Page 4 of 8

Re: LCWeapons (build 0011)

Posted: Wed Feb 11, 2015 10:08 pm
by RocketJedi
here is my bat file: ucc server CTF-QuestionableDirection.unr?game=Botpack.CTFGame?Mutator=Mapvote14XL_B4.BDBMapVote,stopmessagehacks.stopmessagehacks?MaxPlayers=12 log=server.log
copy server.log servercrash.log
goto 10

mapvote: CustomGameConfig[0]=(bEnabled=True,GameClass="Botpack.CTFGame",NewPrefix="xCTF",Mutators="LCWeapons_0011.LCMutator,VMRX8_T7G.StrangeMutator,NoSLPickupVM.PickupMutator,QFeedBack_v3.QFeedback,TeamBeacon2k4_Fix1.TeamBeacon2k4,JetReplaceG.JetReplace,BaThwapFix.BatThwap,HumiliationV3.HumiliationMutator,Revenge3.Revenge3,UnEvenTeams.UnEvenTeams,RextendedUTv2-5-2-Fix2.RexUT,SmartCTF_4E.SmartCTF",Settings="GameSpeed=1.25,AirControl=0.35,goalteamscore=10,TimeLimit=15")

thanks for your time :)

Re: LCWeapons (build 0011)

Posted: Wed Feb 11, 2015 11:11 pm
by Higor
Add Botpack.InstagibDM next to LCWeapons mutator.

Re: LCWeapons (build 0011)

Posted: Fri Feb 13, 2015 3:12 am
by RocketJedi
Higor wrote:Add Botpack.InstagibDM next to LCWeapons mutator.

this seems to just make the game instagib when its supposed to be a nw game it removes all weapons on the server :(

Re: LCWeapons (build 0011)

Posted: Fri Feb 13, 2015 6:24 am
by Higor
Ahh, you want the Instagib in normal weapons scenarios.

You can always run a serveractor that does:
set LCSuperShockRifle bNoAmmoDeplete 1

That should take care of it.

Re: LCWeapons (build 0011)

Posted: Fri Feb 13, 2015 8:59 am
by Wises
Image

any ideas?.. happens when I switch Gametypes in MV

also something is causing this ;

Code: Select all

ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.blkt3 so load SoldierSkins.blkt3
ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.blkt4Malcom so load SoldierSkins.blkt4
ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.blkt1T_0 so load SoldierSkins.blkt1
ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.blkt2T_0 so load SoldierSkins.blkt2
ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.Blkt3 so load SoldierSkins.blkt3
ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.Blkt4 so load SoldierSkins.blkt4
ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.blkt1T_0 so load SoldierSkins.blkt1
ScriptLog: Attempted to use illegal skin from package SoldierSkins for Soldier
ScriptLog: Failed to load SoldierSkins.blkt2T_0 so load SoldierSkins.blkt2
Log: Possessed PlayerPawn: bbTMale2 CTF-Trainingw00t.bbTMale0

Re: LCWeapons (build 0011)

Posted: Fri Feb 13, 2015 5:19 pm
by Higor
Oh look, MapVoteX103 holding level actor references from a transient object, I'm sure NOTHING will go wrong from this... Image

Re: LCWeapons (build 0011)

Posted: Fri Feb 13, 2015 5:48 pm
by Chamberly
lol oh boy. Another transient object spam... but nothing about LCWeapons I see.

Re: LCWeapons (build 0011)

Posted: Fri Feb 13, 2015 11:19 pm
by SC]-[WARTZ_{HoF}
Yeah that MapvoteX is a bit buggy. Is there a better suggestion for an alternative mapvote.

Re: LCWeapons (build 0011)

Posted: Sat Feb 14, 2015 12:11 am
by Higor
You can setup gust's mapvote with my CacusMapVote backend, but there's some strange interactions:
- Admin panel inoperable.
- No elimination/accumulation modes.
- Map list reload requires a map switch after done.
- No basic game setup, you need to enable all of them as custom games.
- Version 451 servers will most likely kick players on Linux versions for some unknown reason.
But you get the goodies:
- NexGen moderators cannot be kicked, kickvote doesn't go in effect when there's 4 or less players.
- Kickvote issues a NexGen 1 match ban when in NexGen mode.
- ServerPackages alteration based on gametype tab (if you're pro enough to set it up) for multi gametype servers.
- No mutate spam.
- Great interface.

Re: LCWeapons (build 0011)

Posted: Sat Feb 14, 2015 5:09 am
by SC]-[WARTZ_{HoF}
Kinda looking for a simple Mapvote with less complexity(meaning noob user friendly), not buggy and doesn't use much resources.

Edit: But still is somewhat configurable like MapVoteX and LAMapVote.
Edit#2: Of course you can suggest that in a PM so this is to not get off track of the main topic concerning LCWeapons.

Re: LCWeapons (build 0011)

Posted: Sun Mar 15, 2015 4:26 am
by Higor
A private prototype (build 0012) is being tested at Chamberly's dev server:
unreal://108.174.60.23:7777/
Image

It's best tested against a buddy in SiegeIV tab - CTF-sgRestart_v1 map (build a supplier, upgrade it and get the weapons) or against a Botz in either a DM tab or the Challenge mode (hope you don't get a high skilled one lol).
It prints some info to the log so it's not ideal to use yet

Re: LCWeapons (build 0013)

Posted: Tue Mar 17, 2015 7:09 pm
by Higor
0013 build:
Implemented Player position prediction system, check first post for details.
Included a sample INI files with all settings enabled.

EDIT: Build removed due to critical clientside bug found.
Will upload 0014 soon,

Re: LCWeapons (build 0014) [LCWeapons_0014]

Posted: Fri Mar 27, 2015 7:10 am
by Higor
0014 build:
Fixed position advancer not working on UTPure games and some rare cases the HUD fails to be created before the compensator channel.
Added Dynamic Package Loader support, can apply it to some of the custom rifle packages as well.

Re: LCWeapons (build 0016) [LCWeapons_0016]

Posted: Tue Sep 29, 2015 1:26 am
by Higor
Updated first post, changes since 0014

Config files now properly update.

LC Weapons now respect the default weapon's switch priorities.

Prediction: element advancer is now stable.
- Advances pawns and projectiles if weapon has no LC code (or LC/Prediction is disabled)
- Advances projectiles if weapon has LC code.
- No advancement if player is using a NewNet weapon.

Server's default prediction cap is 150ms.
Player can now alter the prediction milliseconds cap with a command.
- MUTATE GETPREDICTION
** Informs the player of the server's prediction cap and the client's forced prediction
** values if he has any.
- MUTATE PREDICTION
** Informs the client on how to force a prediction cap
- MUTATE PREDICTION _PING_
** Force prediction cap, replace _PING_ with a value.
** IF VALUE = 0 or DISABLE: prediction is disabled
** IF VALUE = -1 or DEFAULT: prediction is handled by server settings
** ELSE, USE VALUE as milliseconds cap.

Fixed bug that disabled the 'direction' buffer on Impact Hammer.
Fixed accessed none logs when shooting pawns without meshes or animations.
Fixed rare level switch crash.

Self-piston applies the velocity change on high ping clients almost perfectly.

Ducking players can be headshotted by LC Sniper Rifle.

Re: LCWeapons (build 0018) [LCWeapons_0018]

Posted: Fri Oct 28, 2016 6:47 pm
by RocketJedi
still an issue when using NW the instagib still runs out of ammo.