GlobalUnreal (a.k.a., NewNet)

Gaming and Community discourse.

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

Postby Carras » Sun Sep 30, 2012 11:09 pm

the netspeed is crucial. instrantly helped shots register better
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Re: UTProMod (a.k.a., NewNet)

Postby kud » Sun Sep 30, 2012 11:39 pm

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

Postby SJA94 » Mon Oct 01, 2012 11:11 am

When i played in kotr yesterday, i had no bounced shots.
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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Wed Oct 03, 2012 7:02 pm

Updated. See changelog in first post of this thread. Needs testing!
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Re: UTProMod (a.k.a., NewNet)

Postby unrealshots » Fri Oct 05, 2012 1:03 am



my ace settings


[UT2012v0_0_17.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False

[UT2012v0_0_24.bbCHSpectator]
HitSounds=1

[UT2012v0_0_32.bbCHSpectator]
HitSounds=1

[UT2012v0_0_33.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False

[UT2012v0_0_34.bbCHSpectator]
HitSounds=1

[ACEv08g_C.ACEReplicationInfo]
CrosshairScale=1.500000

[UT2012v0_0_34.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False

[UT2012v0_0_36.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False

[UT2012v0_0_36.bbCHSpectator]
HitSounds=1

[UT2012v0_0_37.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False

[UT2012v0_0_38.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False

[UT2012v0_0_38.bbCHSpectator]
HitSounds=1

[UT2012v0_0_40.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False
SwitchShotDelay=200

[UT2012v0_0_40.bbCHSpectator]
HitSounds=1

[SiegeUltimateRC14a.sgHUD]
NumBuildings=41

[UTProModv0_1d.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamHitSounds=True
bTeamInfo=True
bDoEndShot=False
SwitchShotDelay=200

[UT2012v0_0_42.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamInfo=True
bDoEndShot=False
SwitchShotDelay=200

[UTProModv0_1o.bbCHSpectator]
bHitSounds=True
bTeamHitSounds=True

[UTProModv0_1p.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamHitSounds=True
bTeamInfo=True
bDoEndShot=False
SwitchShotDelay=200

[UTProModv0_1p.bbCHSpectator]
bHitSounds=True
bTeamHitSounds=True

[UTProModv0_1s.bbPlayer]
bNewNet=True
bNoRevert=True
bForceModels=False
bHitSounds=True
bTeamHitSounds=True
bTeamInfo=True
bDoEndShot=False
SwitchShotDelay=200

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

Postby TimTim » Fri Oct 05, 2012 1:43 am

No, just the most recent version. When we get to a stable release this obviously won't happen. But at any rate, a few hundred bytes added to a text file won't affect anything unless you're using a pc older than you.
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Re: UTProMod (a.k.a., NewNet)

Postby Carras » Fri Oct 05, 2012 9:39 am

I played a pug last night where using a bounce pads on Broken Limits created ridiculous warping/skipping.

i'd say this is needs fix asap!!!
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Re: UTProMod (a.k.a., NewNet)

Postby HuMPtY » Fri Oct 05, 2012 11:10 am

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

Postby TimTim » Sat Oct 06, 2012 7:15 am

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

Postby vitz^ » Sat Oct 06, 2012 7:25 am

ye bouncepads seem totally fixed but sometimes i cant move when i spawn, almost like i have glue on my shoes :D also sometimes i cant shoot right away, but dunno if that is movement related, probably not.

gj, keep them sweet updates coming! =)
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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Sat Oct 06, 2012 9:16 am

I believe there's always been a delay from the time you spawn until you can shoot. It's probably just dependent on how long it takes to pull out the weapon. I can remove this delay if that's what people want. It'd probably help with defending yourself against getting spawnkilled.
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Re: UTProMod (a.k.a., NewNet)

Postby RickJames » Sat Oct 06, 2012 4:03 pm

Please don't remove that delay- It's important for spawn killing, which is an essential part of UT (in every mod)
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Re: UTProMod (a.k.a., NewNet)

