UTComp

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captainsnarf
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Re: UTComp

Post by captainsnarf »

New version! Download here UTCompOmni_1.30.zip

Changes
- Fix bug where hitsounds on nodes didn't always work with vehicles
- Add 'spectate' context menu
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Enyo
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Re: UTComp

Post by Enyo »

So, I played on CEONSS today for the first time in a while, and they now have UTcomp too. I turned on enhanced net code, and I can’t say I noticed any difference than without it. Still had to lead all my shots a bit to hit anyone. And I’m only talking on foot, I know it does nothing for vehicles. Didn’t seem to make any difference for me.
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
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captainsnarf
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Re: UTComp

Post by captainsnarf »

It makes all the difference in the world to me. I wouldn't play on their server without it.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

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 menu
- remove 'playOwnFootsteps' checkbox (never worked)

Here are my keybinds for preferred exit

User.ini

Code: Select all

[Engine.Input]
E=SetPreferredExit Right 1 | Use
Q=SetPreferredExit Left 1 | Use | SwitchWeapon 10
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EmanReleipS
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Re: UTComp

Post by EmanReleipS »

Enyo wrote: Sun Nov 13, 2022 7:08 pm So, I played on CEONSS today for the first time in a while, and they now have UTcomp too. I turned on enhanced net code, and I can’t say I noticed any difference than without it. Still had to lead all my shots a bit to hit anyone. And I’m only talking on foot, I know it does nothing for vehicles. Didn’t seem to make any difference for me.
We're using more conservative settings (netcode = 90, netspeed = 9300, tickrate = 27) for now while we are checking how the server handles things. So far our high pingers have felt a positive improvement.
Maybe setting the netcode and netspeed higher for yourself would make a more noticeable difference?

Thanks to Snarfy and also Pooty for sharing your hard work! :)
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Enyo
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Re: UTComp

Post by Enyo »

EmanReleipS wrote: Mon Nov 14, 2022 1:56 pm
Enyo wrote: Sun Nov 13, 2022 7:08 pm So, I played on CEONSS today for the first time in a while, and they now have UTcomp too. I turned on enhanced net code, and I can’t say I noticed any difference than without it. Still had to lead all my shots a bit to hit anyone. And I’m only talking on foot, I know it does nothing for vehicles. Didn’t seem to make any difference for me.
We're using more conservative settings (netcode = 90, netspeed = 9300, tickrate = 27) for now while we are checking how the server handles things. So far our high pingers have felt a positive improvement.
Maybe setting the netcode and netspeed higher for yourself would make a more noticeable difference?

Thanks to Snarfy and also Pooty for sharing your hard work! :)
I'll give that a try next time I hop on CEONSS, thanks Ema!
“Never argue with stupid people, they will drag you down to their level and then beat you with experience.”
― Mark Twain
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pooty
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Re: UTComp

Post by pooty »

1.31 loaded on server
EnhNetcode available.
90 netcode, netspeed 9300 default (you can manually increase it), tick rate 28 (current)

Lets see how that goes.
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captainsnarf
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Re: UTComp

Post by captainsnarf »

New version! Download here UTCompOmni_1.32.zip

Changes

1.32
- unselect show utcomps stats when selecting default scoreboard
- default show stats to false
- fix mult colored names on ESC -> Scoreboard
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pooty
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Re: UTComp

Post by pooty »

1.32 on Server
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EmanReleipS
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Re: UTComp

Post by EmanReleipS »

Question: Do you guys usually lose your custom colored names whenever you update UTComp to a new version? Because the last time I updated ours, we lost our name colors and everyone cried about it. :lol:
The colored names almost seem to be the most popular feature of UTComp on our server. :roll:
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