GlobalUnreal (a.k.a., NewNet)

Gaming and Community discourse.

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

Postby seriousnoob » Fri Dec 27, 2013 11:13 pm

While I hope you don't because it sucks, if you plan to keep using the non-zeroping weaponswitch, there's a few bugs with it - first off sometimes weapons don't fire after you switch to them - happened to me with rockets and goo, neither primary nor secondary worked until I switched to another weapon and back; then sometimes you can't switch to another weapon until you fire the one currently selected once - happened to me 3 times with sniper rifle only. Piston primary sometimes fires in really fast bursts instead of continuously.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Sat Dec 28, 2013 2:53 am

Damn. I wish I could test everything on a handful of random setups while I'm developing, because I never experience at least half the issues people report.

:shock:
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Thanks for the feedback yet again. I'll look into it.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby xHikaru! » Sat Dec 28, 2013 9:11 am

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

Postby Finalz » Sat Dec 28, 2013 9:31 am

Personally i'm not happy with the forced highperftoggle aswell, feels alot more choppy and less fluid compared to without.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby MaDTeTa » Sat Dec 28, 2013 3:56 pm

Anyone with problems regarding dodge? I cant play properly since the new version has come out. If there's a command to set the default dodge please post it here. Thanks.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby seriousnoob » Sat Dec 28, 2013 4:12 pm

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

Postby TimTim » Mon Dec 30, 2013 2:17 pm

v0.8b:
- Set the default MinDodgeClickTime to 0 (disabled) since there are a handful of people who were unable to dodge at all
- Fixed bots using weapons improperly; certain projectiles may need some work but at least the bots are shooting instead of just standing there lol
- Carcasses on the ground can now be destroyed by most weapons while still allowing you to walk through them (non-blocking); weapons that still need this ability: pulse, ripper, flak primary, and holding piston's secondary
- Fixed most of the major issues with clientside demos; demo playback should now match almost exactly what the client saw; it may only work properly with demos played back using uDemo.u (demo manager); pretty ridiculous workarounds were required to fix it since client demos weren't designed to handle actors specific to the client while hiding certain server actors, but hey that's a 15 year old engine for ya
- Added automatic demorec at countdown; type "autodemo 1" in console to enable it and disable any other auto demoing you may have (through demo manager, etc.)

Remaining issues with client demos:
- Hammer
- Goo
- Grenades
- Translocator
- Explosion sounds
- Automatically stop recording when redjacked for more than a couple of seconds to prevent crashing
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Re: GlobalUnreal (a.k.a., NewNet)

Postby player » Sat Jan 04, 2014 6:20 pm

The rocket launcher skip shooting the last few rockets if I keep on pressing change weapon button near its rocket firing while charging.
impact hammer altfire sometimes do not damage you if the hit distance is just below the threshold u cannot hit. (eg. it hit, also boosted you, but no damage received, and if you aim farther, you no longer can hit)
Last edited by player on Mon Jan 27, 2014 2:35 pm, edited 1 time in total.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Aces_TheKorruptor » Thu Jan 16, 2014 10:53 am

Hey TimTim, whatsup? This server, 74.91.123.91:7777, the flack cannon is firing when we change from another weapon to flack cannon, without respect the time to ''load'' the ammo in the weapon. We can hear the flack cannon reloading when u put flack cannon, but, if u press the fire button, it shoot even when it ''suppostly'' was loading the fire. :evil: Just for you know and can repair this.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby CLANKILLER » Sun Jan 19, 2014 10:05 pm

dont know whats running on the US public server but the super boosts are back and the server just plays like ass, reboot maybe?

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

Postby detox » Sun Jan 19, 2014 10:08 pm

I'm still not digging the name. Rename it PACONet and all the problems will be solved.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Mon Jan 20, 2014 6:38 pm

v0.9b:
- Fixed not being able to switch weapons while holding fire
- Re-added pending weapon glow to the HUD, although it's now delayed depending on ping
- Fixed rockets not firing when reaching 0 ammo while loading
- Fixed being able to use boots 4 times
- Fixed double jump killing other mutators (mapvote, etc.)
- Fixed combogib rifle self damage
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Re: GlobalUnreal (a.k.a., NewNet)

Postby l00s3 » Tue Jan 21, 2014 2:28 pm

7x issues..

I think that the Liftjumping code needs a little tweak...

it seems to be delayed by about a second or at least 1/2 that .. also the jump height seems to be between 50-75% of normal height for liftjumps.

