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Nouveau Zeroping LCWeapons_0009
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medor
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Inscription: 01 Oct 2008, 01:14 Messages: 5598
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Nouveau Zeroping LCWeapons_0009
ZP et lag compensateurCitation: Updated to 0009:
- Fixed bug causing LC subengine not to register hits on monsters outside of MH gametypes. - Enemy projectiles are moved up to 30ms ahead in time when spawned on clients, gives better sense of their real position and when to dodge. - swJumpPads replicated to clients, using those is now as smooth as LC kickers.
EDIT Ace will kick you for illegal UFunction call in rare cases, just add swJumpPad.u to ACE whitelist (autoconfig or UPackages) to prevent that. Citation: LCWeapons mutator is a standalone version+extension of the XC_LagCompensation mutator used in latest Siege builds, it can be described as a glorified ZP with some elements of full-serverside processing for hitscan weapons with some additions.
Sub-engines. There's mainly 2 sub-engines in use depending on the weapons:
=== LC sub-engine === Characteristics: - No functions called, 100% serverside processing. - Impossible to hack. - Usage of interpolated timeframes of older positions of Players and Monsters. Weapons that implement this: - Minigun - Enforcer - AsmdPulseRifle (SiegeXTreme, SiegeUltimate, SiegeIV) - Unreal 1 Minigun (experimental). - Impact Hammer (primary) Limitations: - Slight lack of precision in timeframes due to fluctuating pings.
=== ZP sub-engine === Characteristics: - Zero obfuscation, relies on a huge amount of client-server security and integrity checks per shot. - All replicated objects can be eligible for a shot. - Eligibility of client hittable objects is easily changeable, and affects all ZP weapons (projectiles and moving pawns are chosen right now). - If a non-eligible actor is shot, server does a normal trace ignoring the actors that are eligible, preventing double hitscan bugs. - None of the old ZP bugs. - Anti-speed hack prevents firing the weapon serverside if the client runs too fast or too slow. - Usage of old timeframes if victim is a Player* for extra reliability and headshot integrity. Weapons that implement this: - Shock-Rifle - InstaGib Rifle - Sniper Rifle Limitations - Given the amount of security checks, packet loss or ping ping spikes can severely hurt the ZP engine by making shots not register.
Players*: Anything with a PRI counts, Bot, Bots and Botz classes included.
Implementations Another characteristic is the simplicity of the code applied on the weapons themselves, while leaving all the complicated stuff to the engine actors. Mixing said simplicity with how the LC/ZP code is very similar among said weapons, it makes the implementation of the system in any other hitscan weapon easy and mechanic.
Sub-weapons currently implemented: - NYACovertSniper <-> ZP - ChamRifle <-> ZP - h4xRiflev3 <-> ZP - MonsterHunt2Beta Rifle <-> ZP - SunlightShockRifle <-> ZP (loaded from AWM_Beta1) - Liandri Minigun <-> LC - SiegeInstagibRifle <-> ZP (SiegeUltimate, SiegeIV) - Some small weapon variations from AWM_Beta1.u (this is a showcase, more to come, you may ask for your own weapon set implemented)
Enhanced inventory replacement Using a combination of Mutator/SpawnNotify methods, weapons are more reliably replaced, allowing other code to still interact with weapons they create (although replaced) without losing the actor reference. With this method, a mutator won't break any automatic 'GiveTo' commands used when respawning players (or monsters with weapons), or any specific modifications a weapon may have in runtime the moment it is created. Also, LC Weapon variants carry their old relatives' PickupAmmoCount and AmmoName variations to themselves and will respawn without losing these custom properties.
Other features Clients can now use boosters (only Kickers) smoothly as if they were the local player, swJumpPads supported as well. Automatic bind scanner to make the new weapons work. Weapon switching and firing has no delay, and pending weapon is highlighted just like in offline mode. Compatible with ExtendedClientMove plugin for better movement compensation. Enemy projectiles moved up to 30ms ahead in time on clients, helps avoiding them when you're seeing them closer to their real position.
Generic arena mutator The generic arena mutator detects a known generic arena and will replace it with it's own implementation, which is extremely flexible allowing it to replicate the behaviour of said old arena mutators while replacing the intended weapon with a version that has a LC/ZP engine applied on it, which also works with PURE binds.
Known arena mutators that can be processed: - SniperArena - ShockArena - ImpactArena - InstaGibDM - NYACovertSniper_RIFLEMutator - h4x_HeadshotMut (more can be added)
When replacing a custom arena, DO NOT GET RID of the original package, nor remove it from ServerPackages list, simply load the LCMutator and then load the arena you want to run! Textures, sounds and other resources are taken from said packages to remain versatile and size efficient. Téléchargement http://unrealtournament.99.free.fr/utfi ... s_0009.zip
_________________ UT99 files
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