User Tag List

Page 31 of 48 FirstFirst ... 21293031323341 ... LastLast
Results 301 to 310 of 471
  1. #301
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Wow, just found out why the Pulse Rifle kept ignoring my efforts to make it use the Shock Rifle's damage type. (WILDCARD!!!!)
    The weapon has this default setting, despite not being used:
    Code:
    ProjectileClass=Class'Botpack.PlasmaSphere'
    So it ends up changing the damage type from 'jolted' to 'Pulsed', which is why the Pulse Rifle can kill rubber suiters.

    And the LC version used that as base, lucky for us it can be fixed on LCWeapons by nulling out that property.
    Will be adding a reminder on the first post anyways.

    - - - Updated - - -

    LCWeapons_0017 up on Dev2 server, soon to be on Dev1.
    unreal://193.111.136.210:7788

    The changelog would be this.
    Fixed critical exploit that allows damaging any pawn regardless of damage restrictions (teamkill).

    Minigun:
    - Fixed effects not spawning properly on owner client when aiming down.
    - Fixed alt-fire animation desync between clients and server.
    - Can use TIW firerates if specified on the server config.

    Old Minigun:
    - Fixed missing alt-fire effects on clients.
    - Fixed firing behaviour being that of the UT minigun.

    Shock Rifle (and derivates):
    - Alt fire uses experimental simulation when prediction is enabled.

    ASMD Pulse Rifle:
    - Can have team colored shock effects (no weapon skin yet).

    Position advancer:
    - Less encroachment checks done (faulty epic code here) during prediction.
    - Prediction for PHYS_Falling objects much more precise.
    - Now grabs the player's own projectiles for advanced prediction.
    ** Should get rid of badly simulated explosions and other visual oddities.

    XC_Engine v17 servers: bandwidth saved by not sending hidden effects to the owner client.
    ------------------------------------- * -------------------------------------

  2. #302
    Dominating Scourge's Avatar
    Join Date
    Dec 2011
    Posts
    554
    Country:
    Bugs:
    - Persistent clicking from constructor mode rotation, mentioned last time. Happens on weapon switch during altfire with constructor while altfire is held.
    - Ripper headshot distance damage exploit (you know about this one)
    - Occasional insta-build. I don't know how to reproduce this, but it seems to happen mostly when I'm crowded up against what I'm building, usually next to a wall. It should be noted that I insta-built a warhead this way, and a player standing on the spot on which I insta-built received the warhead instead of it belonging to me.
    - Aforementioned pulse rifle on rubber suit glitch.
    - (Buildings, not equipped items) Toxin suits take damage from toxin. Asbestos suits may take damage from fire.
    - Spawn protection negates super mines - this is not okay on maps like MiniClarion
    - Translocator cancels tele when the module is close to the ceiling. This isn't vanilla behavior.


    Suggestions:
    - "Reserve" or "Share" for items for specific players, and/or a weapon/item locker building for such a purpose.
    - "Move" option ;D
    - Freeze grenades ;D
    Last edited by Scourge; 06-14-2016 at 08:43 AM.

  3. #303
    Whicked Sick Chamberly's Avatar
    Join Date
    Jul 2012
    Location
    Vandora Temple
    Posts
    5,488
    Country:
    Quote Originally Posted by Scourge View Post
    - Freeze grenades ;D
    Freeze tag?


    http://irc.lc/globalgamers/uscript for uscript discussion.

  4. #304
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Quote Originally Posted by Scourge View Post
    - Persistent clicking from constructor mode rotation, mentioned last time. Happens on weapon switch during altfire with constructor while altfire is held.
    Worked around so that others can't hear it... will do smt about that.

    Quote Originally Posted by Scourge View Post
    - Ripper headshot distance damage exploit (you know about this one)
    Yep, gotta change the way the check works.

    Quote Originally Posted by Scourge View Post
    - Occasional insta-build
    SiegeNative was temporarily taken off.

    Quote Originally Posted by Scourge View Post
    - Aforementioned pulse rifle on rubber suit glitch.
    Fixed in LCWeapons_0017, this matter is on someone else's hands now.

    Quote Originally Posted by Scourge View Post
    - (Buildings, not equipped items) Toxin suits take damage from toxin. Asbestos suits may take damage from fire.
    Interesting concept, I like the idea of being able to build those suits.
    Maybe I could have those suits 'protect' the buildings without applying the armor loss.

    Quote Originally Posted by Scourge View Post
    - Spawn protection negates super mines - this is not okay on maps like MiniClarion
    The timer is minimal and gets reduced by hitting friendly teleporters.
    It's a problem if you're supermining the enemy base (see? not everything is aimed at trapping teams like a dick).

    Quote Originally Posted by Scourge View Post
    - Translocator cancels tele when the module is close to the ceiling. This isn't vanilla behavior.
    Fixed in SiegeNative (final build), to be fixed in next release anyways.

    Quote Originally Posted by Scourge View Post
    - Freeze grenades ;D
    Been trying to make a speed affector system, when done multiple speed affectors will be able to be stacked together.
    I also plan to bring back a new dashpad, Sonic style.

    Quote Originally Posted by Scourge View Post
    - "Reserve" or "Share" for items for specific players, and/or a weapon/item locker building for such a purpose.
    When the 'constructor wheel' mode is implemented, we'll see how we can expand it's abilities.
    The wheel system should be far superior to any fast-action based GUI system added in a UT mod.

