UTeamFix 9E public release
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UTeamFix 9E public release
Download:
http://ws.online.de/projects/UTeamFix/U ... public.zip
Manual for online readers:
http://ws.online.de/projects/UTeamFix/Manual/index.html
Thanks to }TCP{Carnage and }TCP{ZzCat for testing and feedback particularly on this version. From the non-TCPs, testing thanks also go to {hLk}Havok.
http://ws.online.de/projects/UTeamFix/U ... public.zip
Manual for online readers:
http://ws.online.de/projects/UTeamFix/Manual/index.html
Thanks to }TCP{Carnage and }TCP{ZzCat for testing and feedback particularly on this version. From the non-TCPs, testing thanks also go to {hLk}Havok.
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You must be a Deck bitch ROFL 
Nothing personal either
But if you can't bother to read everything there is to read about it, at least click on "history" where you will see what has changed. People often judge a product by the visible changes which is often a misplaced strategy (although there are plenty visible changes too this time).
Admittedly the mod is growing rather large. I keep doing lag-tests though and I think the overall performance is better than without, because so many "Accessed Nones" are intercepted which usually cause small hickups in the the Engine.
Hehe... over 35000 lines of code, over 100 classes...
Nothing personal either
But if you can't bother to read everything there is to read about it, at least click on "history" where you will see what has changed. People often judge a product by the visible changes which is often a misplaced strategy (although there are plenty visible changes too this time).
Admittedly the mod is growing rather large. I keep doing lag-tests though and I think the overall performance is better than without, because so many "Accessed Nones" are intercepted which usually cause small hickups in the the Engine.
Hehe... over 35000 lines of code, over 100 classes...
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In some rare occasions bots may still happen to go after you, but usually they shouldn't. There is still an unfixed bug in the setenemy() function which is likely responsible for that problem. Heck, I see them attack teammates sometimes (without UTeam) even lol
AI is just very complicated crap, and lots of stuff was never implemented in Unreal by Epic - for example a tactical get... they made one in UT though... ah well...
AI is just very complicated crap, and lots of stuff was never implemented in Unreal by Epic - for example a tactical get... they made one in UT though... ah well...
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Uuhhh now you opened Pandora's box!=XtC=Wh1p wrote:why cant you just add/ make better uteamfix , but use the first uteamfix layout?
All right, first off, the old layout is not deleted, and it would be possible to reactivate it - or have a client option "use old layout". But I would advise against it.
The new scoreboard technically is none anymore. I have rewritten a lot of display classes from scratch to eliminate problems which Epic never cleared up (array out of bound errors, access nones.... bleh).
2nd, the new layout is based on a new technology, and while the scoreboard itself really wouldn't require it, I had to make some exemplary use of this technology. Basically, the new graphic display classes are self-organizing, partly like a web-browser. For example, you insert content parts, tell the whole unit how much space it has on the screen, and it aligns itself. For example, change your name and you will likely immediately see a reorientation.
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ROFL post rejected due to length.... okay here comes part 2...
The self-organisation is priorized, blinding out less important information or cycling through as space gets scarce. For example, this scoreboard looks still perfect in 320x200 resolution!! Why? Because some stuff is simply not displayed anymore. The team score board uses up more space all the time, but it cycles through if it cant display stuff. So you may see team red half the time (10 seconds) then team blue the other half.
Resize your screen pixel for pixel, and you will see the auto-reorientation power in action (best done in OpenGL).
The new graphic system is mostly intended for future use (mods).
PERFOMANCE:
The old scoreboard used a client side array and went over all existing replicated actors to display information (that's how epic did it). In UT and later this behaviour was adjusted to have a pre-stored (and pre-sorted) array of PlayerReplication Infos. My system uses something similar, but even better than ut2k4 technology, as it is a bi-traversable linked list! Don't know what that is? Go learn software engineering...
In short, the client has less todo! Now it only traverses a linked (short) list and finds all relevant information immedietaly instead of having to go over every actor finding what it needs. ---> LESS LAG CLIENTSIDE
The self-organisation is priorized, blinding out less important information or cycling through as space gets scarce. For example, this scoreboard looks still perfect in 320x200 resolution!! Why? Because some stuff is simply not displayed anymore. The team score board uses up more space all the time, but it cycles through if it cant display stuff. So you may see team red half the time (10 seconds) then team blue the other half.
