GlobalUnreal (a.k.a., NewNet)

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

Postby Chronox » Fri Nov 01, 2013 2:34 am

Just went to test a bit...

I found out that after you feign death (Default F Key), you will automatically switch to your highest priority weapon (defualt or customized) automatically, this means:

Using Shock -> Feign Death -> Stop feign death --> Switches to Rocket Launcher AUTOMATIC (With default UT config).


After testing I customized my UT weapon section to prioritize Shock, and it worked backwards. Rocket > Feign, > Switched to shock.

:D This doesnt happen in regular UT.

Thanks for your hard work TimTim !

BTW: Does GU work with ValhallaAvatar ? ty.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby seriousnoob » Fri Nov 01, 2013 3:22 am

To add to one of Chronox's previous replies, minigun also seems to take a really long time to start showing the animation and bullet traces when other people use it. I could be trying to dodge someone's rockets and then not notice how they switch to mini and mow me down.


Also, are you going to fix the rest of the Spec mode bugs Tim? Spec is still laggy and the cross hair is misaligned, armor doesn't show, shield visible from first person, etc. Would be really useful for PUGs since there usually seem to always be a few specs in them.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Fri Nov 01, 2013 3:46 am

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

Postby InfamousRaider » Fri Nov 01, 2013 8:03 am

Fixing the laggy fist person view in spectator mode would revolutionize spectating and streaming almost as much as newnet itself
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sonic|^ » Fri Nov 01, 2013 9:50 am

Sometimes when the countdown ends after everyone clicks in I'm still flying around. It's awesome. I was trolling uenz on an itdm game. I was flying around like a bat. I couldn't shoot though, that sucked.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Chronox » Fri Nov 01, 2013 7:17 pm

Tim, I know that shouldnt happen but: right after gettin up from feign death it shows that it will SWITCH to your last equipped weapon, but instead it switched to the top priority one you are carrying. Maybe it is just me, can someone test this ? ty
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Re: GlobalUnreal (a.k.a., NewNet)

Postby seriousnoob » Fri Nov 01, 2013 8:18 pm

Tested on NN PUB server, I get the exact same thing Chronox described. Sometimes you can see the weapon you had out previously still highlighted for about a frame after you get up from feigning death, but then it switches to the most powerful one.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby detox » Mon Nov 04, 2013 10:32 am

there's already a spec fix noobs
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Re: GlobalUnreal (a.k.a., NewNet)

Postby seriousnoob » Mon Nov 04, 2013 4:50 pm

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

Postby TimTim » Mon Nov 04, 2013 10:37 pm

Detox is referring to the "Spectator" mutator.

I'll upload it real quick. (I think this is the right one...)
http://www.mediafire.com/download/qyfh7 ... PlusV2.zip
Just put both the files in your UnrealTournament\System directory.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sauron » Tue Nov 05, 2013 11:13 am

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

Postby rasta-man » Fri Nov 08, 2013 12:45 am

i have a private mutator for recover the frags after disconnect
shall we implement it on GU servers ?

ps: i am back home!
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sonic|^ » Fri Nov 08, 2013 5:58 am

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

Postby Finalz » Fri Nov 08, 2013 6:15 am

^ i've experienced that aswell
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Aces_TheKorruptor » Thu Nov 14, 2013 7:32 am

Hey TimTim, i come everyday here in this topic, to see the news in the newnet mod, and, theres nothing alots of day, did the mod progress stopped ?
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Thu Nov 14, 2013 2:41 pm

No. This mod is part of a larger project. When the other pieces of it are in place, I'll resume work on it and it should reach v1.0 shortly afterward.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Carras » Fri Nov 22, 2013 2:47 pm

can newnet fix glitchy auto-dodges?
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Re: GlobalUnreal (a.k.a., NewNet)

Postby xHikaru! » Fri Nov 22, 2013 4:22 pm

raise dodgeclicktime from 0.25 to 0.3 in user.ini?
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Fri Nov 22, 2013 10:55 pm

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

Postby Sonic|^ » Fri Nov 22, 2013 11:50 pm

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

Postby TimTim » Sat Nov 23, 2013 2:35 am

Wow. What a cheating scumbag. :lol:

But in all seriousness, it's probably a result of trying to reduce laggy spawns for high pingers, which is achieved by reducing the amount of time your position/state is forced onto your client when you spawn. Basically it will default to the original movement netcode for a split second when you spawn; the split second must not be long enough to send the necessary data. It could be fixed easily by extending the amount of time, which adds some lag to the spawn and gets pretty annoying after a while for high pingers, so I'd like to try a couple of other things first.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby unrealshots » Sat Nov 23, 2013 5:22 am

rofl that was fuckin epic zig-zaggin like a boss.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby xHikaru! » Sat Nov 23, 2013 6:09 am

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

Postby Aces_TheKorruptor » Mon Dec 02, 2013 2:34 pm

Yo TimTim, any news? We Brazilians are pinning our hopes on your work on the newnet!!

Actually we only have ONE poor ridiculous server with an incomunicable admin who already said that he HATE ut99 =(.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sonic|^ » Mon Dec 02, 2013 3:06 pm

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