Search found 1997 matches

by captainsnarf
Fri Aug 06, 2021 10:16 am
Forum: Map Discussions
Topic: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)
Replies: 74
Views: 23935

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Does that write out an .ini file? So how do I config that for the maps? Config is global and yes it uses INI file. You would have to run the mutator to use the configuration. Should I make them editor properties instead? I could probably put those properties on the weapon pickup which would appear ...
by captainsnarf
Fri Aug 06, 2021 7:25 am
Forum: Technical Discussions (UT2004 Related)
Topic: Randomizer maps still not right
Replies: 35
Views: 14480

Re: Randomizer maps still not right

It crashed on my last night after MTMU Randomizer V8. General protection fault! History: UObject::GetPathName <- UObject::GetFullName <- UObject::ConditionalDestroy <- UObject::GetPathName <- UObject::GetFullName <- DispatchDestroy <- DispatchDestroys <- UObject::PurgeGarbage <- UObject::CollectGarb...
by captainsnarf
Thu Aug 05, 2021 11:29 pm
Forum: Map Discussions
Topic: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)
Replies: 74
Views: 23935

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

New version 1.2 available! Download here

- Added mutator with GUI to configure YEAAAHHHHHHHHHH Nuke
- Remake how 'flip nodes' feature works to be less confusing
- Make vehicles heal at flat rate instead of proportional
- Add max healing

Image
by captainsnarf
Thu Aug 05, 2021 5:52 pm
Forum: Introduce Yourself...
Topic: captainsnarf
Replies: 17
Views: 14871

Re: captainsnarf

So it is a driver bug? Would using an older driver help? Or using older DirectX 8 on just the editor? We don't know if it's driver bug, directx bug, or windows bug. They never really looked into it other than what I reported. It works on intel so kinda points to driver bug. It's odd that both nVidi...
by captainsnarf
Thu Aug 05, 2021 12:13 am
Forum: Introduce Yourself...
Topic: captainsnarf
Replies: 17
Views: 14871

Re: captainsnarf

Since we've been talking about the editor bug in this thread I thought I'd post an update. I flexed my tech privilege and had the bug looked at by the DirectX team. After some discussion they closed the bug as 'won't fix' due to the age of the application. Sad but understandable. This is probably ne...
by captainsnarf
Tue Aug 03, 2021 3:10 pm
Forum: Map Discussions
Topic: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)
Replies: 74
Views: 23935

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

It doesn't do anything special like healing to cores, only nodes.
It doesn't do anything to locked nodes as that would be game-breaking.
It does a measly 5 pts to enemy core.
by captainsnarf
Tue Aug 03, 2021 8:58 am
Forum: Technical Discussions (UT2004 Related)
Topic: Randomizer maps still not right
Replies: 35
Views: 14480

Re: Randomizer maps still not right

History: AActor::preContactUpdate <- ASVehicle::preContactUpdate <- KUpdateContacts It's definitely one of the vehicles included in the randomizer. The physics engine can crash if you give it weird parameters. I remember messing with some of the levi physics parameters while working on Pallas. The ...
by captainsnarf
Tue Aug 03, 2021 8:33 am
Forum: General
Topic: Thank you Pooty!
Replies: 6
Views: 2919

Thank you Pooty!

I just wanted to say thank you Pooty for running the server and keeping the game alive! I know it's a chore. It costs money. Thank you for doing the work :)
by captainsnarf
Mon Aug 02, 2021 11:22 pm
Forum: Map Discussions
Topic: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)
Replies: 74
Views: 23935

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Ok, that was dumb lol. Does it ruin the game? Possibly. When the strategy on that TMU layout is to always keep node 6 down, nobody expects it to magically go up. I'm hoping as more people know they will go after node 6. It worked out much better on the first layout where 6 wasn't as important. They ...
by captainsnarf
Mon Aug 02, 2021 9:59 am
Forum: Map Discussions
Topic: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)
Replies: 74
Views: 23935

Re: YEAAAHHHHHHHHHH Nuke 1.1 (CSLinkNuke)

Yes I'd at least increase the respawn time by quite a bit. Not sure how to do that? The WeaponPickups seem to have a fixed respawn time. Its why on Minus-KS I put it above 6, its wide out in the open, lots of chances for enemy team to kill you when you're trying to get it. But yes, having 2-3 playe...