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Re: UTComp
Posted: Thu Nov 10, 2022 7:42 am
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
Re: UTComp
Posted: Sun Nov 13, 2022 7:08 pm
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.
Re: UTComp
Posted: Sun Nov 13, 2022 7:42 pm
by captainsnarf
It makes all the difference in the world to me. I wouldn't play on their server without it.
Re: UTComp
Posted: Mon Nov 14, 2022 8:10 am
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
Re: UTComp
Posted: Mon Nov 14, 2022 1:56 pm
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!
Re: UTComp
Posted: Mon Nov 14, 2022 2:16 pm
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!
Re: UTComp
Posted: Tue Nov 15, 2022 2:47 pm
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.
Re: UTComp
Posted: Wed Nov 16, 2022 10:47 am
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
Re: UTComp
Posted: Thu Nov 17, 2022 3:14 pm
by pooty
1.32 on Server
Re: UTComp
Posted: Thu Nov 17, 2022 4:57 pm
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.
The colored names almost seem to be the most popular feature of UTComp on our server.