New version! Download here UTCompOmni_1.58.zip
Changes
- Team color weapons! There is a new 'Weapon Config' menu allowing you to alter the colors of some of the weapons. This feature can be disabled on the server
- Damage indicators. There is a new 'Extra' menu allowing you to enable damage indicators. There are two kinds - centered and floating. This feature can be disabled on the server.
- Wide screen fix. In the 'Extra' menu there is an option to enable widescreen fixes. Fox WS Fix is not compatible with UTComp so all of the fixes were added directly.
This is on the server.
UTComp
- captainsnarf
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- captainsnarf
- Posts: 3115
- Joined: Tue Jul 06, 2021 1:51 pm
- Location: Washington
- Server Sponsor: Yes
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Re: UTComp
New version UTCompOmni_1.59.zip
Changes
- fix bug with vehicle health display when health > 999
This is on the server
Changes
- fix bug with vehicle health display when health > 999
This is on the server
- pooty
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Re: UTComp
Cool.
Is the weapon color configurable by user? Some were getting confused with blue/red beams as SSR?
How does the damage thing work? I see the numbers and sometimes they are cumulative, other times not.
Is the weapon color configurable by user? Some were getting confused with blue/red beams as SSR?
How does the damage thing work? I see the numbers and sometimes they are cumulative, other times not.
- captainsnarf
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Re: UTComp
You can turn the colors off in F5 menu. I probably shouldn't have made them default on but wanted to show off the new feature also. The default red/blue colors are a little different than SSR. I was hoping players would notice but I guess not. There are colors sliders so you can make them whatever color you want. There are options for bio, shock, flak, and rockets. I did not do link gun as it already has green,blue,red,and yellow colors and thought customizing it would be confusing and difficult. Lightning gun is unique in that the emitter is game relevant and cannot really be modified client side.
Damage indicators has two options - centered and floating. The centered version is cumulative for a short time. If you do damage within the time window then it adds up. The floating option is not cumulative.
- pooty
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Re: UTComp
Yeah I had it centered. It was often cumulative on different targets which was confusing, except for Sanka which it showed me how many unregs I had against him....- centered and floating. The centered version is cumulative for a short time. If you do damage within the time window then it adds up. The floating option is not cumulative.
I like the newer colors myself, but yes please don't change the link...those already have meaning.
I did notice one other strange thing... ghosts in the map. Three times last night I saw character skin randomly in the map... it wasn't a player/actor, but it was there... it wasn't even like the sentinel bug where you could shoot it, it was just display. Anyone else see that?
- Anonymous.
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Re: UTComp
Yes, also weapon colors are pretty much randomized.
- YEAAAHHHHHHHHHH
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Re: UTComp
Yep I've seen some random characters standing there. Halloween season?
- captainsnarf
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Re: UTComp
New version! Download here UTCompOmni_1.60.zip
Changes
- Fix rubberbanding when there is high fps or high ping (thanks kokuei!)
This is on the server
Changes
- Fix rubberbanding when there is high fps or high ping (thanks kokuei!)
This is on the server
- captainsnarf
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Re: UTComp
While cleaning code up I accidentally broke the F5 menu.
I noticed a lot of missing tank turrets and general weirdness tonight. I forgot to check 'stat net' but the new rubberbanding fix might be saturating the network. It works by increasing the number of saved moves by the client sent to the server. The default was 100. The new value is 750. That might be too much. I'll tone it down a bit and also make it configurable. There was a 60% cpu spike also, probably on nevermore where I saw the missing turret issue the most.
I noticed a lot of missing tank turrets and general weirdness tonight. I forgot to check 'stat net' but the new rubberbanding fix might be saturating the network. It works by increasing the number of saved moves by the client sent to the server. The default was 100. The new value is 750. That might be too much. I'll tone it down a bit and also make it configurable. There was a 60% cpu spike also, probably on nevermore where I saw the missing turret issue the most.