by 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