Wicked Sick UTComp

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captainsnarf
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Wicked Sick UTComp

Post by captainsnarf »

I've been working on a new project: Wicked Sick UTComp (WSUTComp)

Image

It has a sister project: Wicked Sick 3SPN (WS3SPN)

These are based on UTCompOmni and 3SPNvSoL respectively.

There are a lot of reasons to do this. One of the main reasons is that many say the net code in UTComp is better than 3SPN, which is based on the original net code that was released with UTComp 1.6. Another reason is that there has been much duplicate effort between the projects. I've ported 3SPN damage indicators to UTComp, added emoticons to both projects, and various other changes that I've had to duplicate. It was always a lot of effort to maintain both projects.

With both of these mods working together, all features provided by UTComp have been removed from 3SPN, which has been stripped down to just the base game types of Arena Master, Team Arena Master, and Freon. Things like bright skins, hit sounds, damage indicators, etc are provided by UTComp now.

Both mods are being tested on SoL2 server. Once everyone feels they are good and any remaining bugs are fixed, I will create a release on my github page. I intend for the package to be used on multiple servers, as such it will need a versioned package, something we have avoided with UTCompOmni (since it only runs on Omni server).

I have my hands full with both of these projects. Because of that, I'm abandoning my involvement with UTCompOmni. Source will remain on my github page (and of course Omni's private github), but my repo will not receive any new updates. Once it's released, anyone is free to use the new WSUTComp including Omni. Other than the new look, it is currently identical to UTCompOmni. I'm happy to add any features wanted to WSUTComp, but they will take more time to release since the package is versioned now. The main issue with versioned packages is that the configuration is generally not compatible, so players will lose some of their settings with frequent updates, so we try to minimize how often releases happen. It also requires modifying server configuration each time, where as before we could just drop the new .u file on the server and it generally just worked.
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pooty
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Re: Wicked Sick UTComp

Post by pooty »

Does that include the updated UTComp ONS Scoredboard? I checked that into GitHub a while ago.

From an Omni perspective, what does it add other than bug fixes?

I think its stabilized enough where we could just use the versioned package..

however as I see that it would require everyone to reset their UTComp settings. Any way to migrate those on first run? ie. You don't have a WSUTComp .ini file, so check for a UTCompOmni, then a UTComp and migrate over?
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Re: Wicked Sick UTComp

Post by captainsnarf »

Yeah it has your scoreboard changes.

I'm not sure about migrating settings. They are generally held in classes that have 'config' setting for it, e.g.

Code: Select all

class UTComp_Settings config(UTCompOmni);

var config SomeSetting;
I would need to create a duplicate class and migrate settings over, also store some config value to say settings have been migrated so they don't get lost and migrated over again on next launch. I don't think it's worth the trouble or extra complexity. Players could rename UTCompOmni.ini to WSUTComp.ini and retain their settings. Thankfully that one class does not have package name references in it, so renaming it would work. It's not as easy for the MutUTComp settings (server settings) stored in UT2004.ini. Those are package prefixed, and they need to work that way to be compatible with webadmin.
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Re: Wicked Sick UTComp

Post by pooty »

Cool on the scoreboard changes -- I never use the default scoreboard anymore...

I wasn't as concerned with server side, since we control that, just more the users losing the colored names, netcode settings etc.
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Re: Wicked Sick UTComp

Post by captainsnarf »

Version 1 is released, download is here.

Other than the UI changes it's not really any different than the current UTCompOmni version. Most changes were to make it more extendable so it can work with WS3SPN, but not any real functionality changes. Since it's versioned, changes will come slower. It's up to Pooty and other admins to weigh the benefits vs losses if they want to use it or not. I would guess Omni would keep using the Omni version since Omni server is already pretty heavily customized, and has a team of full time engineers to work on it :lol:
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Re: Wicked Sick UTComp

Post by pooty »

We can migrate, when and if it becomes necessary. I don't think there's any issues right now with UTCompOmni
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Re: Wicked Sick UTComp

Post by captainsnarf »

New version available, V5 - https://github.com/zenakuten/WSUTComp/releases/tag/V5

I think we should consider putting this on the server. It has a number of fixes we probably want. I listed all changes below, but in particular we probably want these:

- Fix issue with timestamp_controller getting clobbered end of round / end of game
This fixes the 'end of round shenanigans'

- Add damage indicators for power nodes
- Fix kick momentum for avril when online
- fix flak primary having unreg on non-pawns (powernode, etc)
- fix issue with wrong skin color
- Add option to disable team from knocking you around
(we should make this true)
- Add option to disable team from knocking you around in a vehicle
(and make this false)

-- full list of changes ---

V5
- Really fix damage indicators
- Fix issue with timestamp_controller getting clobbered end of round / end of game
- add > 2K resolution fix for overlay

V4
- fix friendly fire damage indicators
- fix negative damage indicators
- Add alternate MoveErrorAccum algorithm, default disabled.
- Add more knobs for movement (gliding movement, NetMoveDelta, MaxSavedMoves, MaxResponseTime, MoveErrorAccum)
- move movement config to separate config section
- Add missing NetMoveDelta, MaxSavedMoves to WebAdmin
- fix negative damage showing when changing view target
- fix negative damage not showing when doing friendly fire
- add config bChargedWeaponsNoSpawnProtection to disable spawn protection when charging rox, bio
- fix flak primary/secondary visual showing too many/wrong shards


V3
- Fix 'Use UTComp style gliding movement' logic, was backwards
- Fix damage indicators for vehicles
- Add damage indicators for power nodes
- Add checkbox to enable / disable view smoothing when using new eyeheight algorithm
- Fix issue with no view smoothing in new eyeheight algoritm when landing shake was enabled
- Add option to disable team from knocking you around
- Add option to disable team from knocking you around in a vehicle
- Fix kick momentum for avril when online
- disable dynamic netspeed
- Add NetMoveDelta config
- Add MaxSavedMoves config to webadmin

V2

- add kokuei's SSR fixes
- add spawn protected bright skin option for teammates
- update default damage indicator from disabled to centered
- increase max netspeed to 1000000
- remove wormbo's utplus assault grenade causing glitches
- fix flak primary having unreg on non-pawns (powernode, etc)
- fix 'use' not working (enter vehicle, powernode warp, etc)

V1

- add spawn protected bright skin option
- fix grouped hit sounds for flak
- add server control for colored weapon config
- support warmup for non standard game modes (e.g. tam/freon)
- add hint text to gui
- fix issue with wrong skin color
- remove utcomp movement, superceded by warping fix
- use newnet SSR when using XGame.MutInstagib
- settings cleanup
- make fast weap switch configurable
- hit sounds for spectators
- make all settings available in config for single and multiplayer game
- code cleanup
- gui style update
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pooty
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Re: Wicked Sick UTComp

Post by pooty »

We can load it up on the Test Server and try it out....
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Re: Wicked Sick UTComp

Post by captainsnarf »

Ok! I think you'll have to do it. I don't have console access in NFO for the test server.
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pooty
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Re: Wicked Sick UTComp

Post by pooty »

You should have it now. I am going to be busy all week at work conference...

Any other admins need panel access?
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