GlobalUnreal (a.k.a., NewNet)

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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Tue Oct 16, 2012 6:14 am

Updated log/todo again.
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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Tue Oct 16, 2012 9:12 pm

Updated log/todo again. -_-
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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Sat Oct 20, 2012 7:07 pm

Updated.

- Default HeadRadius back to 100%
- Fixed weapon switching so that players get a fast weapon switch but the sound, animation, and hud (glow) work as they would expect
- Translocator can now be the first weapon when spawning; just put it above enforcer in weapons list
- Fixed weapons sometimes firing immediately after spawning
- Maybe fixed the invisible collision cylinders aaand server crashing? *crosses fingers*
- Added MaxPktLoss parameter but it doesn't seem to help much with warping players...


Note: When you punt your translocator with your piston, you'll need to set the direction with the impact hammer's altfire just like you would when launching someone. This direction will stay in memory for every telepunt/launch until you set it again, so you don't have to reset it every time if you want to telepunt/launch in the same direction as the last time.
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Re: UTProMod (a.k.a., NewNet)

Postby InfamousRaider » Sun Oct 21, 2012 8:55 am

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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Sun Oct 21, 2012 11:59 am

Weapon switch speeds in newnet are exact; they don't vary from weapon to weapon depending on your ping plus the weapon's loading animations, so it will probably feel a little different than what you're used to. But one of the things that should help is the HUD weapon glow for your pending weapon. UTPure (or maybe it was just UT's native online play) was bugged where this glow wasn't present. Your pending weapon will glow in your HUD until you're able to shoot, at which point your previous weapon will dim and your current weapon will be outlined.
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Re: UTProMod (a.k.a., NewNet)

Postby noobX » Mon Oct 22, 2012 3:53 pm

- Jumping when spawning (odd behavior)

when when when?
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Re: UTProMod (a.k.a., NewNet)

Postby necko » Mon Oct 22, 2012 5:01 pm

Just want to thank you TimTim for doing this . Newnet will breathe life into our unreal scene(s) .
Gl and all the best .

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Re: UTProMod (a.k.a., NewNet)

Postby Sonic|^ » Tue Oct 23, 2012 3:46 pm

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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Mon Oct 29, 2012 10:29 am

Updated. Latest version as of this post is Beta 0.2L.

- Fixed not being able to switch to a weapon immediately after touching it
- Fixed not being able to fire or switch weapon immediately after spawning
- Weapon switches are now 99% ideal as far as I can tell: 1) independent of ping 2) consistent across the board and 3) you can "cancel" a pending weapon switch by re-choosing your current weapon (with no added delay), which should work for the most part with any combination of getweapon, switchweapon, switchtobestweapon, and/or next/prevweapon
- Fixed the immediate firing and direction of weapons when holding down fire as weapons are switched
- Fixed the number of rockets firing on the client sometimes not matching the number of rockets firing on the server
- Hopefully removed the collision on gibs... I guess we'll find out eh? People hitting gibs on the server and not knowing it might account for the remainder of any non-registering shots




PORTALS NEXT!
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Re: UTProMod (a.k.a., NewNet)

Postby HuMPtY » Mon Oct 29, 2012 1:07 pm

honestly the only things i can think of left that -annoys me- are the portals and not being able to shoot straight away when i spawn sometimes ..but its not all the time.
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Re: UTProMod (a.k.a., NewNet)

Postby InfamousRaider » Mon Oct 29, 2012 1:12 pm

Also, map related movers like doors and lifts.
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Re: UTProMod (a.k.a., NewNet)

Postby Lineage » Mon Oct 29, 2012 1:40 pm

Portals. ASAP.

DS shouldn't even be a possible map choice until they get fixed, IMHO.

Tim pulling double duty, fixing bugs for IG and NW 8-)

Thanks again Tim for the hard work and the endless amount of free time you've dedicated to this project. It's really starting to shine and just needs a few more tweaks. :D
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Re: UTProMod (a.k.a., NewNet)

Postby Sauron » Mon Oct 29, 2012 2:54 pm

DS shouldn't be used until portals are fixed. They are horrible right now. Considering how often portals are used in weapons as well, it should be high on the priority list.