    Quote Originally Posted by Scourge View Post
    - "Move" option ;D
    Move? Not likely, Drag? sure.
    Drag a build up to X distance from it's build position for post-build correction.
    Would need the 'wheel' for this.
    ------------------------------------- * -------------------------------------

  5. #305
    Dominating Scourge's Avatar
    Join Date
    Dec 2011
    Posts
    554
    Country:
    Thanks for the feedback on the feedback. Couple last bugs:

    - Orphaned suppliers, even with an often-used SS, aren't removable
    - Same deal with the health pod

    And suggestions:

    - Cancel remove kick-penalty for anything that isn't a container, SC, FF, or SP, particularly if orphaned
    - Standard-use (most team players have used to supply to full within 30 seconds of their spawn) SS and SHP should not be removable, even to their owners. The current standard-use SS/SHP should be invincible. This should help prevent rage-removing.
    - Orphaned items should either be public, removable for RU without penalty, or both - But removable is probably better in case Grim makes rage-telenetworks
    - Kicks on a teammate should require the majority of a team's members rather than a majority of players
    - Divide RU of leaving players among teammates if they don't return within the next 1-5 minutes

  6. #306
    Whicked Sick Chamberly's Avatar
    Join Date
    Jul 2012
    Location
    Vandora Temple
    Posts
    5,488
    Country:
    I am not sure but does anyone have issue with repairing the core within this kind of scenario or somewhat related?
    -Have plenty of RU, repair core awhile using voice menu (V) to hold fire down
    -After reaching to 0 RU, it stop repairing even someone upgraded you
    Not too sure but I could go for a try again of repair test on public.


    http://irc.lc/globalgamers/uscript for uscript discussion.

  7. #307
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Quote Originally Posted by Scourge View Post
    - Orphaned suppliers, even with an often-used SS, aren't removable
    - Same deal with the health pod
    The very highly regarded and professional moderator community is able to remove those.


    Quote Originally Posted by Scourge View Post
    - Cancel remove kick-penalty for anything that isn't a container, SC, FF, or SP, particularly if orphaned
    I'd rather keep anti-remove measures at their strongest.

    Quote Originally Posted by Scourge View Post
    - Standard-use (most team players have used to supply to full within 30 seconds of their spawn) SS and SHP should not be removable, even to their owners. The current standard-use SS/SHP should be invincible. This should help prevent rage-removing.
    It's not idiocy proof.

    Quote Originally Posted by Scourge View Post
    - Orphaned items should either be public, removable for RU without penalty, or both - But removable is probably better in case Grim makes rage-telenetworks
    Would do with telenetworks, nothing else.

    Quote Originally Posted by Scourge View Post
    - Divide RU of leaving players among teammates if they don't return within the next 1-5 minutes
    This has already been happening, it's gradual and starts after the first minute.
    The core receives additional generation at the rate of (Minutes since left)*(game speed factor)/Second.
    Someone leaving with 3000 RU would lose all of his saved RU after a bit more than 8 minutes.
    1.325 * (60+120+180+240+300+360+420+480)

    - - - Updated - - -

    Quote Originally Posted by Chamberly View Post
    -After reaching to 0 RU, it stop repairing even someone upgraded you
    Intended, repairing at low rates after you hit 0 RU doesn't justify idling.
    ------------------------------------- * -------------------------------------

  8. #308
    Dominating Scourge's Avatar
    Join Date
    Dec 2011
    Posts
    554
    Country:
    - Kicks on a teammate should require the majority of a team's members rather than a majority of players
    Any thoughts on this? Is it too ripe for abuse?

  9. #309
    Dominating Scourge's Avatar
    Join Date
    Dec 2011
    Posts
    554
    Country:
    Quote Originally Posted by Higor View Post
    The very highly regarded and professional moderator community is able to remove those.
    Exhibits A and B for why this is not enough:

    http://imgur.com/fmXFY38

    http://imgur.com/ORDYvFn

  10. #310
    Whicked Sick Higor's Avatar
    Join Date
    Apr 2012
    Location
    Full sail ahead!
    Posts
    3,676
    Country:
    Quote Originally Posted by Scourge View Post
    http://imgur.com/fmXFY38

    http://imgur.com/ORDYvFn


    - - - Updated - - -

    Maybe I'll add the same code teleporters have where they can be removed when ownerless (and not invincible, and not the only one on the team)
    ------------------------------------- * -------------------------------------

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Similar Threads

  1. Complaints I guess? Maybe just a rant? Or maybe just my two cents?
    By utbusta in forum Reports/Complaints & Appeals
    Replies: 1
    Last Post: 06-30-2015, 08:03 PM
  2. Does anyone have any ideas?
    By Disturbed//*. in forum Map Making, Suggestions & Questions
    Replies: 22
    Last Post: 06-17-2014, 05:53 PM
  3. Skin ideas.
    By Higor in forum Code Reviews
    Replies: 15
    Last Post: 01-12-2013, 01:00 PM
  4. any ideas?
    By |uK|Melted_Ice in forum Technical Problems
    Replies: 5
    Last Post: 11-16-2012, 01:53 PM
  5. Ideas anyone?
    By AuSSiE^uK in forum Technical Problems
    Replies: 2
    Last Post: 07-12-2012, 04:03 PM

Members who have read this thread : 159

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •