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  1. #31
    Moderator Jst2blond's Avatar
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    Quote Originally Posted by frog View Post
    where are the rules
    We were actually working on it. So many things to list....
    If you have any trouble, there is an appropriate part on forum (http://www.unrealkillers.com/f44/), you can post demos, screenshots and testimonies. Unfortunately most of us werent 24/24 7/7 on servers so sometimes reporting a badass can help us.
    Blond's copyrighted

  2. #32
    frog's Avatar
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    Quote Originally Posted by Jst2blond View Post
    We were actually working on it. So many things to list....
    If you have any trouble, there is an appropriate part on forum (Reports/Complaints & Appeals), you can post demos, screenshots and testimonies. Unfortunately most of us werent 24/24 7/7 on servers so sometimes reporting a badass can help us.
    we don't have to demorec every times we play? demorec in console when we see lamers ok but demorecorder mod make my ut crash so i removed it maybe just add these rules when join and keep irc report that's the best way cheers

  3. #33
    Whicked Sick UT-Sniper-SJA94's Avatar
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    Quote Originally Posted by frog View Post
    we don't have to demorec every times we play? demorec in console when we see lamers ok but demorecorder mod make my ut crash so i removed it maybe just add these rules when join and keep irc report that's the best way cheers
    If you look in user.ini, you can use pure(in [newnetxx.xxxxxxx]) to do autodemo, that's what I use, the only problem is, it doesn't work with maps with []() characters(e.g bleak][ugn,duku]X[).

  4. #34
    Moderator TimTim's Avatar
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    Quote Originally Posted by UT-Sniper-SJA94 View Post
    doesn't work with maps with []() characters
    Interesting. I wasn't aware of that.

    Also, you can just type "autodemo 1" in console.

  5. #35
    Whicked Sick UT-Sniper-SJA94's Avatar
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    Quote Originally Posted by TimTim View Post
    Interesting. I wasn't aware of that.

    Also, you can just type "autodemo 1" in console.
    With udemo (when it worked on the insta and combo servers), it was fine with any map name, that's why I resorted to using pure's autodemo.


    I was wondering if there was a command for auto demo, I did try using the string that utpure uses but it didn't work like I thought. Does that command work as a keybind(set input middlemouse autodemo 1)?
    I like having autodemo always on for peace of mind, incase some admin wants a demo of a game I've played, since I've had quite a few 45-49%acc games.

  6. #36
    Whicked Sick Higor's Avatar
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    @TimTim if you're releasing a NN build you might as well add the XCGE 15 opcode that reads the serverpackages list safely.
    Let me know when you need said code.
    ------------------------------------- * -------------------------------------

  7. #37
    Whicked Sick Chamberly's Avatar
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    Quote Originally Posted by Higor View Post
    @TimTim if you're releasing a NN build you might as well add the XCGE 15 opcode that reads the serverpackages list safely.
    Plz. I been having some trouble getting NN to set up well rofl. That's why my pwnage server never get set up pretty well on the mixture of packaging set up by NN but other has been doing well.


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

  8. #38
    Killing Spree HakunaMatata's Avatar
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    I would love and would be helpful to be tougher on those who do not respect the rules especially players who have names like "players", I re rotten of those asked and NO CAMPING base when the flag is not in it the typical spawnkill camping. I would love to have permits for certain matches kicking them because after a long time on these servers, very few those who respect the rules

  9. #39
    Moderator TimTim's Avatar
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    Quote Originally Posted by UT-Sniper-SJA94 View Post
    I like having autodemo always on for peace of mind
    Yeah, you can bind it just like any other command. Although it shouldn't really be necessary because once you enable it, it's on for every map on every server for that version of NN. What's slightly different about it is that it doesn't start the demo until the map has started (i.e., doesn't record warmup).

    --- Updated ---

    Quote Originally Posted by Higor View Post
    serverpackages
    Didn't we already do this? It was a matter of reading the ini's game engine, I believe. Or are you talking about something else?

  10. #40
    Whicked Sick Higor's Avatar
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    Quote Originally Posted by TimTim View Post
    Didn't we already do this? It was a matter of reading the ini's game engine
    It was done so it could do read any game engine's INI section, but that still leaves a problem unsolved which is crash due to excessive serverpackages... or no serverpackages list retrieved at all if an anti-exploit is running (as it's happening on the ig servers).

    The extra opcode is entirely optional and can be placed so that it's only called in XC_GE server environments:
    [CODE]native(1719) final function bool IsInPackageMap( optional string PkgName, optional bool bServerPackagesOnly); //Second parameter doesn't exist in 227!

    Basically, do the typical check at startup to detect XC_GE using, best left in UTPure mutator:
    Code:
    var int XCGE_ver;
    ...
    XCGE_ver = int(ConsoleCommand("Get ini:Engine.Engine.GameEngine XC_Version"));
    Also, since we're on startup, we can do this and ease any XCGE admin's server setup:
    Code:
    native(1718) final function bool AddToPackageMap( optional string PkgName);
    event PostBeginPlay()
    {
    ...
        if ( XCGE_ver >= 11 )
        {
            AddToPackageMap(); //Register this package
            AddToPackageMap( "NewNetWeapons...");
            AddToPackageMap( "Other_interesting_package");
        }
    }
    Then on the code that sees if a player's skin is valid:
    Code:
     if ( UTPure.XCGE_ver >= 13 )
        return IsInPackageMap( SkinPackage, true);
    else
        return Old_Method_Here;


    --- Updated ---

    XCGE natives list and their implementation version:
    Code:
    	DECLARE_FUNCTION(NewMapName);			//539 - hack
    	DECLARE_FUNCTION(NewPlayerCanSeeMe);	//532 - hack
    	DECLARE_FUNCTION(NewDynArrayElement);	//10 - version 10
    	DECLARE_FUNCTION(NewDynArrayLength);	//640 - version 10
    	DECLARE_FUNCTION(NewDynArrayInsert);	//641 - version 10
    	DECLARE_FUNCTION(NewDynArrayRemove);	//642 - version 10
    	DECLARE_FUNCTION(execAddToPackagesMap);	//1718 - version 11
        DECLARE_FUNCTION(PreLoginNative);		//3550 - internal
        DECLARE_FUNCTION(AdminLoginNative);		//3551 - internal
        DECLARE_FUNCTION(execCollidingActors);	//3552 - version 12
        DECLARE_FUNCTION(execIsInPackageMap);	//1719 - version 13
    Then you have the XC_Core ones in XC_Core.u...
    Last edited by Higor; 09-28-2015 at 07:35 PM.
    ------------------------------------- * -------------------------------------

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