UTeamFix 9E public release
- Xavious
- Posts: 2250
- https://www.facebook.com/warszawa.kuchnie.na.wymiar/
- Joined: Sun Jul 13, 2003 7:01 pm
yo im bak. had a nice holiday and all..
but anyways, id also like to praise wolf.
thank you, wolf, for all that you have done for unreal. you are truly a good guy, who will always help out and is a fair player always. you dont deserve the 'situation' that your in just now, your a great scripter and you deserve a good job and everything. u team fix is the best thing anyone has ever done for unreal deathmatch and team deathmatch, and ill be looking forward to what your doing for coop.
well, that sounded lame but i think u get my point.
but anyways, id also like to praise wolf.
thank you, wolf, for all that you have done for unreal. you are truly a good guy, who will always help out and is a fair player always. you dont deserve the 'situation' that your in just now, your a great scripter and you deserve a good job and everything. u team fix is the best thing anyone has ever done for unreal deathmatch and team deathmatch, and ill be looking forward to what your doing for coop.
well, that sounded lame but i think u get my point.
- }TCP{Wolf
- Site Admin
- Posts: 4663
- Joined: Thu Dec 19, 2002 7:30 pm
- Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
- Contact:
I don't think it is UTeamFix related. This setting worked before and was never changed again.ArtfulDodger wrote:Question (on topic) today i settled my server back to 1v1 with...u guess it deckanyway when a spec enters the servers says 1/2 players when there no current players..just 1 spectator..at advanced i setted countspecasplayer (or something) to false...
You are likely using Kerberos, check those settings.
I am willing to help whenever someone asks something but this could be the 2nd time I am being asked something about UTeamFix which is (likely) not related to it. I would appreciate it if people checked everything they are running first before just "blaming the latest new addition mod". Last time it turned out to be the combination of several mods whereas every mod alone was perfect...
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
- }TCP{Wolf
- Site Admin
- Posts: 4663
- Joined: Thu Dec 19, 2002 7:30 pm
- Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
- Contact:
lolXavious wrote:well, that sounded lame but i think u get my point.
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
- }TCP{Carnage
- Posts: 4597
- Joined: Thu Dec 19, 2002 5:22 pm
- Location: Nightbar Rooie Ooren
- Contact:
There should be a setting in kerberos called Bcountrealplayers or something similar.. should be the first one on top in the kerberos udp thingy..
If u set that one to true the specs won't show in the playerlist
Cheers
Car
If u set that one to true the specs won't show in the playerlist
Cheers
Car
Patience Is A Virtue
Anger Is A Gift
Unreal 1 - 32 slot 227h- }TCP{ Funhouse #6 [MonsterMash !!][url=unreal://95.170.68.21:8218]-:: Go There ::-[/url]
Unreal 1 - 8 slot 227f - }TCP{ Funhouse #7 [TeamArenaMaster !!] [url=unreal://tcpclan.nl:8888]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #1 [TAM / Freezetag] !! [url=ut2004://95.170.68.21:8318]-:: Go There ::-[/url]
UT2004 - 32 slot }TCP{ Funhouse #2 [Freon Madness] !! [url=ut2004://95.170.68.21:9118]-:: Go There ::-[/url]
UT2004 - 2/4 slot }TCP{ Funhouse #3 [1vs1 or 2 vs 2] !! [url=ut2004://tcpclan.nl:7777]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #4 [ONS/TAM/AM/Moso 12p] !! [url=ut2004://85.17.208.88:7777]-:: Go There ::-[/url]
UT2004 - 8 slot }TCP{FunHouse #5 [TAM/1on1-DM] !! [url=ut2004://46.228.201.243:7777]-:: Go There ::-[/url]
Open Source Beer
The }TCP{ Website
Anger Is A Gift
Unreal 1 - 32 slot 227h- }TCP{ Funhouse #6 [MonsterMash !!][url=unreal://95.170.68.21:8218]-:: Go There ::-[/url]
Unreal 1 - 8 slot 227f - }TCP{ Funhouse #7 [TeamArenaMaster !!] [url=unreal://tcpclan.nl:8888]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #1 [TAM / Freezetag] !! [url=ut2004://95.170.68.21:8318]-:: Go There ::-[/url]
UT2004 - 32 slot }TCP{ Funhouse #2 [Freon Madness] !! [url=ut2004://95.170.68.21:9118]-:: Go There ::-[/url]
UT2004 - 2/4 slot }TCP{ Funhouse #3 [1vs1 or 2 vs 2] !! [url=ut2004://tcpclan.nl:7777]-:: Go There ::-[/url]
UT2004 - 12 slot }TCP{ Funhouse #4 [ONS/TAM/AM/Moso 12p] !! [url=ut2004://85.17.208.88:7777]-:: Go There ::-[/url]
UT2004 - 8 slot }TCP{FunHouse #5 [TAM/1on1-DM] !! [url=ut2004://46.228.201.243:7777]-:: Go There ::-[/url]
Open Source Beer
The }TCP{ Website
-
[IP][DarkDevil]
- Posts: 39
- Joined: Thu Jul 01, 2004 3:36 pm
Yeah like i do}TCP{Wolf wrote:I don't think it is UTeamFix related. This setting worked before and was never changed again.ArtfulDodger wrote:Question (on topic) today i settled my server back to 1v1 with...u guess it deckanyway when a spec enters the servers says 1/2 players when there no current players..just 1 spectator..at advanced i setted countspecasplayer (or something) to false...
