No UTPure, confirmed. Such tweak was used in the game. -.-
& yeah the screen did turn upside down as well so no xc_spec on that either.

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BTW has anyone thought about the idea of making Super Protectors not share an attack target?
This would force SP's to pick different targets, making legit SP's spaced out signal multiple attackers while making ANTIFUN clusters not insta-wreck whoever comes in sight.
EDIT:
With the exception of Teleporters, these should be able to be targeted by more than one SP.
Stop thinking fix burning!
@Higor
What's ready for upload?
0017 base (SiegePub.ini very important)
https://dl.dropboxusercontent.com/u/...iegeIV_0017.7z
0018 upgrade (jetpack and sgitem bug fixes under lava)
https://www.dropbox.com/s/2y4tea1dbb...IV_0018.u?dl=0
LCWeapons_0011 (not new, but latest reliable and stable version, 0015 needs a lot of work first).
https://ut99.org/download/file.php?id=5620
Quote:
Originally Posted by Higor
Anything done in regards the jetpack bind?
Yes, that's a 0018 thing.
Might it wait until release 18 then? No point confusing people between releases.
18 is released, privately on chiseller's Ape server and Cham's servers.
I didn't pack it, that's it.
Let's get this pushed?
Can we please fix the minigun as it was
Requesting a buildable or spawnable spysuit. :)
Fighting over a mid-spawn spy suit would be more than epic with the ensuing confusion. I don't ever expect to see it again but one can wish...
adding a team-beacon on whoever picks it up on your team side would be nice, though don't think bringing it back (as buildable) is a good idea..
If they picked up the spysuit and isn't from my team originally, I'd like to f5 him still anyway until dead and don't have it anymore.
bnukedeco for teammates only!!! @Higor
uhm one quick question, what color it changes you to on 4-way siege ?
LOL, 8 really... make it 'adjustable' to the map size ... thank god @Higor is a god .. we must commend his efforts with an HONARY admin position ...*wink
dont allow build INTO minishield, or make a minishield around a build!
Is too bad be able to damage these builds only with splash damage weapons (rocket, bio etc)
@Higor
hmm, how about a friendly team only bomb that has a 30 sec effect (on builds that are within range) of : 75% reduced damage on builds, 75% less build time and no damage taken when its building, after its built, the effect still stays on for reduced damage, but not the invincible effect, so you can upgrade it in time, and then the bomb will expire after the given time and the builds return to normal.. ya know for example when someone nukes the bathrooms mid conts and sp, you can raise them up more quickly with less consequences and losing ru. The bomb would aproximately cost around.. 1000 ru, but it should have a long time to explode because it can be killed asap if the team plans to spam RC's on the core and theyre practicly invincible during the creation time. What if it worked on players aswell.. hm. I'd call it the Shielding bomb.
In my opinion - it would be best to hold out for 18 as it would create less confusion amongst the public apes
0018 is already up on the thread, Chis's server and Cham's server.
Just install 0017, and put the 0018 U file on it.
Is it going to be pushed yet? Waited forever.
@http://www.unrealkillers.com/f28/allowed-6128/index2.html#post92351
D-Nuke is shit imo
A new Anti enemy nukes suit should be added lol
but this Suit have to be visible for D nukers dont be tricked. 500RU for this suit would be fine.
no more advantage plis.Quote:
Originally Posted by HIGH[+
tenks
bump...
(This is the one you want @Banny ;) )
With v15 LC.
Note: New server IP, so might wanna be aware of that. :(
New ip is in the sig.
Updated:
Siege IV 18 + LCW 14
LC 14 has a division by zero issue, you might want to update to this asap @SAM:
https://dl.dropboxusercontent.com/u/...ns_0015.u?dl=1
Fixed bug with AARV17 setup.
Fixed bug where disabling prediction wouldn't take effect until players rejoined.
Maximum time frame prediction is now user defined (scaled down by game speed, def=110ms).
Fixed bug with position advancer, causing players to disappear (division by zero)
Position advancer is now processed (almost) last in the actor list, this fixes some positional bugs on players.
Was on a game a few minutes ago (Black River something).
I had weird performance issues with my CPU at 100% sometimes.
Did you replace any models? There were sudden slowdowns (<10 FPS from normally steady 60) when I watched in certain directions… I can't put my finger on it though.
LC 15 is up now
Still getting framedrops @DontWorryBeHappy ?
/chis
No, no more framedrops.
But there are a few strange things I observed within the last game (McSwartzly):
* Things seem to "disappear" sometimes or do not appear at all (after building for example, but may be lag on my side?)
* Rockets loading but not shooting after button release (seems randomly) –The ammo decreases but no rocket models go out. This did not happen before I think. I remember because I blew myself up so many times and now not so often, lol.
