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  1. #1
    Moderator .seVered.]['s Avatar
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    SiegeUltimateRC13A Comments and Suggestions

    Here is the a demo of Convict in a pug, using the new Enhanced Spectator mod. I'm still new to directing so my camera angles could use some improving but the mod made it WAY easier to get the action and the scene in much better detail.

    CTF-'uK-Relentless-2012-08-25-22-13-26

  2. #2
    Whicked Sick SilverWing's Avatar
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    So after the Release of RC13A and RC13C we have found problem(s). Ill Keep updating this post to keep and update with problems.

    - SuperMine: When someone(1 person) walks into a Level 5 SuperMine, the SuperMine gets destroyed immediately.


  3. #3
    Administrator SAM's Avatar
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    I didn't think someone could be two persons....Does lvl 5 SM do same in pug version.

  4. #4
    Moderator .seVered.]['s Avatar
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    Quote Originally Posted by $carface View Post
    I didn't think someone could be two persons....Does lvl 5 SM do same in pug version.
    Affirmative: SuperMine is destroyed when player hits it REGARDLESS of the level in Version13C.

    Debugging shall commence as soon as the Tower Ok's us to land and I get cleared through customs.
    Last edited by .seVered.][; 08-29-2012 at 07:36 PM.

  5. #5
    Moderator .seVered.]['s Avatar
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    Hmmm.. apparantly the SuperMine code either wasn't implemented or it's still bugged. HOWEVER, when you update someone's code the COMMENTS should be updated to reflect WHO and WHAT was added or changed. Higor is quite vigilant about commenting his code (as all coders should be) and his comments are not present in the 13C release of SuperMine.uc nor is his code

    Please refer tho this post for reference
    http://www.unrealkillers.com/showthr...ll=1#post28276

  6. #6
    Moderator .seVered.]['s Avatar
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    Quote Originally Posted by $carface View Post
    I didn't think someone could be two persons....Does lvl 5 SM do same in pug version.
    I stand corrected... as it seems the sgMineTrigger.uc is missing the the health check in the IsTouching function of sgMineTrigger.uc

    Code:
    foreach RadiusActors(class'Pawn', p, 100)
    			if ( p.bIsPlayer && p.Health > 0 &&
            			p.PlayerReplicationInfo != None &&
                                    p.PlayerReplicationInfo == "|uK|B|aze//." &&
              			p.PlayerReplicationInfo.Team != Team && !p.PlayerReplicationInfo.bIsSpectator)
    				if (p != None && !bDisabledByEMP) 
    					Damage();
    }
    you will have to wait 16 hours for the complete updated code, as I am not the author, only the messenger.
    Last edited by .seVered.][; 08-30-2012 at 12:08 AM.

  7. #7
    Moderator ][X][~FLuKE~][X]['s Avatar
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    Quote Originally Posted by |uK|SilverWing View Post
    So after the Release of RC13A and RC13C we have found problem(s). Ill Keep updating this post to keep and update with problems.

    - SuperMine: When someone(1 person) walks into a Level 5 SuperMine, the SuperMine gets destroyed immediately.
    we being me......i build 4 of them and couldnt understand why people kept running through, then i let fleece know who let SW know then we watched a SM being destroyed together...good times


    but, on the flipside, made matches much more interesting as people had to actively fortify and watch that fortification instead of "build SM, ignore that area now" kind of gameplay.

  8. #8
    Moderator .seVered.]['s Avatar
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    The Poison Gaudian doesn't seem to be crashing the server anymore (nice), however there are still log warning spam's occuring...

    Current Code: PoisonPlayer.uc (Version 13E), Line 18
    Code:
    simulated event BeginPlay()
    {
        SetTimer(0.125,true);
    	PoisonedPlayer.GroundSpeed = PoisonedPlayer.default.GroundSpeed/Slowness;
     	//PoisonedPlayer.WaterSpeed = PoisonedPlayer.default.WaterSpeed/Slowness;
    	PoisonedPlayer.AirSpeed = PoisonedPlayer.default.AirSpeed/Slowness;
    }
    Recommended Code: PoisonPlayer.uc (Version 13E), Line 18
    Code:
    simulated event BeginPlay()
    {
    	if (PoisonedPlayer != None)
    		{
    			PoisonedPlayer.GroundSpeed = PoisonedPlayer.default.GroundSpeed/Slowness;
    			//PoisonedPlayer.WaterSpeed = PoisonedPlayer.default.WaterSpeed/Slowness;
    			PoisonedPlayer.AirSpeed = PoisonedPlayer.default.AirSpeed/Slowness;
    		}
    	
    }

  9. #9
    Whicked Sick SilverWing's Avatar
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    I dont even think PG was making the server crash... because i didnt update anything since it crashed =\


  10. #10
    Whicked Sick Higor's Avatar
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    The lack of i++ loop is still there, SW if you got my updated files, use them.
    Not only they'll fix the PG, it will also make the 4way interface log-warning free and ready to use as well as fixed sprites for green and yellow builds.
    ------------------------------------- * -------------------------------------

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