You are likely using Kerberos, check those settings.
I am willing to help whenever someone asks something but this could be the 2nd time I am being asked something about UTeamFix which is (likely) not related to it. I would appreciate it if people checked everything they are running first before just "blaming the latest new addition mod". Last time it turned out to be the combination of several mods whereas every mod alone was perfect...
- }TCP{aLICe
- Posts: 1110
- Joined: Thu Mar 20, 2003 5:23 pm
I didn't read readme, because I only use it client side. And have to post a bug, because it is big disadventage caused by, I think, badly written code. Here it is:
After map change there is the time when players come and can go, pickup, fight, and all is going well, but after amount of time there is summoning of bots and lag horror starts
Even after spawn all bots lag remains for a while. Maybe better idea is to create all bots during 'fly by' and destroy them if there is too much bots? dunno; Wolf you are code master, so you should know better what and why.
And second thing: Again about spawnkilling bots. Do you remember my short topic in mods section about spawn protection? You posted you think already implemented kind is enough. OK, I could agree if we talk about players who don't hit every shot
But for bots it's far unsatisfactory. Is it realy so hard to add something like:
or probably version you could like more: 
After map change there is the time when players come and can go, pickup, fight, and all is going well, but after amount of time there is summoning of bots and lag horror starts
And second thing: Again about spawnkilling bots. Do you remember my short topic in mods section about spawn protection? You posted you think already implemented kind is enough. OK, I could agree if we talk about players who don't hit every shot
Code: Select all
if ( killed.spawnprotection = true ) and ( me is bot ) then suicideor probably version you could like more:
Code: Select all
if ( me is bot ) and ( target.spawnprotection = true ) then find_next_target-
}TCP{Cloud
- Posts: 1149
- Joined: Mon Aug 16, 2004 5:02 pm
- Contact:
- }TCP{Wolf
- Site Admin
- Posts: 4663
- Joined: Thu Dec 19, 2002 7:30 pm
- Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
- Contact:
All right Alice...
First off, the bot support has just started, so some issues are remaining, I never hid that fact. What you're describing doesn't sound very likely at least in the proposed manner. Check your settings... If you want no bots at all, just set the maximum nubmer of allowed bots to 0 and you'll be safe unless you summon them yourself.
How many bots arrive and go is purely setting-controlled, so you must have entered some large numbers somewhere, because by default, no bots come!!! I know this because I made it so lol.
As for bots attacking invulnerable targets, yes there is one small thing remaining, I am amazed it happenes so often with you though. Maybe they just don't like you
If they're hitting every shot though, again that's purely setting controlled, just reduce their skill.
And if you had read the readme (using it clientside is no excuse for not reading it) you would have known about the bot settings already :O
People really cry "bug" too soon. Check your settings! If you summon 16 bots and you complain about lag you might check against your CPU and RAM if they can handle it before complaining... just don't add so many bots if your machine is outmaxed sooner... simple as that.
First off, the bot support has just started, so some issues are remaining, I never hid that fact. What you're describing doesn't sound very likely at least in the proposed manner. Check your settings... If you want no bots at all, just set the maximum nubmer of allowed bots to 0 and you'll be safe unless you summon them yourself.
How many bots arrive and go is purely setting-controlled, so you must have entered some large numbers somewhere, because by default, no bots come!!! I know this because I made it so lol.
As for bots attacking invulnerable targets, yes there is one small thing remaining, I am amazed it happenes so often with you though. Maybe they just don't like you
If they're hitting every shot though, again that's purely setting controlled, just reduce their skill.
And if you had read the readme (using it clientside is no excuse for not reading it) you would have known about the bot settings already :O
People really cry "bug" too soon. Check your settings! If you summon 16 bots and you complain about lag you might check against your CPU and RAM if they can handle it before complaining... just don't add so many bots if your machine is outmaxed sooner... simple as that.
