GlobalUnreal (a.k.a., NewNet)

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

Postby seriousnoob » Mon Dec 02, 2013 5:12 pm

So what IS the larger project NN is part of? Stats system?
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Re: GlobalUnreal (a.k.a., NewNet)

Postby rasta-man » Tue Dec 03, 2013 12:27 am

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

Postby Aces_TheKorruptor » Tue Dec 03, 2013 8:49 am

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

Postby rasta-man » Thu Dec 19, 2013 12:42 am

is preparing for release?is there any bug reports not closed?hope is stable now and we can have it on our servers too.we really need to get the lag to minimum from servers.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Thu Dec 19, 2013 11:52 pm

v0.7y:
- Fixed remaining issues with ComboGib (Except maybe grappling hook? It should be at least a tiny bit better. If not, I guess I'll have to recreate it within newnet.)
- Removed 0 ping weapon switch; too many issues with replication :( There may be some bugs hidden away with the old ping-dependent switching + newnet, but overall it seems to be more consistent.
- Mayyyyybe improved utstats accuracy? If not, I know what I need to do now.
- Re-added crouching headshots
- Added newnet double jump ability; toggleable by server admin *nods* @SAM; to enable it just set bDoubleJump=true; it should work better than the original double jump mod for ut99; set a really high maxJumps for the lulz!!
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Re: GlobalUnreal (a.k.a., NewNet)

Postby KillEmAll » Fri Dec 20, 2013 2:06 pm

- Re-added crouching headshots HUH?????????????????????????????
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Re: GlobalUnreal (a.k.a., NewNet)

Postby HuMPtY » Fri Dec 20, 2013 2:09 pm

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

Postby RickJames » Fri Dec 20, 2013 2:19 pm

The crouching hs is only for sa, though, right? (Just for clarification)
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Re: GlobalUnreal (a.k.a., NewNet)

Postby KillEmAll » Fri Dec 20, 2013 2:36 pm

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

Postby seriousnoob » Sat Dec 21, 2013 3:16 pm

Ugh, the ping dependent weapon switch is terrible.. Game feels so sluggish now. 0 ping one had some bugs but I think it was better overall.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby KillEmAll » Sat Dec 21, 2013 6:04 pm

^
I agree with noob

The weapon switch speed feels like it is back to original.

Is this intended?
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Fri Dec 27, 2013 5:29 am

Main servers have been updated to v0.8a:
- Fixed being able to shoot *too* soon upon spawning
- Fixed entering portals at the same time
- Fixed translocator effect that would happen whenever you didn't actually translocate (e.g., into a teammate or something)
- Fixed dodging sideways through portals; not sure what Epic was thinking with their original code there o_O
- Added "MinDodgeClickTime" configurable via User.ini to combat autododges; default is 0.05 (50 milliseconds); this should fix autododges by people who somehow trigger a direction twice in a row too quickly, maybe even caused by some electrical interference with the keyboard input; to change it in-game enter something like "setmindodgeclicktime 0.1" into your console
- PlayerReplicationInfo.Ping should be more accurate; this should hopefully help with projectile prediction
- Fixed sniper rifle's bullets landing significantly above the crosshair; for some reason Epic coded the original sniper such that the bullets land further above the crosshair the more up or down you're aiming when you fire; the trace algorithm now matches the shock rifle, so aiming with the sniper rifle should be more intuitive (you get headshots by aiming directly at the head rather than below the neck)


*** Next update (v0.8b) will include the following ***
- Bots that work properly
- The ability to shoot/remove carcasses
- Finish fixing demos
- Automatic demorec at countdown + end demorec on redjack
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sonic|^ » Fri Dec 27, 2013 7:23 am

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

Postby kyaxiz » Fri Dec 27, 2013 8:38 am

Is this new version of nn forcing highperftoggle on?

I dislike that and wanna play with my old settings...

Are you able to set a commandline that players who dont wanna play with highperftoggle can deactivate the forcing?

i please for it!
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Re: GlobalUnreal (a.k.a., NewNet)

Postby xHikaru! » Fri Dec 27, 2013 8:56 am

i had the same issue too, i get screen tearing with highperf is forced, i got used to play without
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sonic|^ » Fri Dec 27, 2013 10:52 am

Isn't highperftoggle an ace setting? Just go in a server and turn it off.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sauron » Fri Dec 27, 2013 11:10 am

Default dodging mechanism should be what UT has - you shouldn't have to change the setting to get back to what you had prior. i.e. just pugged and I couldn't dodge 75% of the time. This shouldn't be the case, as any newcomer will have yet another setting to change in NN vs everything else. Default = bypass new setting and use original in user.ini is what it should be.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby xHikaru! » Fri Dec 27, 2013 12:00 pm

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

Postby seriousnoob » Fri Dec 27, 2013 1:03 pm

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

Postby kyaxiz » Fri Dec 27, 2013 2:08 pm

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

Postby TimTim » Fri Dec 27, 2013 5:57 pm

There's no way you're tapping a movement key twice in a row within 50 milliseconds. So either there's a bug with the MinDodgeClickTime or people have some kind of help with dodging. In the 30+ minutes of testing I did with it I had zero issues. I'll take a close look at it before v0.8b.

As for highperf, you're required to use it because you're able to easily (and possibly unknowingly) speedhack without it. If you're having any issues with it on, sorry, but you'll need to work with it. Check for ways to make your UT work properly with it. Any PC can run UT properly with highperftoggle on, I guarantee it. You're not a special snowflake.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Sonic|^ » Fri Dec 27, 2013 6:08 pm

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

Postby TimTim » Fri Dec 27, 2013 6:12 pm

Glad someone caught that. :lol:
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Re: GlobalUnreal (a.k.a., NewNet)

Postby kud » Fri Dec 27, 2013 6:51 pm

do the bots work better than with stock UT?
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Fri Dec 27, 2013 7:55 pm

Nah they'll have the same A.I. They just have issues with using newnet weapons properly.
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