FragNewNet

Search, find and discuss about Mutators!
Deaod
Average
Posts: 43
Joined: Fri Jul 10, 2020 9:22 am

Re: FragNewNet

Post by Deaod »

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.
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

Deaod wrote: Sun May 28, 2023 12:32 pm 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.
agree   
Auto merged new post submitted 1 minute later
Deepu wrote: Sat May 27, 2023 1:19 pm That's agree, but visible teleporters are not smoother and delayed in FragNewNet, can you fix this?
I check it
Image
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

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
Image
AlDollaz
Novice
Posts: 7
Joined: Mon May 08, 2023 5:07 am

Re: FragNewNet

Post by AlDollaz »

asosed wrote: Tue May 30, 2023 9:07 pm New version 222
.int says .220 fyi. :)

Thank you!
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

AlDollaz wrote: Wed May 31, 2023 12:45 am
asosed wrote: Tue May 30, 2023 9:07 pm New version 222
.int says .220 fyi. :)

Thank you!
reuploaded arhive with new .int. Thanks
Image
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

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
Image
Letylove49
Adept
Posts: 281
Joined: Tue Feb 28, 2012 7:47 pm
Location: suisse

Re: FragNewNet

Post by Letylove49 »

Is it planned to randomize the colors for instagib in dm tdm and ctf as I asked?
Image





Letylove49 aka Alicia
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

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?
no at the moment. The code color is already very confusing.
Image
Letylove49
Adept
Posts: 281
Joined: Tue Feb 28, 2012 7:47 pm
Location: suisse

Re: FragNewNet

Post by Letylove49 »

ok thansks. i will continue to use the combo insta that i havee on my server
Image





Letylove49 aka Alicia
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

New version 224
Spawn ut_comboring for ComboGib on server side for owner to support third party mutators
Update in first post
Image
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

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
Image
User avatar
The_Cowboy
Skilled
Posts: 165
Joined: Mon Jan 24, 2011 3:22 am
Personal rank: Codezilla

Re: FragNewNet

Post by The_Cowboy »

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/
Feralidragon wrote:Trial and error is sometimes better than any tutorial, because we learn how it works for ourselfs, which kills any doubts about anything :tu:
Patreon: https://www.patreon.com/FreeandOpen
shockpl
Average
Posts: 57
Joined: Sun Feb 15, 2015 1:25 am

Re: FragNewNet

Post by shockpl »

asosed wrote: Fri Jun 09, 2023 1:05 pm 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.

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?
User avatar
asosed
Adept
Posts: 331
Joined: Fri May 15, 2020 2:36 pm
Location: Russia

Re: FragNewNet

Post by asosed »

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.
Image
shockpl
Average
Posts: 57
Joined: Sun Feb 15, 2015 1:25 am

Re: FragNewNet

Post by shockpl »

Do you have knowledge about my questions?