle
- Alien Assault Rifle v17
- h4x Rifle v3
- Minigun MK-III
- Liandri Minigun

Arena mutators related to any of the weapon above are also supported, simply load them as usual with the LCWeapons mutator as well.
In XC_Engine servers LCWeapons will automatically register itself to the packages the client must receive without modifying the server config, it will also register the package of a supported custom arena mutator.
Additionally, LCWeapons comes with a team-shock mutator that changes colors of normal shock rifles.

=======================
Client commands:


- mutate GetPrediction
** Displays your current prediction cap

- mutate Prediction [MS]
** Sets your client's prediction cap in milliseconds, overriding the server's (-1 resets to default, 0 disables prediction)

- mutate zp_on
- mutate zp_off
** Enables/disables lag compensation code on your client.



=======================
Other notes:


Impact hammer alt fire effect on projectiles is now partially visible on clients.
* Only for projectiles that move in a straight line.

Shock Rifle alt fire visibly displays the shock ball as if it was fully compensated, making combo fire easier and smoother.

In XC_Engine servers data usage is slightly lower due to usage of netcode enhancements.

There's an option in LCWeapons.ini that forces your client to send movement updates at a higher frequency (up to 120hz).

Code: Select all

[Client]
bHighFidelityMode=True

=======================
Made by Fernando Velázquez

caco_fff@hotmail.com
https://github.com/CacoFFF/
memberlist.php?mode=viewprofile&u=5945
Attachments
LCWeapons_0022.7z
Major rewrites.
(947.32 KiB) Downloaded 13 times
LCWeapons_0020.7z
Bugfix build
(298.67 KiB) Downloaded 56 times
LCWeapons_0018.7z
Tons of bugfixes and reliability improvements.
Shock Rifle combos massively improved.
(297.25 KiB) Downloaded 178 times
LCWeapons_0016.7z
Stable prediction system, user customizable.
(290.9 KiB) Downloaded 151 times
LCWeapons_0011.7z
(281.15 KiB) Downloaded 150 times
Last edited by Higor on Sat Aug 31, 2019 3:38 am, edited 21 times in total.
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UT99.org

Re: LCWeapons (build 0001)

Post by UT99.org » Wed Oct 23, 2013 3:59 pm

medor wrote:Can we have more explanations about working CustomGameConfig. May be exemples.

Probably should not be used with an other ZP.

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Re: LCWeapons (build 0001)

Post by EvilGrins » Wed Oct 23, 2013 4:43 pm

Screenshots or it doesn't exist!
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:

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Re: LCWeapons (build 0001)

Post by Higor » Thu Oct 24, 2013 8:05 pm

The mutator does exact class type replacement, meaning that only the original weapons (and a few, known mutated ones) will be replaced by LC equivalents with the exact same graphics and functionality.

All it takes is load the mutator en register this package as ServerPackage, without editing any of your previous config except for removing ZP. I will expand the amount of custom weapons to be implemented over time, providing me with links will help as well especially if your box/server is running those.
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Re: LCWeapons (build 0002)

Post by Higor » Fri Nov 01, 2013 5:48 am

Updated to 0002:

Position markers rewritten, now they require a single actor per player (instead of ~40) and the maximum supported ping has increased.
Individual LagCompensators and LC subengine optimized.
Weapon respawning code now copies AmmoName and PickupAmmoCount to the new weapon.
Minigun, ShockRifle base code simplified and more customizable to allow easier creation of sub-weapons.
Added extra sub-weapons.
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Re: LCWeapons (build 0003)

Post by Higor » Thu Nov 21, 2013 10:09 pm

Updated to 0003:

Monsters also get position markers now, although these process every 4 frames and rely on interpolation during calculation.
LC subengine immensely optimized during the phase of reverting all eligible object's positions, a server can perfectly handle LC for up to 3000 monsters.
SiegeXTreme, SiegeUltimate and SiegeIV are now supported.
Smart Automatic bind scanner and fixer for non-pure servers.
Kickers are now simulated, producing smooth movement on clients.
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UT99.org

Re: LCWeapons (build 0003)

Post by UT99.org » Thu Nov 21, 2013 11:51 pm

medor wrote:How to use NYACovertSniper in a CustomGameConfig ?

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Re: LCWeapons (build 0003)

Post by Higor » Fri Nov 22, 2013 1:11 am

medor wrote:CustomGameConfig
Mapvote you mean?
You'd need to load the original NYACovertSniper mutator and then the LCWeapons mutator (both must be in ServerPackages):
NYACovertSniper.NYACovertSniper_RIFLEMutator
LCWeapons_0003.LCMutator
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Re: LCWeapons (build 0003)

Post by UT99.org » Fri Nov 22, 2013 3:00 am

medor wrote:OK thx i'm going to try it.

And for the others ... maybe you can upgrade the Installation.txt

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Re: LCWeapons (build 0004)

Post by Higor » Mon Dec 02, 2013 1:08 am

Updated to 0004:

Shots can be processed a second time in a different scene during the same frame if the first process fails, this greatly increases reliability of the ZP engine making it's security checks less prone to fail.
Weapon switching is almost delay-less and allows the client to shoot the weapon as soon as it's up.
Pending weapon icons simulated.
Added MH2Beta Rifle and ChamRifle.
Most of the new features can now be disabled via INI, in case something else handles those.

Tested here on various gametypes:
unreal://108.174.60.23:7777
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Re: LCWeapons (build 0004)

Post by *Kr!D_o) » Thu Dec 12, 2013 7:47 pm

What ways is this mod different from GlobalUnreal a.k.a newnet ?

*edit*
I should of thought about that a little before I asked. But does this mod offer lag-compensation for the player movement as well? Very interested in the mod tho. Keep up the good work.

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Re: LCWeapons (build 0005)

Post by Higor » Wed Jan 08, 2014 6:54 pm

Updated to 0005:

Fixed bug causing only one of the two enforcers to have LC.
Fixed bug in time classification checks on ZP subengine, causing shots not to register if client UT hangs for some reason.
Shots register rate is much higher, specially on warping players.
Fixed bug causing GetWeapon binds to bring up weapons with 0 ammo.
If a mod attempts to give a player an existing weapon, it will replace the existing one with a the new one, instead of keeping both weapons in inventory.
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Re: LCWeapons (build 0005)

Post by UnrealGGecko » Thu Jan 09, 2014 6:20 am

:gj: Thank you for your hard work!

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Re: LCWeapons (build 0005)

Post by SC]-[WARTZ_{HoF} » Thu Jan 09, 2014 11:43 pm

GEx wrote::gj: Thank you for your hard work!
What Gex said^^^^.
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Re: LCWeapons (build 0005)

Post by Wises » Fri Jan 10, 2014 1:53 am

Bit of a NUB Question but what is the ServerActor="<what goes here>" , from the .int file the Mutator="<info goes here>" is evident.

Secondly .. the Siege Server Appears to have player compensation inbuilt.. where as this mod seems to NOT have this same compensator..

just curious..
...

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