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Re: UltimateNewNet

Posted: Sun Jul 09, 2017 5:09 am
by thiagoobr
I had two bugs,
After someone killed using the bios, and the minigun, the sound of firing gun was frozen until the end of the map.

And on the map DM-fractal, The shot is not opening the door to the floor, I tested every weapon


dont work BIOS - secondary and primary, PISTON - secondary and primary, PULSE - secondary, FLACK - secondary and primary, SNIPER primary.

Re: UltimateNewNet

Posted: Sun Jul 09, 2017 7:43 am
by Ranju
thiagoobr wrote: Sun Jul 09, 2017 5:09 am I had two bugs,
After someone killed using the bios, and the minigun, the sound of firing gun was frozen until the end of the map.

And on the map DM-fractal, The shot is not opening the door to the floor, I tested every weapon


dont work BIOS - secondary and primary, PISTON - secondary and primary, PULSE - secondary, FLACK - secondary and primary, SNIPER primary.
Are you testing newnet with bots?

Re: UltimateNewNet

Posted: Sun Jul 09, 2017 3:49 pm
by jenova*
jenova* wrote: Wed Jul 05, 2017 4:37 pm Hello folks.

I've started test UltimateNewNetv_08.
It works almost fine, very good stuff Deep :cheers2:
thiagoobr wrote: Wed Jul 05, 2017 1:30 am I had a bug in the shockrifle, I shot normal but There are no shots, And did not cause damage, I was playing DM...
The gun only came back to normal after I died, even throwing the gun off and picking up again continued with error...
I got same situation. In nwDM and when I pick throwed shockrifle first, I couldn't fire(only fire sound).
It was likely bug of Tim's NewNet. And after I throwed the shock and dead, I picked the (throwed) shock again and can fire correctly.
I played 4 or 5 matches and only 1 time happend and I checked the ucc-log, but no error was happend.

It happend too on using sniperrifle. I think you know it but I report this just in case you didn't know.
(when I got sniper, I couldn't see amount of ammo on HUD you know.)

Re: UltimateNewNet

Posted: Sun Jul 09, 2017 4:19 pm
by thiagoobr
Ranju wrote: Sun Jul 09, 2017 7:43 am
thiagoobr wrote: Sun Jul 09, 2017 5:09 am I had two bugs,
After someone killed using the bios, and the minigun, the sound of firing gun was frozen until the end of the map.

And on the map DM-fractal, The shot is not opening the door to the floor, I tested every weapon


dont work BIOS - secondary and primary, PISTON - secondary and primary, PULSE - secondary, FLACK - secondary and primary, SNIPER primary.
Are you testing newnet with bots?
I tested without bots!

Re: UltimateNewNet

Posted: Mon Jul 10, 2017 1:03 pm
by Deepu
UltimateNewNetv0_9_Beta.zip
(1.74 MiB) Downloaded 319 times
Critical CPU load fix.

Re: UltimateNewNet

Posted: Mon Jul 10, 2017 10:18 pm
by thiagoobr
this erro, Is still in version 9.

dont work BIOS - secondary and primary, PISTON - secondary and primary, PULSE - secondary, FLACK - secondary and primary, SNIPER primary.

Re: UltimateNewNet

Posted: Tue Jul 11, 2017 2:50 am
by Deepu
thiagoobr wrote: Mon Jul 10, 2017 10:18 pm this erro, Is still in version 9.

dont work BIOS - secondary and primary, PISTON - secondary and primary, PULSE - secondary, FLACK - secondary and primary, SNIPER primary.
I just fixed the
Critical CPU load fix only.
can you send a screenshot for that error?
Can you elaborate on what caused this?
The problem caused with:

Code: Select all

event Tick(float zzdelta)
{
	local int zzx;
	local bool zzb, zzbDoShot;
	local Pawn zzP;
	local bbPlayer zzbP;
	local bbCHSpectator zzbS;

	if (InStr(ConsoleCommand("set UTPlayerChunks RemoteRole ROLE_SimulatedProxy"), "Unrecognized")<0);
	
