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- Wed Nov 16, 2022 9:08 am
- Forum: General
- Topic: Recent Lag ... and what's being done.
- Replies: 217
- Views: 23018
Re: Recent Lag ... and what's being done.
They should not be disclosed. If players want to tell their secrets they can, but they shouldn't be out'ed by the system.
- Tue Nov 15, 2022 11:27 am
- Forum: General
- Topic: Recent Lag ... and what's being done.
- Replies: 217
- Views: 23018
Re: Recent Lag ... and what's being done.
Totally agree McLovin. Donations should be 100% voluntary and no shaming. We get what we get and do with it what we can. I'd add there should be no strings attached. Donating shouldn't earn any special privilege. I'm willing to donate more so we can get a dedicated server, but that doesn't mean we w...
- Tue Nov 15, 2022 5:58 am
- Forum: General
- Topic: Recent Lag ... and what's being done.
- Replies: 217
- Views: 23018
Re: Recent Lag ... and what's being done.
Whether UTComp is enabled or not, the lag is extreme no matter what. The CPU is fucking garbage and there's no getting around it. At least with UTComp I can still play through the lag. Sorry, but I’ve had zero lag with netcode disabled, and have heard no lag complaints from anyone else either. The ...
- Tue Nov 15, 2022 5:00 am
- Forum: Map Discussions
- Topic: Misc Map Changes Thread..for little glitches and annoyances...
- Replies: 442
- Views: 66769
Re: Misc Map Changes Thread..for little glitches and annoyances...
when the beam first spawns it points the wrong way, then it corrects itself. looking like it points to world origin. In WraithLinkBeamEffect, add this simulated function Vector SetBeamRotation() { if ( (Instigator != None) && PlayerController(Instigator.Controller) != None ) SetRotation( In...
- Tue Nov 15, 2022 4:48 am
- Forum: Map Discussions
- Topic: Misc Map Changes Thread..for little glitches and annoyances...
- Replies: 442
- Views: 66769
Re: Misc Map Changes Thread..for little glitches and annoyances...
Just use the older version. The 1.6 version shouldn't have the problem.
- Mon Nov 14, 2022 8:10 am
- Forum: Map Discussions
- Topic: UTComp
- Replies: 515
- Views: 44027
Re: UTComp
New version! Download here UTCompOmni_1.31.zip 1.31changes - fix spectate context menu not working - fix preferred exit not working online - re-enable utcomp scoreboard (default is off, limited to 16 players) - default enhanced netcode to false. if you want it you'll need to turn it on again in F5 m...
- Sun Nov 13, 2022 7:42 pm
- Forum: Map Discussions
- Topic: UTComp
- Replies: 515
- Views: 44027
Re: UTComp
It makes all the difference in the world to me. I wouldn't play on their server without it.
- Sun Nov 13, 2022 6:49 am
- Forum: Map Discussions
- Topic: Goliath w/ Sentinels?
- Replies: 3
- Views: 347
Re: Goliath w/ Sentinels?
It's kind of a DM map Yes, please don't mess it up with sentinels :lol: MassD might be fun with sentinels and no levis. I remember back in 2005 era I would put two level 3 minigun sentinels on a manta and own everybody. Definitely not the game I want to play today though. I'm glad we only have them...
- Sat Nov 12, 2022 6:10 pm
- Forum: General
- Topic: Recent Lag ... and what's being done.
- Replies: 217
- Views: 23018
Re: Recent Lag ... and what's being done.
What exactly is the advantage of having UTComp? UTCompOmni is a combination of - ONSPlus enhancements 1. Share points for linking nodes 2. Point scoring changes for nodes and cores (configurable) 3. Points for linking vehicles 4. Points for damaging vehicles 5. Show vehicle dots on minimap 6. Confi...
- Sat Nov 12, 2022 1:51 pm
- Forum: Map Discussions
- Topic: Misc Map Changes Thread..for little glitches and annoyances...
- Replies: 442
- Views: 66769
Re: Misc Map Changes Thread..for little glitches and annoyances...
You can mix and match them OK. class ONSWeapon has property 'bInstantFire'. It also has two methods 'Fire' and 'AltFire'. If bInstantFire is true, then these are the methods function Fire(Controller C) { // ... do some stuff like flash the muzzle, play a sound // actually do the fire which causes da...