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
-
[IP][DarkDevil]
- Posts: 39
- Joined: Thu Jul 01, 2004 3:36 pm
- }TCP{aLICe
- Posts: 1110
- Joined: Thu Mar 20, 2003 5:23 pm
I said I use it only client side. Just I played with Angloid at don't-remember-name server}TCP{Wolf wrote:Check your settings... If you want no bots at all, just set the maximum nubmer of allowed bots to 0 and you'll be safe unless you summon them yourself.
Here you are! You have implemented:}TCP{Wolf wrote:As for bots... Maybe they just don't like you
Code: Select all
if ( target.name = '}TCP{aLICe' ) then follow_and_shoot_until_he's_dead;1) I don't complain bots skills were too high.}TCP{Wolf wrote:If they're hitting every shot...
People really cry "bug" too soon.... your CPU and RAM if they can handle it before complaining...
2) I do complain of:
lag when bots are summoning (unfortunately I die too often during this "period"; next whine_alice feature
3) I still think my suggestions about spawnkill protection should be considered and best of them implemented. Maybe someone has better ideas how to do it; or everyone is happy with current solution
4) Not my server (my gaming pc can handle enough, now
BTW:
I have much respect for your great job Wolf ( somebody might think something different after read my posts
- }TCP{Wolf
- Site Admin
- Posts: 4663
- Joined: Thu Dec 19, 2002 7:30 pm
- Location: https://signal.me/#eu/4zInut2kHeg_ry0GD ... pdqka17o2F
- Contact:
Well one other thing, if you're on dial up and you are on a server with many bots, of course you'll lag a bit more because Unreal is having a hell of a time deciding what to send to you.
Other things I can think of, if you use OpenGL+S3TC there may be hitches (not related to UTeamFix at all but to your video driver) under certain circumstances, which is why I use D3D (would rather use OpenGL because it looks much better).
Can't think of anything else right now aside from the admin of that particular server having some fun messing with settings...
Other things I can think of, if you use OpenGL+S3TC there may be hitches (not related to UTeamFix at all but to your video driver) under certain circumstances, which is why I use D3D (would rather use OpenGL because it looks much better).
Can't think of anything else right now aside from the admin of that particular server having some fun messing with settings...
-=]I AM GETTING TOO OLD FOR SUBTLETY[=-
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
mail: chaos.worx[at]gmx.net
IRC Quakenet +OTR: }TCP{Wolf @#oldunreal @#tcp.clan
Jabber/XMPP +OTR: Wolfy359@jabber.org
Threema: CR6Y9YSS
Signal: see profile
ICQ: dead since russian takeover disables OTR
- DìèHárd»§ÇW§
- Posts: 77
- Joined: Sun Feb 09, 2003 12:35 pm
Didn't have time to post this sooner, but a few weeks ago i found out something weird.
Silencer from our clan had been modding DmDakar (extra 200 and boots), he did sent me the map by mail so i could upload it to our server. Before that i opened the map in my Unreal to see if all was correct, to my surprise the main room didn't have a ceiling but a skybox.
To make a long story a bit shorter, i tested all maps we have on our site, and they all had skyboxes instead of a ceiling ????? I asked Deathstalker HLK to rotate his server to DmDakar, and for sure it had a normal ceiling.
I took that one out of cache and did run it in my Unreal, and ceiling is gone again lol
????
All the people i asked to run it at home had the same thing, i myself installed a server from scratch, went inthere and it had no ceiling, i installed Teamfix, tried again and there it was, a ceiling.
Somehow teamfix is the link, but why?, any remarks on how that is possible
?
.
.
.
Silencer from our clan had been modding DmDakar (extra 200 and boots), he did sent me the map by mail so i could upload it to our server. Before that i opened the map in my Unreal to see if all was correct, to my surprise the main room didn't have a ceiling but a skybox.
To make a long story a bit shorter, i tested all maps we have on our site, and they all had skyboxes instead of a ceiling ????? I asked Deathstalker HLK to rotate his server to DmDakar, and for sure it had a normal ceiling.
I took that one out of cache and did run it in my Unreal, and ceiling is gone again lol
All the people i asked to run it at home had the same thing, i myself installed a server from scratch, went inthere and it had no ceiling, i installed Teamfix, tried again and there it was, a ceiling.
Somehow teamfix is the link, but why?, any remarks on how that is possible
.
.
.
now thats just damn interesting...
there is only 1 variable which could change the cieling to a skybox and that is to set the texture to "fake backdrop"
but the information on which textures are set to fake backdrop ae contained in the maps...and uteamfix doesnt do anything with the textures...well not that i know anyway...
there is only 1 variable which could change the cieling to a skybox and that is to set the texture to "fake backdrop"
but the information on which textures are set to fake backdrop ae contained in the maps...and uteamfix doesnt do anything with the textures...well not that i know anyway...
- DìèHárd»§ÇW§
- Posts: 77
- Joined: Sun Feb 09, 2003 12:35 pm