What is a binder ?

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}TCP{Glenfiddich
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What is a binder ?

Post by }TCP{Glenfiddich »

Hey everyone, maybe this sounds a bit stupid, but i have a question, regarding what i heard a while ago.

Some one told me he used speech- and control binders. I told him this looks like cheating. Is it cheating ? And If not, what can you do with these binders. And where can you get a binder.

Oh, and when is that motorcycle mod comming ? LOL :wink:

See you in the game !
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Kobra
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Post by Kobra »

for speechbind open the console and type: setinput [key] say [text]
also you can setup weaponbinds, i dont know the commands but you can make them in the options.

the battle bikes i postet already in the 'mapper question' board, im actually working on ToySoldiersV2 and added a few bikes :p
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Post by }TCP{Carnage »

Well basicly u can also make control binds
Like for example dogge left and duck at the same time u just bind the same command to 1 key .

And oww should be good fun kob :)

A little question on the toysoldiers map
Is there any way u can get the Channels down in the map ?

If u press F6 u see ure conn info and there is also a part that is called Channels the lower the better i found out.

realy noticed this when the server is on 32 players and 32 actualy wanna play .. the pings gp beserk and it lags like poo

But then when we have the same thing on a map fox example MinusTankmeUp that doesn't seem to have that problem and the server stays quite playable

Any ideas ?
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]




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Kobra
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Post by Kobra »

i think i know what you mean carn you can join channels by pressing 'V' and then '1' but not sure if you can change that in the UnrealEd...
i will take a look at it and report you.
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Post by }TCP{Glenfiddich »

Hey I tried the setinput thing, but it wont work. I spoke to Carnage yesterday night, and he said in time he would look it up. I will search the internet for any info. But if anyone else has the awnser, feel free to post them. :-)

YES! motorcycles in toysoldiers. Like left mouse button is fire and right mouse button is jump :-) with a suzuki hayabusa, or something LOL. Ohe, and spacebar for a 180 spin ofcourse ! :)

Thanks for the replies all !

See you at the gaming ground . . . :P
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Post by Kobra »

for example if you want a speechbind that says 'Laugh Out Loud' when you pressing the button '1' you need to hit TAB and then type:

setinput 1 say Laugh Out Loud :)
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Post by }TCP{Glenfiddich »

Yes kobra, thank you, but LOL i try that and the console says it is a unrecognizable command. So what now ? haha

i hit TAB or ~ and the console comes down.
then i type : setinput 1 say Lauhing out Loud

console response = unrecognizable command :-(

Thanks for the help :wink:
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Post by }TCP{Carnage »

Perhaps try to type it a bit different .. silly spaces do mattrer a lot :P

perhaps it works like this :

set input 1 say Lauhing out Loud

Dunno but can't hurt to try i guess 8)
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]




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Post by Kobra »

that makes no sense :o
why you get this error? lol
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}TCP{Glenfiddich
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Post by }TCP{Glenfiddich »

Ofcourse i already tried lots of different type wises. I look stupid, but in real time, i am not lol

But oke, i saw a program on the net, that could change settings in user.ini file of UT too, maybe that works ? I'll go and figure out.

Now i am a bit drunk so i go play the onslaught, so i can laugh a while while i do stupid things in the gameground. Have a nice weekend and see you soon.


LOL sorry for my poor language.
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Post by }TCP{Wolf »

@Kobra/Glenn:

"set input" - Kobra had a mistake in there first writing "setinput" (one word) when indeed "set" and "input" are 2 words. Spelling correctly is the key here!

Try this:
hit tab and enter

set input s say I pressed Sssss...

after hitting return then, press "s"... :P



@Channels:

The channels are indeed a network indicator. Every channel represents a game object/actor that is replicated to the client. This does NOT tell you exactly how much bandwidth each one wastes, because replicated variables inside an object can range from one to infinite, and the network priority as well as the frequency with which these values change make up for the total bandwidth waste.

But yes, generally, the fewer, the better!

I do not know enough about ut2k4 to tell you which objects require how much replication, but you should consider every pawn (vehicles and players are pawns as well as bots and computer controlled monsters) such an object, indeed I believe if you type "sockets" in the console you will just see EVERY channel and for which object it was opened. If you see a lot of vehicles there, then maybe you should remove a few from the map. Otherwise, check for objects that you as mapper meant to be static so they should not replicate.

Good luck :-)
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Post by }TCP{Carnage »

Ah cheers for the clarification wolf :D
I wasn't quite sure about the channels but i suspected as much

I have read somewhere that the spidermines can seriously effect the channels
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]




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Post by }TCP{Wolf »

I can't confirm that, but it wouldn't surprise me, because every single one of them is a single actor that needs to be replicated - just like every player. Spider mines are more complex than simple projectiles (e.g. Rockets or plasma bolts), because with such objects that can no longer change direction and speed once fired, replication is done ONCE only, then the client predicts the flight/walk path. Spider mines however can, like players, change direction and speed at any time, so of course the server has to keep clients updated. So yea, once a spider minefield gets in motion you will have 4 to 8 channels at once that suddenly produce network streams...
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Post by Kobra »

}TCP{Wolf wrote:@Kobra/Glenn:

"set input" - Kobra had a mistake in there first writing "setinput"
doh! ^^
my bad sorry :p
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Post by }TCP{Snowbird »

this is alittle "off topic", but it was mentioned here, so here goes my 2 cents. Kobra's world has a few small flaws that cause the computer to "over work". There are too many polys in there. When you made ur world, you made the ceiling in every room different. Higher in someplaces and deeper in others. Not much, but the computer still has to draw those extra polys. The second may be the big one. On ONS worlds, you should not use zones. I have heard, and it makes sence, that they can even slow the game down. Instead, use blocking volumns, to block the static meshes from being drawn. I saw that you had used the zone inbetween the doors. Maybe you should experiment with taking them out and c if there is a difference? OK done wiht my 2 cents. Gool luck.

With the key input thingy. You could also go in your user. ini file.



You can scrool down and find something like this.

[Engine.TextToSpeechAlias]
RemoveCharacters=|:][}{^/\~()*
Aliases=(MatchWords=("gg"),ReplaceWord="good game")
Aliases=(MatchWords=("rofl","rotfl","rotflmao"),ReplaceWord="rolls on floor laughing!")
Aliases=(MatchWords=("lol"),ReplaceWord="laughing out loud!")
Aliases=(MatchWords=("thx"),ReplaceWord="thanks")
Aliases=(MatchWords=("np"),ReplaceWord="no problem")



looks like someting you can use? :wink:

Good luck.
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