Resize your screen pixel for pixel, and you will see the auto-reorientation power in action (best done in OpenGL).
The new graphic system is mostly intended for future use (mods).
PERFOMANCE:
The old scoreboard used a client side array and went over all existing replicated actors to display information (that's how epic did it). In UT and later this behaviour was adjusted to have a pre-stored (and pre-sorted) array of PlayerReplication Infos. My system uses something similar, but even better than ut2k4 technology, as it is a bi-traversable linked list! Don't know what that is? Go learn software engineering...
In short, the client has less todo! Now it only traverses a linked (short) list and finds all relevant information immedietaly instead of having to go over every actor finding what it needs. ---> LESS LAG CLIENTSIDE
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hmm "no post mode specified"... strange error.... part 3....
Besides...
what's wrong with the new layout anyway? Does it look so bad to you? I might add some client options some day to modify the view clientside, but not sure on it. I don't really see the point right now. This is the most powerful GFX system ever implemented in a game, and could be upgraded to implement ut2k4 style menues - that would be a bit like reinventing the wheel with regards to "UWindow" technology, however, it would sort out all incompatibility problems of it...
oh well...
Any more questions?
Besides...
what's wrong with the new layout anyway? Does it look so bad to you? I might add some client options some day to modify the view clientside, but not sure on it. I don't really see the point right now. This is the most powerful GFX system ever implemented in a game, and could be upgraded to implement ut2k4 style menues - that would be a bit like reinventing the wheel with regards to "UWindow" technology, however, it would sort out all incompatibility problems of it...
oh well...
Any more questions?
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LLLLLLLLOOOOOOOOOOOLLLLLLLLLLLLL}TCP{Wolf wrote:ROFL post rejected due to length.... okay here comes part 2...
since it took 3 pages to answer my other question, i will say no}TCP{Wolf wrote:Any more questions?
didnt read all 3 pages, it was so outa my league, to smart for me
but yea this new uteamfix is growing on me
ido have a comment though
nice work! lol
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Uh no, they'll hate me for all the code comments
blah somecode // Epic screwed up here
blah morecode
code
yea more code even // this whole function rewritten because Epic dudes are retards
code? Guess so
strange looking code // Incompatibility fix (blah Epic ... retards... blah)
lol
From my experience, they've enough other talented coders at hand which are more versatile in the newer Unreal engine versions. Or what do you think is the MSU contest? Of course they're going to hand out a license to the final winner who could then do whatever he wanted. But if they really are looking for coders, they're going to look in the pool there.
Yes, I'm also in the MSU pool but I have expressed my feelings very clearly towards the newer Unreal engines. Partly there are even more inconveniences than in original Unreal.
Also, remember the ut2k3... "UTPro" or something... forgot the name, it was something like UTeamFix for ut2k3, but with more client options and much more "UT" stuff, but basically also some kind of game patch. Epic hated it!! No, I don't know why... but my guess is it pretty much exposed their incompetence in some areas.
blah somecode // Epic screwed up here
blah morecode
code
yea more code even // this whole function rewritten because Epic dudes are retards
code? Guess so
strange looking code // Incompatibility fix (blah Epic ... retards... blah)
lol
From my experience, they've enough other talented coders at hand which are more versatile in the newer Unreal engine versions. Or what do you think is the MSU contest? Of course they're going to hand out a license to the final winner who could then do whatever he wanted. But if they really are looking for coders, they're going to look in the pool there.
Yes, I'm also in the MSU pool but I have expressed my feelings very clearly towards the newer Unreal engines. Partly there are even more inconveniences than in original Unreal.
Also, remember the ut2k3... "UTPro" or something... forgot the name, it was something like UTeamFix for ut2k3, but with more client options and much more "UT" stuff, but basically also some kind of game patch. Epic hated it!! No, I don't know why... but my guess is it pretty much exposed their incompetence in some areas.
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