Postby vitz^ » Sat Oct 06, 2012 6:03 pm

ye should keep it for now, as im not even sure its newnet's fault. this happened few times in KOTR so its deffo not related to the latest updates, mby its packetloss on my end :$ ill try to find out.
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Re: UTProMod (a.k.a., NewNet)

Postby HuMPtY » Sat Oct 06, 2012 6:42 pm

delay needs removing , it was a larger delay than reg/zp :X

latest version is v nice

version Y = best yet xD
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Re: UTProMod (a.k.a., NewNet)

Postby vitz^ » Sat Oct 06, 2012 7:15 pm

latest version is the best, and i mean the 0_1z version!

from my little 10min testing experience:

- spawn movement problems seem to be 100% fixed.
- delay on shot seems improved (its not light speed shot after spawn, but its definitily faster and feels natural)
- jumppads 100% fixed (also with a natural feel to it)
- lifts same thing
- portals same thing (you go through a portal and you dont lag/warp anymore, with the exception if you dodge into it - you might get a little warp but very bareable in my experience. not a major issue at all imo) ... just walk into portals :P


i say this version should be tested for few days or even more but i doubt there will be major complains like before. it feels really good!


major thx to timtim, ur tha man! :mrgreen:
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Re: UTProMod (a.k.a., NewNet)

Postby Dray » Mon Oct 08, 2012 2:38 pm

Thanks for helping this community out TimTim, Its nice to see the updates happening as fast as they are!
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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Mon Oct 15, 2012 10:40 am

Changelog/todo has been updated!

8-)
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Re: UTProMod (a.k.a., NewNet)

Postby HuMPtY » Mon Oct 15, 2012 10:51 am

amazing stuff tim... since this latest beta version been on the servers .. very little whining from ANYONE.
as it is now its totally match playable and really great stuff ;D

only things that stick out to me that need fixed are portals can be abit fucked up, spectating is messed in bv0

greatjob .. was skeptical when first heard about this but totally evens the playfield for ig ;)
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Re: UTProMod (a.k.a., NewNet)

Postby Cy » Mon Oct 15, 2012 11:15 am

what about players like IR who skip everywhere and are unhittable?
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Re: UTProMod (a.k.a., NewNet)

Postby HuMPtY » Mon Oct 15, 2012 11:16 am

not much tim can do about peoples internet being sucky:< ir's ping spikes alot lately.. people warping with shitty internet always been a problem see whitechoc/maber :<
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Re: UTProMod (a.k.a., NewNet)

Postby Sauron » Mon Oct 15, 2012 1:57 pm

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

Postby PACO » Mon Oct 15, 2012 2:00 pm

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

Postby spydee » Mon Oct 15, 2012 11:17 pm

the biggest problem isnt that they are unhittable, its that when u hit them the shot bounces :/. had many on ir today, i wasnt the only one. if having PL is an advantage then people will abuse it. just have the server send the same location repeatedly to other players during packetloss so the player is standing still. this sucks for that player but will prevent lagcaps etc. have the server correct the player's location so they start moving from the same spot once they don't have packetloss anymore. if you want to be more 'fair' then just smooth them out by predicting where theyll be with their velocity and move them to that location once the PL stops. this will give them a distance advantage though since they will be moving forward 95% of the time but will make em easier to hit

also during a pug today im pretty sure i had 2 bounced shots in a row when someone was playing on the duku bouncepad. dunno if coincidence or what...but i feel like bouncepads etc. have more unreg'd shots than in other situations

great work though TIm...it has come a long way since the first few tests
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Re: UTProMod (a.k.a., NewNet)

Postby Sauron » Tue Oct 16, 2012 12:07 am

Played a scandi pug and the doors didn't seem burdensome at all.
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Re: UTProMod (a.k.a., NewNet)

Postby TimTim » Tue Oct 16, 2012 1:51 am

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