LCWeapons (build 0022)

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$carface
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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by $carface » Fri Oct 28, 2016 11:23 pm

Qwerty wrote:still an issue when using NW the instagib still runs out of ammo.
So?

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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by Qwerty » Sun Oct 30, 2016 9:42 pm

no worries we got this resolved ;) thanks anyway
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[rev]rato.skt
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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by [rev]rato.skt » Mon Aug 14, 2017 12:36 am

This zp works well in normal modes?
DM CTF DOM AS TDM LMS ?
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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by ShaiHulud » Wed Aug 23, 2017 11:25 pm

Higor, I'm using an Arena mutator with LCWeapons to create a Combogib gun and it works well. But I'd like to pick your brains about whether it would be possible to modify other objects - like the double jump and grapple hook - because relative to weapon performance, these actions have a very noticeable delay.

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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by Hitman » Mon Oct 09, 2017 4:18 pm

I have a ques , I am running sniperarena-server TDM/DM with ZP so should i run ZPBasicWeaponsAddOnV210.SniperArena and LCWeapons_0018.LCMutator at the same time ? if no should I run it with BotPack.SniperArena+LCWeapons_0018.LCMutator and can it do longshoots like in the ZP ?
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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by Chamberly » Mon Oct 09, 2017 8:34 pm

Hitman wrote:I have a ques , I am running sniperarena-server TDM/DM with ZP so should i run ZPBasicWeaponsAddOnV210.SniperArena and LCWeapons_0018.LCMutator at the same time ? if no should I run it with BotPack.SniperArena+LCWeapons_0018.LCMutator and can it do longshoots like in the ZP ?
BotPack.SniperArena+LCWeapons_0018.LCMutator

It won't have the special announcer/msg effect, but I can probably take a look at building one separately for LC, but I'd need the source that has the special announcer/msg effect.
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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by Hitman » Mon Oct 09, 2017 10:08 pm

Works, the only disadvantage I notice is when someone dies they dont drop the rifle so you can get their ammo from it..
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Re: LCWeapons (build 0018) [LCWeapons_0018]

Post by [rev]rato.skt » Wed Jan 31, 2018 3:02 am

Hi Higor,

could make these improvements, it would be very good!!!

LC sniper arena
LC shock arena
LC flack arena
LC sand ripper
LC rocket arena
LC pulse arena
LC gib arena
LC combo arena
LC NDgrap49c
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Re: LCWeapons (build 0020) [LCWeapons_0020]

Post by Higor » Tue Oct 02, 2018 11:38 pm

Simple bugfix build:

- No longer processes hits originated before a player's death after respawning.
- No longer processes hits on players that are not collidable.
- Serverside trace function moved from weapons to LCStatics.
- Rewritten some validation checks.
- Tapping fire button on lag-compensated weapons will force the client to immediately send a position update.
(game tends to hold and merge various updates together before sending, this reduces lag on enforcer and minigun fire)
- Fixed crash on Siege when using jetpacks + piston.
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Re: LCWeapons (build 0020) [LCWeapons_0020]

Post by [rev]rato.skt » Sun May 05, 2019 8:58 pm

Hello guys,

Whats new in LCWeapons_0021 ???
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Re: LCWeapons (build 0022)

Post by Higor » Sat Aug 31, 2019 3:39 am

0022 update

Improved ZPv2 engine.
Improved LCv2 engine.
Improved weapon animation code on clients.
Improved and optimized element advancer.
Added more weapon variations.
Improved Impact Hammer, displays projectile boost with alt fire on clients.
Client settings now stored under [Client] section (version independant).
Vastly improved codebase.
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[rev]rato.skt
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Re: LCWeapons (build 0022)

Post by [rev]rato.skt » Sat Aug 31, 2019 4:16 am

Nice i go test :mrgreen:
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Re: LCWeapons (build 0022)

Post by shockpl » Thu Sep 05, 2019 10:26 pm

eyo someone tested this with newnet ???

It can be helped ?

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Re: LCWeapons (build 0022)

Post by esnesi » Fri Sep 06, 2019 7:29 am

ehh.. you don't want to use this with newnet.
You should apply this mutator on a gametype where there is no zp/newnet/ or other forks of newnet activated.
shockpl wrote: It can be helped ?
What do you mean by ''it''?
You should be more clear on what your actual problem is.
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Re: LCWeapons (build 0022)

Post by Higor » Fri Sep 06, 2019 7:43 am

It would be like putting two gear wheels spinning in the same direction together.
I did add a few lines of code to prevent issues with UTPure's protections which are included in NewNet, but I have no idea how it'll mix.

The first problem will likely be the weapon replacer destroying all LC weapons.
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