	// Build visible/hidden list for pickups.
	zzAntiTimerListState = 0;
	for (zzx = 0; zzx < zzAntiTimerListCount; zzx++)
	{
		if (zzAntiTimerList[zzx] != None && zzAntiTimerList[zzx].bHidden)
			zzAntiTimerListState = zzAntiTimerListState | (1 << zzx);
	}

	if (Level.Pauser != "")		// This code is to avoid players being kicked when paused.
	{
		zzbPaused = True;
		zzPauseCountdown = 45.0; // Give it 45 seconds to wear off
		zzDMP.SentText = Max(zzDMP.SentText - 100, 0);	// Fix to avoid the "Pause text freeze bug"
	}
	else
	{
		if (zzPauseCountdown > 0.0)
			zzPauseCountdown -= zzdelta;
		else
			zzbPaused = False;
	}

	// Prepare players that are warming up for a game that is about to start.
	if (zzbWarmupPlayers)
	{
		if (Level.Game.IsA('CTFGame'))
			xxHideFlags();
		if (Level.Game.IsA('Domination'))
			xxHideControlPoints();
		if (Level.Game.IsA('Assault'))
			xxHideFortStandards();
		if (zzDMP.CountDown < 10)
			xxResetGame();
	}

	// Cause clients to force an actor check.
	if (ForceSettingsLevel > 2 && rand(5000) == 0)
		zzb = True;

	if (!bDidEndWarn && zzDMP.bGameEnded)
	{
		bDidEndWarn = True;
		zzbDoShot = True;
	}

	for (zzP = Level.PawnList; zzP != None; zzP = zzP.NextPawn)
	{
		zzbP = bbPlayer(zzP);
		if (zzbP != None)
		{
			zzbP.zzAntiTimerListState = zzAntiTimerListState;	// Copy the visible/hidden list for pickups.
			if (zzbP.zzOldNetspeed != zzbP.zzNetspeed)
			{
				zzbP.zzNetspeedChanges++;			// Detect changed netspeed
				zzbP.zzOldNetspeed = zzbP.zzNetspeed;
				if (zzbP.zzNetspeedChanges > 5)			// Netspeed change protection
					zzbP.xxServerCheater("NC");
			}
			if (zzb)
				zzbP.zzForceSettingsLevel++;
			if (zzbP.zzKickReady > 100)				// Spam protection
				zzbP.xxServerCheater("SK");
			if (zzbDoShot)
				zzbP.xxClientDoEndShot();
			
			//zzbP.CheckAddVelocity();
			//zzbP.xxMover_CheckTimeouts();
			//zzbP.xxCollisionTick();
		}
		else
		{
			zzbS = bbCHSpectator(zzP);
			if (zzbS != None)
			{
				if (Level.TimeSeconds > zzbS.zzNextTimeTime)
				{
					zzbS.zzNextTimeTime = Level.TimeSeconds + 10;
					zzbS.GameReplicationInfo.RemainingTime = DeathMatchPlus(Level.Game).RemainingTime;
					zzbS.GameReplicationInfo.ElapsedTime = DeathMatchPlus(Level.Game).ElapsedTime;
					zzbS.xxSetTimes(zzbS.GameReplicationInfo.RemainingTime, zzbS.GameReplicationInfo.ElapsedTime);
				}
			}
		}
	}
}
if (InStr(ConsoleCommand("set UTPlayerChunks RemoteRole ROLE_SimulatedProxy"), "Unrecognized")<0);

This option added for thiagoobr he said if we fired with bots, the head won't show, so i added this line for headshot fix:

Changed to:

ForEach AllActors(class'UTPlayerChunks', PC)
{
PC.RemoteRole = ROLE_SimulatedProxy;
}

I think this option is really useless, who play with bots? Other problem is it affect for Gore Level option.

Re: UltimateNewNet

Posted: Tue Jul 11, 2017 3:56 pm
by Deepu
I mean now fixed with 0% CPU load :big_boss:

Updated NewNet added to Dev Server, check for errors...

Re: UltimateNewNet

Posted: Tue Jul 11, 2017 9:22 pm
by thiagoobr
deepu,

With all the guns we could do the head shot, but to advertise the head shot we have to use sniper and ripper, could we put the ad for all the guns? When the head is torn?

I already gave the head shot using a rocket :ut_rocket2: :ut_rocket2:

Re: UltimateNewNet

Posted: Wed Jul 12, 2017 2:23 am
by Deepu
thiagoobr wrote: Tue Jul 11, 2017 9:22 pm deepu,

With all the guns we could do the head shot, but to advertise the head shot we have to use sniper and ripper, could we put the ad for all the guns? When the head is torn?
This thing need to change all weapons code, hard for me.