FragNewNet
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Re: FragNewNet
I suggest not fixing this in code and to fix the map instead. Fixing the map is easy: set the bNoDelete property to True for all VisibleTeleporters.
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Re: FragNewNet
New version 222
1. Allow translocator for NewNetZIG arena
2. Fixed bug with minigun and pulsegun ambient sound
3. Fixed accessed none
Update in first post
1. Allow translocator for NewNetZIG arena
2. Fixed bug with minigun and pulsegun ambient sound
3. Fixed accessed none
Update in first post
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Re: FragNewNet
New version 223
1. Fixed (removed) sound and animation fire after death for PulseGun, minigun, BioRifle
2. Spawn ut_shellcase and ut_comboring on server side for owner to support third party mutators
3. Improved code and fixed accessed none
Update in first post
1. Fixed (removed) sound and animation fire after death for PulseGun, minigun, BioRifle
2. Spawn ut_shellcase and ut_comboring on server side for owner to support third party mutators
3. Improved code and fixed accessed none
Update in first post
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Re: FragNewNet
no at the moment. The code color is already very confusing.Letylove49 wrote: ↑Wed Jun 07, 2023 7:12 pm Is it planned to randomize the colors for instagib in dm tdm and ctf as I asked?
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Re: FragNewNet
New version 224
Spawn ut_comboring for ComboGib on server side for owner to support third party mutators
Update in first post
Spawn ut_comboring for ComboGib on server side for owner to support third party mutators
Update in first post
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Re: FragNewNet
New version 225
1. Fixed hitboxes
2. Improved code game ended
Update in first post
Auto merged new post submitted 6 hours 17 minutes later
New version 226
Fixed BioRifle charged animation in spectator mode
Update in first post
1. Fixed hitboxes
2. Improved code game ended
Update in first post
Auto merged new post submitted 6 hours 17 minutes later
New version 226
Fixed BioRifle charged animation in spectator mode
Update in first post
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Re: FragNewNet
Seems like you have gathered quite a bit of knowledge on clientside? prediction. Are there any plans to curate a documentation of your work stating purpose and how you achieve that in scripting.
The reason I ask is because I am wondering how help much native code can supply to such a mod. I am thinking something along the lines of Valorant's approach https://playvalorant.com/en-us/news/dev ... istration/
The reason I ask is because I am wondering how help much native code can supply to such a mod. I am thinking something along the lines of Valorant's approach https://playvalorant.com/en-us/news/dev ... istration/
Patreon: https://www.patreon.com/FreeandOpenFeralidragon wrote:Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything
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Re: FragNewNet
1.
Does this mean that the hitbox is now normal like in the original game, like in the original newnet 9_2?
However, does this information contradict this? Ultimate newnet has an increased hitbox and the movement, aiming, feel of the game is completely different from the original newnet
About FragNewNet (FNN):
"" Based on the UltimateNewNet Beta 1e UltimateNewNet ""
Is there any chance or possibility to transfer your fixes to the original newnet? And not this version of ultimate newnet, where the game behaves completely differently and has bigger hitboxes?
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Re: FragNewNet
The_Cowboy wrote: ↑Sat Jun 10, 2023 12:04 am Seems like you have gathered quite a bit of knowledge on clientside? prediction. Are there any plans to curate a documentation of your work stating purpose and how you achieve that in scripting.
The reason I ask is because I am wondering how help much native code can supply to such a mod. I am thinking something along the lines of Valorant's approach https://playvalorant.com/en-us/news/dev ... istration/
I don't have enough knowledge in this part to write documentation
Last edited by asosed on Sat Jun 10, 2023 5:14 pm, edited 1 time in total.
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