UA:Source

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Bronsteijn24K
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Re: UA:Source

Post by Bronsteijn24K » Fri Dec 22, 2017 5:06 am

Any recent happenings going on with the source build Zidane?
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Zidane
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Re: UA:Source

Post by Zidane » Sat Dec 23, 2017 3:19 am

I'm working on multiplayer part ( client-server code replacement for directplay)
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Re: UA:Source

Post by CharlotteLabyrinth » Mon Dec 25, 2017 7:43 am

Zidane, sorry to bother you again with petty issues, but it looks like this old particle bug is still present with unit machine guns(='special' type weapon) in the source build. Would you mind reviewing it? It is easier to notice if there are many units firing machine guns.

If it's not clearly visible, please add the lines below into your level file.

Code: Select all

modify_weapon 49
shot_time	=	100	; 300
shot_time_user	=	100	; 150
end
It will increase the display frequency of machine gun particles for both user and AI controlled vehicles.


Also would it be possible to debug the original UA glitch where the both unit and weapon radii become null so the hit registrations do not work properly on the objects that are situated at sector borders? :idea:

Occasionally it causes game-breaking situations where tanks located directly on a sector border can constantly bombard host/flak stations without taking return fire as the weapons fired from turrets will just pass through the tanks and hit the ground beneath them instead.
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Re: UA:Source

Post by Zidane » Mon Dec 25, 2017 5:08 pm

It's must be particle limit(it's set in particle defination). I want remake it to infinity, but original architecture will produce memory leaks in that case.
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