I mean.. normally offline you enter the lift and jump almost immediately.. to land on deck.. with 7x .. you need to pause for a bit then jump

7/10 times hitting head on deck... so not even close to clearing it.

will be important for gametypes like BT in particular.. see BT-Maverick ;)

also .. I think that it is bypassing invisible Collision Hulls also check ^

Cheers

keep up the good works.. :geek:
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Tue Jan 21, 2014 3:43 pm

Why are you reporting issues for 7x? It's really outdated. My previous post says the latest version is v0.9b.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby Bizmonkey » Tue Jan 21, 2014 4:15 pm

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

Postby l00s3 » Tue Jan 21, 2014 4:24 pm

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

Postby l00s3 » Wed Jan 22, 2014 4:02 am

Last edited by l00s3 on Wed Jan 22, 2014 10:13 pm, edited 1 time in total.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby l00s3 » Wed Jan 22, 2014 10:11 pm

add to this 2way teleports.. seem to be an issue , like on CTF-Face..

and some Lift's in BT like ... BT-Maverick has problems..

these observations are for 9(x)..

sorry for being pain.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby seriousnoob » Wed Jan 22, 2014 10:52 pm

Hmm 9x, 9y, 9z.. and then? 10a? 1.0? 1.0a? Finally NN is released?
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Sun Jan 26, 2014 4:29 pm

I'll be putting v0.9c on servers shortly. Just one change: hopefully fixed the weapons "jamming".

As for 2-way portals, I just tested all of the portals on CTF-Face and they're all working correctly. Is it possible you're used to UT's original buggy portals that sometimes face you in the unintended (as checked with UnrealEd) direction?

As for "self boost (invisible ceiling)" the only explanation here is that your shots never reached the server, possibly related to the weapons jamming or packet loss or maybe you were lagging and died on the server beforehand.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby l00s3 » Sun Jan 26, 2014 4:48 pm

UPDATED

Hi Tim ,

Re: Self-Boosting, Just so I am clear;

Example: whilst running > face down 45° > then (Alt-fire + Jump) = Self-Boost.

Weapons:

~ Slicer
~ Rocket Launcher (primary)
~ Shock
~ Flack (_maybe_)

Example #2:

Impact 'Hamma Jump' ~ Hold Primary Fire for 3 Repetitions then > run > face down 45°> (Release Primary Fire + Jump) to Boost 2 Stories.. (4 stories with boots lawls) Requires at least 60 Health.. advisable to have Armour/Shield before attempting..
^ This is more for other's to test as Iam sure you know this method already ;)

Method good for boosting onto boxes.. Is; DM-Stalwart

Also happens with Impact hammer.. Although did notice that
I could impact up to sniper on deck from 45° angled platform to
Sniper.. Without ceiling issue when tested.

My ping is under 300ms and no noticeable packetloss.. Will re-test sometime.

Re: 2 way teleports.. Or incorrectly facing one's like in DM-HYPERBLAST (forget name)
I used to use TeleporterFix103 from for memory.

Example #3:

^ Tested like so .. on CTF-Face run directly through Teleport to Redeemer.. as if you were running straight off the ledge..
what happened to us was that the Teleport kept pulling us back and doing the (in/out) type scenario..

please note *these problems only persist from version 7x+ prior versions did not have these issues.
Take care.
Last edited by l00s3 on Sun Jan 26, 2014 6:00 pm, edited 3 times in total.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Sun Jan 26, 2014 5:51 pm

Is that happening for you on v0.9c? I've tested all kinds of self-boosts and they always work for me. They also deal the expected amount of damage.
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Re: GlobalUnreal (a.k.a., NewNet)

Postby l00s3 » Sun Jan 26, 2014 5:54 pm

which server is best to test this on atm?

*will need Normal-Weapons + Deck + Face for thorough check.. PACO's server don't have either..

nor Public DM Server..
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Re: GlobalUnreal (a.k.a., NewNet)

Postby TimTim » Sun Jan 26, 2014 6:02 pm

The pub should be updated. I haven't checked it after I restarted it though.

N E W N E T P U B - #uPug irc.utchat.com
unreal://74.91.123.91:7777
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Re: GlobalUnreal (a.k.a., NewNet)

Postby l00s3 » Sun Jan 26, 2014 6:31 pm

Welldone , all Sorted :)

cheers..

:D
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