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  1. #141
    Whicked Sick Higor's Avatar
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    ==================================
    SiegeNative plugin, private test build:

    Overrides the default UnrealScript netcode regarding variable replication and polling frequency for some types.
    The overriding is done entirely using c++, which tremendously decreases CPU usage and gives more abilities and rules that cannot be achieved using UnrealScript.
    These characteristics include: waiting to send every X checks, evaluating the target player, increasing/decreasing polling frequency based on viewer position or choosing when to check for the superclass's variables.


    Following netcode changes (from default behaviour).
    * 'Sent' also means checked, one property requires a difference check to see if there has been a change and therefore, needs to be sent.
    * Checking properties can be highly CPU consuming when player count increases (CPU usage increases geometrically with more players)

    === sgPRI (NetUpdateFrequency is 4hz):
    - RU, Orders only sent to owner; teammates and spectators every 4 checks.
    - XC_Orb only sent to owner.
    - SiegeStats sent to owner; teammates every 8 checks.
    - CountryPrefix only sent if IpToCountry actor exists.
    - bHideIdentify only sent to enemies.

    === sgCategoryInfo (NetUpdateFrequency is 10hz, owner changes every time to each team player**):
    - Actor variables (superclass) only sent during initial replication (location, rotation, etc)
    - All other rules/builds/categories are sent during:
    -- Initial replication.
    -- During the round a player becomes owner of the category info.
    -- Every 32 checks.
    ** This owner-rotation behaviour was done for the initial SiegeIV_0001 build, ensures only players of a specific team receive the category info rules.

    === sgBuilding (NetUpdateFrequency is variable, ranges between 5hz and 15hz)
    - Pawn variables (superclass) sent every 2 checks.
    - BuildTime, SCount, TotalScount, GS (build related properties) only sent if not finished building.
    - UpgradeCost only sent if the building is upgradeable and less than level 5.
    - Level only sent if building is upgradeable, every 4 checks.
    - iRULeech, bNoRemove, bOnlyOwnerRemove only sent to friendly players, every 4 checks.
    Frequency modifiers:
    - Behind player's X axis: 50%
    - Further than 1500 units: 75%
    - Further than 3000 units: 75%
    ** A building's polling rate can go down as down as much as 28%.

  2. #142
    Whicked Sick Higor's Avatar
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    ==================================
    SiegeNative plugin, round 2.

    === sgProtector:
    - Targeting system moved to native code, iterates through the pawn list instead of the entire actor list.

    === sgBaseBuildRule (NetUpdateFrequency is 10hz, owner changes every time to each team player):
    - Actor properties (superclass) only checked during initial replication.
    - All other properties (RuleName, Team, AppliedOn) checked initially or every 32 calls.
    - sgBuildRuleCount derivate only checks it's properties every 5 calls.
    - Properties only sent to players in it's own team.

    === sgPlayerData (NetUpdateFrequency is usually 50hz):
    - Actor properties (superclass) only checked during initial replication.
    - OwnerID only checked initially or every 64 calls.
    - BaseEyeHeight and RealHealth follow same old rules, but are only checked if the owner player is relevant to the client as well.
    ** This actor takes care of making projectiles and bullets not wrongly hit ducking players in clients.
    ** Also helps displaying the real health on enemies if UTPure is loaded.

    === sgBuilding:
    - Added hook that replaces the buggy Tick event that causes the building to wrongly operate before it initializes on low FPS games.
    ** No more instant nuke bug.

  3. #143
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    SiegeIV_0026 changes now.

    sgBuilding:
    - SetOwnership no longer polled in timer (only checked once).
    - Construction hp levels simulated on clients.
    - Fixed instant initialization bug in low tickrates.
    - NetUpdateFrequency scaler now depends on server framerate not dropping.
    ** If framerate drops, all sgBuildings will react by lowering NetUpdateFrequency.
    - GS property eliminated.
    - TotalSCount, BuildTime only sent if bNetInitial


    Category rules and list use less CPU during replication (at minor initial bandwidth expense).

    Fixed translocator being unable to teleport the player when touching a ceiling.
    Ripper headshot damage done to Core cannot be amplified with a weapon switch exploit.
    AsmdPulseRifle's damage type no longer overriden, stays at Jolted.

    sgHUD:
    - Identify info now more compressed, displays RU leeched from a build.
    - SiegeStats cleaned up and simplified.

    sgPRI:
    - Event log merges more types of lines now (build events in particular).
    - Event log limit expanded to 20 (was 16)

    Click image for larger version. 

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  4. #144
    Whicked Sick Higor's Avatar
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    RU bounties:
    - Base is 50 + Lamer points and EFF doesn't affect it (only for campers with >80%).

    Spawn protection is more forgiving with weapon changes, but drains much faster if player is shooting or waiting in supplier.
    * Charging the piston drains spawn protection at twice the speed.
    * Firing in Supplier can drain as fast as 4x or 6x (if SHP is present)

    Constructor wheel alpha design.
    - Extra textures added.
    - Old GUI replaced with Wheel (GUI is temporarily unaccesible)

    Mine:
    - Leech scale set to 110%.