The spawn hitching is pretty noticeable too.
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Re: UTProMod (a.k.a., NewNet)

Postby InfamousRaider » Mon Oct 29, 2012 3:28 pm

Why is it only DS? I never have an issue with portals on Broken Limits.
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Re: UTProMod (a.k.a., NewNet)

Postby HuMPtY » Mon Oct 29, 2012 3:39 pm

the portals are different map to map
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Re: UTProMod (a.k.a., NewNet)

Postby InfamousRaider » Mon Oct 29, 2012 3:45 pm

So, someone who knows maps just fix ds, shouldn't be a problem we have edited it 9 times already.
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Re: UTProMod (a.k.a., NewNet)

Postby Carras » Thu Nov 01, 2012 11:27 am

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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Mon Nov 05, 2012 11:30 am

Updated again. Latest version as of today is Beta v0.3:

- Fixed the 99.9% of the jittering once and for all (figured out exactly what was causing it)
- Added messages for any time you're getting packet loss; "HidePL" in console to toggle the messages
- Serverside default hitsound setting; search for DefaultHitSound in ut.ini; it should work for players who are using the current version for the first time
- Portals now feel like zero ping and I was told that the direction players face when coming out of portals is now "correct" (as most map makers intend); right now VisibleTeleporters (the portals on Terra, Gothic, DiamondSword, etc.) take a few seconds to get replicated to each client and the method in doing so is really inefficient but it will do for now
- Fixed switching to another weapon (e.g., from enforcer to translocator) immediately after you spawn (for real though lol)


*** TODO ***
- Remove the collision on gibs... People hitting gibs on the server and not knowing it might account for the remainder of any non-registering shots; I'll probably have to replace every gib with a new class
- Make lifts feel like zero ping without having to recompile every map (tough! but I think it's doable)
- Better match up curving projectiles (grenades, goo, and flak secondary)
- Demo playback
- Jumping when spawning (odd behavior)
- Getting out of slime
- Corner compensation
- Better spawning algo (option for server admins)
- Pulse drawings
- Invis staying on til dying?


*** CAN WAIT ***
- Clock sometimes not showing up on map restarts
- Feign death collisionheight
- Sometimes able to shoot 2 guns at once??
- Crosshair not perfectly in line with where shots actually fire (although they line up perfectly when ducking... weird Epic, weird)?
- Option to make player names not show up with crosshair
- Pure's bDoEndShot
- Pure's demorec command
- Not being able to move at beginning of map?
- Finish fixing enforcers altfire
- Slave enforcer sometimes becomes invisible for tosser when thrown
- Shock/whatever jumps laggy?
- Clientside damage detection + velocity change (instant boosting of other players)
- Redeemer
- Pulse beam cap/hit light
- Silent piston
- Dodge bug
- Should be able to catch thrown weapons midair
- Quicker HUD updates
- Armor, weaps, sprees and announcer from spectator's POV
- Colored messages/names
- Custom death messages
- Allows players to choose team/enemy player models/colors
- Custom crosshairs for each weapon
- HUD editing
- Fire/AltFire swap
- Test flashes
- Flak shards last longer on higher tr?
- Hammer AltFire (deflection)
- Make NewNet togglable
- Better stats system
- Make all new options available in one neat little package/menu like UT2004's UTComp
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Re: UTProMod (a.k.a., NewNet)

Postby IJ`` » Mon Nov 05, 2012 11:11 pm

What do you mean by fixing this : - Jumping when spawning (odd behavior) ??
It's normal to jump when spawning, it's part of the game, if a ppl doesnt want to jump, he has to jump once to disable it, about everyone knows that. I think you should leave it that way since it always been that way.

also, what do you mean by Corner compensation ?

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Re: UTProMod (a.k.a., NewNet)

Postby Sonic|^ » Mon Nov 05, 2012 11:46 pm

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Re: UTProMod (a.k.a., NewNet)

Postby CLANKILLER » Tue Nov 06, 2012 1:28 am

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Re: UTProMod (a.k.a., NewNet)

Postby kud » Tue Nov 06, 2012 2:56 am

lead plated corners. i like it, lol
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Re: UTProMod (a.k.a., NewNet)

Postby SJA94 » Fri Nov 16, 2012 3:00 pm

I noticed a small minor thing, if you hit someone and go behind a brush or something, the hit sound sometimes does not work.
New forum (WIP)
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Re: UTProMod (a.k.a., NewNet)

Postby Morpheus » Mon Nov 26, 2012 11:01 am

http://speedy.sh/b6ZuH/lucky-bs.avi this happened last game :| at the time i felt like i hit him but didnt even wondered cause nothing i could do ;)

But now looking back that was a real clutch kill that would probably produce a cap since i was gonna pick it up and had cover + 1 sec earlier i did a triple kill in their high..

This was on 0.3 version of newnet .. doesnt seem to happen often

newnet still r0x
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Re: UTProMod (a.k.a., NewNet)

Postby Carras » Tue Nov 27, 2012 9:02 am

now fix it for people with PL
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