* Player position prediction (is that what you're doing @Higor?) seems very sketchy from my noob perspective. I didn't make a demo because the round was so much fun anyways. But you can see with your bare eyes that sometimes (often) position adjustments are being made very suddenly and erratically and aiming/predicting becomes useless in those situations. On the ramp in McSwartzly I defended, made mines and such, a lot of times the enemy came through or sometimes just "appeared" next to me. Vice versa this was also the case, when I attacked I often found myself behind the first defenders without having passed them. (I do not mean invisibility via the item.)
The erratic movement adjustments were observable only in very messy fights which means all the time on McSwartzly I guess.
I'm in a hurry, I will add to this if I see anything else.
I <3 Siege. Thanks for your efforts!
This has some causes:
- Prediction moving projectiles ahead too fast before you notice (but you'd see them explode, hit walls, etc).
- Saturation on the game channel, capped by your net rate (is your netspeed on 20000 or higher?).
- Overall connection saturation, packet loss.
- Something's killing the projectile actors (99,9% unlikely unless you're tweaking or running clientside addons).
Maybe the default MS cap for non compensated weapons is too high?
What's your average ping on the server?
LCWeapons has two prediction values, a soft predict for weapons that have compensation and a hard predict for weapons without it.
This is a sample of the LCWeapons.ini (default values)
Game speed does affect the scaling inversely because it's way harder to predict movement at higher speeds so the actual values are being divided by the real game speed (1.1 hardcore * 125%)Code:[LCWeapons_0015.LCMutator]
bKickers=True
bSWJumpPads=True
bPendingWeapon=True
bWeaponAnim=True
bSimulateAmmo=True
bUsePrediction=True
bEnableMHhack=True
MaxPredictNonLC=150.000000
MaxPredictLC=50.000000
So the actual time players and projectiles are being moved ahead are 109ms and 36ms.
If movements looks too weird I can decrease the cap from 150 to 130-125.
This version does apply config saving at the end of a match (provided the map isn't manually switched, or server doesn't crash) so it can be done without shutting down the server.
***(I should pin this for a general config megapost later...)
Thanks for your quick reply and for being thorough as usual!
I have nothing important to say though. The following are just some thoughts, ramblings.
-
Well, my average ping is around 100ms. When connecting it hovers around 100-1500ms for a few seconds. When Ace is done loading the ping gets more stable.
My netspeed is at the standard value (20000). Should I decrease it? Or increase it? Especially in high ping environments.
I found this on ut99.org in your LCWeapons (v14) thread: "Anti-speed hack prevents firing the weapon serverside if the client runs too fast or too slow" – Maybe that's what happened? I had a lot of ping issues in the aforementioned game round so maybe it's that.
If you mean "cheating" by "tweaking"… Well, Ace says I'm fine and I concur. The only addon I installed manually is XConsole :)
I will adjust the net speed value and try some more.
And yes, you should create some kind of explanation (also for non-developers maybe) so we can understand how all this works. And also IF and WHAT we should change in our configs if there are complications, etc.
The way I understand it movement prediction or even projectile prediction is just "wrong". I can't see how it could be accurate? To me it seems like the addon is "taking over control" over player movement, etc. But as I said, I don't wholly understand what you're doing, hehe.
rockets disappearing on me when someones right in front of me and ive physically hit them is insanely annoying
Next version you can add on a black list on F3
Top nuke failer, and top bonus frag :D
I know, I'm a noob and all…
But my efficiency (frags vs deaths) has dropped from around 50% in most games to about 20% for the last 5 games of the new Siege.
Against some players (yeehaw and Monster for example) I stand no chance. Not only because they have better aim but because I CANNOT (I REPEAT, CANNOT) hit them properly anymore. Sometimes I fire a 6pack of rockets, hear the hit sound, they fly away from the explosion and nothing happens. No health decrease. Same for minigun which has become totally useless from my perspective. Same for shock rifle and of course the dreaded sniper rifle.
Yesterday on Clarion I emptied 200 ammo of minigun glory and I hit plenty (enemy got pushed, heard the sounds, etc). Enemy had 150 health all along and killed me by spamming the bio gun on SC...
I'm not complaining, really I'm not. It's just that this was NOT the case with the previous version. I simply do not know how to adapt to this :ape:
I will try to record some demos. Hopefully it's just my config that needs to be adjusted, namely netspeed. I guess it has to be since nobody else seems to have issues. Besides blaze's rockets disappearing as well if I understood your post correctly.
I like the antigrav pad though, it's nice for leech games and fun, lol.
same issue as you @DontWorryBeHappy, I fire projectile/splash based weapons and nothing happens
Changed both values from 50,150 to 30,125.
Since clientside projectiles are mostly simulated, they don't always hit players as they do in servers.
Would be nice to do something about that though...
On my end your adjustments have made a huge difference so far.
Could you perhaps enlighten me with the "correct" netspeed value? I changed it from 20.000 to 12.000 and it's better now. Any sweetspots that I'm missing?
Thanks again for your good work @Higor