    MiniShield:
    - Added high-quality model effect, slightly darkens what's behind it and properly shows it's boundaries from inside.
    - Initial (pre-build) Collision size changed from 28x28 to 20x20, now fits in smaller corners.

    Antigravity platform:
    - Initial (pre-build) Collision size reduced 25%, now fits smaller corners (as with Platform).

    **Also optimized message system and better rearranged the texture groups in the package.

    Click image for larger version. 

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  5. #145
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    Official build will be 0027, 0026 will be out as a beta build with the following changes

    Created movement affector system.
    - sgPlayerData actor handles it.
    - Affectors can stack with each other depending on their priority.

    Constructor wheel is operational (in a basic sense).
    Super Booster post-build boost bug fixed.
    Teleporters' required distance to each other increased a bit to prevent crashes. *thx Skarn
    MiniShield impact effects have variable size (bigger effects = higher damage taken), pretty good for determining what's it being hit with.
    Invisible players are 99% less likely to be revealed by shield-belts in low quality render mode.
    UDamage timer is properly displayed (summoned UDamages don't do this for some reason)
    Slightly recoded categoryinfo for optimization reasons.
    sgPlayerData referenced by sgPRI for faster access.
    Removed some old constructor GUI code.

    Poison Guardian:
    - Uses new movement affector type, gradual and lag compensated.
    - Fixed possible log spam.

    sgSpeed:
    - Uses new movement affector system.
    - Removed loads of duplicate code.
    - Added ToggleSpeed bind.

    Added icons for:
    - Supplier
    - Super Supplier
    - Damage Amplifier

    NetPriority tweaks:
    - Increased sgBaseCore NetPriority.
    - Reduced sgBuilding NetPriority.
    - sgPRI temporarily increases NetPriority when RU is received.

    Added XC_Engine v19 function replacements:
    - sgProtector.SuitProtects
    - sgProtector.FindTeamTarget
    - SiegeStatics.HSize

    Added XC_Engine v19 replication features:
    - sgCategoryInfo -> Only relevant to players belonging to corresponding team.
    - sgBaseBuildRule -> Only relevant to players belonging to corresponding team.
    - sgPlayerData -> Only relevant if owner player is relevant.

    =========
    Notes:
    Poison Guardian no longer breaks sgSpeed, players with sgSpeed item are properly slowed down.
    Constructor settings menu is temporarily gone, there's these two new binds to replace that for now: ToggleSiegePanel, ToggleSiegePerformance (or go to SiegeClient.ini)

  6. #146
    Whicked Sick Higor's Avatar
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    0027 commits started.

    Dampener:
    - Deactivatable.
    - Cost: 100
    - Base upgrade: 5
    - Base timer: 30, higher with upgrades.
    - Status + timer displayed on HUD.
    - Teleportation sounds (transloc included) are now dampened.

    Click image for larger version. 

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    =====
    Fixed massive log spam bug introduced in 0026.
    Lots of code cleanups.
    Added icons for Invisibility, Jump Boots, Mine, Super Mine.

  7. #147
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    Antigravity platform visual now properly matches the hit cylinder, solid collision hull shrunk by 1 unit. (should fix some sniper hits on side not damaging it)
    Spy Suit multi-announcement bug fixed.
    Damage amplifier timer display fixed (uses same code as Dampener).
    Constructor wheel now renders even if weapon is hidden.
    Translocator targets no longer go through friendly platforms (whops!)

    Mines have a subtle 'darkener' which makes it possible to spot them in super lit maps.
    Click image for larger version. 

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    New Dash Pad model and textures created.
    Preliminary looks, when you see the animated panel...
    Click image for larger version. 

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    Last edited by Higor; 09-22-2016 at 09:42 PM.

  8. #148
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    Super Booster:
    - Now a subclass of sgBooster, inherits lagless simulation code.
    - Double boost bug fixed (server only, simulation may look weird right after you touch it).
    - Boost angle can be adjusted by Walk/Duck keys, walk tilts the boost upwards and duck tilts it downards.

    We got a working DashPad! Cost=800, Base upgrade=45, HP=2500 (somehow between booster and SB)
    - When built it attaches itself to the ground.
    - Dash is immediate after touching it.
    - Directional dash: the further away your movement angle differs from it's intended direction, the less powerful the dash is.
    - Upgrading the pad increases the dash time from 1.2 seconds to 2.4 seconds.
    - Dash adds 3x the default speed to the player's current speed (2.4 to 1.5 seconds, falls off from 1.5 to 0.0)
    - Jumping makes the dash time lower twice as fast.

    DashPad stacks additively with Speed item (so instead of x4 you get x5).
    Can be used to go through a Poison Guardian but the PG effect will then kick in because it lasts longer than the dash effect.

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