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  #21  
Unread 5th March, 2012, 05:54 PM
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Letylove49 Letylove49 is offline
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youre right back4more.
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  #22  
Unread 5th March, 2012, 06:49 PM
iloveut99 iloveut99 is offline
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Quote:
Originally Posted by back4more View Post
Just wondering about Pure7G , is there some way of inserting a whitelist/blacklist feature like ace.. as it tended to block alot of mods from functioning last I used it.

thanks for releasing source , someone will be able to build upon it surely.
Tell which mods, it may help.
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  #23  
Unread 5th March, 2012, 07:18 PM
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quite a few for memory , like the one i was telling you about for LMS where the players soul drifts towards the heavens () soulHarvest , also was getting BH (Bad Hud) errors on some custom SB's and other things which I have forgotten..

that's why a whitelist array would probably be good , to ensure all mod's added by admin would work through 7G.

I really like Pure Apart from these small issues.
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  #24  
Unread 5th March, 2012, 07:44 PM
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on a possibilité to desable the bad lighting ( a shit this for play Holywars or Scavengerhunt)

UTPure: 2012-03-21 20:18.56 UTPureCheat: Playername (*.*.*.*) had an impurity (BL - Bad Lighting!)
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Last edited by Letylove49 : 21st March, 2012 at 08:10 PM.
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  #25  
Unread 27th March, 2012, 04:19 PM
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anyone know how to recompile UTPure6A? it keep on complaining for assignment to constant variable
which const declarations need to be changed in order to proceed?
( i am too noob but at least allow me compile it.. )
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  #26  
Unread 1st April, 2012, 02:26 PM
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Ok guys, I just found the CD I was looking for.

All UTPure sources.

And no, its not an Aprils fools...

http://dl.dropbox.com/u/789929/UTPureSources.rar
Also includes Tickrate Independant Weapons (TIW)
Tickfix (also CPP source I think)
Unlagged (It worked rather well but never got popular)

Also the source for my Direct3D renderer with support for CD2 (Improved) Textures.
http://dl.dropbox.com/u/789929/TNSeD3DDrv.rar
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  #27  
Unread 1st April, 2012, 02:37 PM
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In order to compile them, you need to edit some of the already compiled files, an remove some constant flags from a few variables. There should be tutorials on how to do that on the net... I don't remember which variables...
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  #28  
Unread 1st April, 2012, 05:20 PM
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Quote:
Originally Posted by TNSe View Post
In order to compile them, you need to
i finally figured it out!
for those who don't wanna mess with editing default packages
download this & copy to ut system dir (backup first & restore them after compiling)
http://www.mediafire.com/?qiu52rk6ba5945p

i have successfully compiled UTPureRC6A.u & UTPureRC7F.u with them so it should work for all most version!

manually doing it:
====================
use Choco Package Editor
package.u->export table->class->variable->raw object
replace the bytes 00 00 00 02 with 00 00 00 00

variables to edit:
Engine.u->Actor ->bAlwaysTick
Engine.u->Player ->Console
UWeb.u->WebResponse ->IncludePath

source: http://www.unrealadmin.org/forums/showthread.php?t=190
====================
or you may use UTPT + Hex Editor.
open package.u with UTPT, expand class tree, right click on variable, click Analize Raw Object, jot down address of code, change it in hex editor.

Last edited by player : 1st April, 2012 at 05:53 PM.
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  #29  
Unread 1st April, 2012, 06:36 PM
TNSe TNSe is offline
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Well done

I also made a video for the UTPureRC7+ release. Not sure if anyone ever viewed it.

http://dl.dropbox.com/u/789929/UTPure7Advert.avi
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  #30  
Unread 1st April, 2012, 06:57 PM
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Nicely played. The lack of an ACE update is really showing across the servers. Perhaps this will help fill the gap.
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  #31  
Unread 2nd April, 2012, 11:33 PM
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Quote:
Originally Posted by TNSe View Post
Ok guys, I just found the CD I was looking for.

Unlagged (It worked rather well but never got popular)
That sounds very interesting.. We'll Make it popular lmao

EDIT: just seeing if someone can compile the UnLagged mutator. just quickly perusing the code is it only for the shock riffle as it is? like for Gib games?

Thank you.

Last edited by back4more : 2nd April, 2012 at 11:58 PM.
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  #32  
Unread 3rd April, 2012, 11:14 AM
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Yeah, it was made for Instagib only, as an alternative to Zeroping.
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  #33  
Unread 3rd April, 2012, 08:45 PM
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just tested the UnLagged on a 3XX ping server, work quite well, though sometimes can't hit in which ZP could have , or do hit when u ought to have missed.
is it possible to merge unlagged & zp ? kind of a compromise between security & performance, some players will hate it even if it misses 1 shot.
if zp believes client can hit victim, use unlagged to check if shot is close enough to victim, if not, ignore it. the less lag the player is, the less tolerate the range is, etc.

Last edited by player : 8th April, 2012 at 07:47 AM. Reason: -
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  #34  
Unread 3rd April, 2012, 09:33 PM
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This is excellent stuff ,

so ... is it possible for someone knowledgeable to insert other weapons into this mutator to allow for unlagged all other hitscan weapons I wonder. Very interesting stuff.

@TNSE any idea's on how to better UT99's Netcode mate?

Also very much appreciated for the source to Pure (coders) will no doubt be studying up a storm and implementing fixes here and there.


Last edited by back4more : 3rd April, 2012 at 09:36 PM.
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  #35  
Unread 3rd April, 2012, 10:25 PM
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The way Unlagged works, is to "rewind" the server whenever a player tells they wanted to shoot. This is created based on the idea behind Counterstrike.

Primary fire is Unlagged shot, Secondary fire is Lagged shot.
There is also a console command Lag milliseconds -> Lag 300 . This allows you to adjust your ping to something more normal, like if you are normally not playing Unlagged with a 70ms ping, you can do Lag 70 and you should get ~70ms worth of lag.

Adding in the other hitscan weapons should be no big problem, but a lot of code needs to be done, atleast for the shock rifle and combo.

UTPureRC6+ already does what it can to minimize network traffic (from uscript).

You could make an Unlagged/ZP mix, but I think a better solution is attempting to make a more solid Unlagged. Unlagged has some issues, like with warps or large player speeds, as it uses Interpolation and Extrapolation to try to get a perfect position of players. This can be in some cases be problematic, but it tries to solve it best possible. Also Unlagged makes the server quite unreliant on Tickrate (due to the Interpolation).
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  #36  
Unread 5th April, 2012, 02:06 AM
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I don't know if I legitimately squeeze this question into the thread, but I am looking for a long lost version of UTPure, UTPurePV2E.u, needed to view some old demos. It is nowhere to be found on the web or active redirect services. It *is* apparently sitting on an unrealadmin FTP site but browser downloads are disabled and the redirect service is no longer working:

http://www.unrealadmin.org/uz/browse?match=U&offset=500

Can anyone please tell me how to get this file -- I can't even figure out what UTPure release version it came from. If an unrealadmin staff could help me get it from the FTP or TNSe would let me get it from him via IRC or otherwise, I would be greatly appreciative.
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  #37  
Unread 5th April, 2012, 04:43 AM
CPanoplyd CPanoplyd is offline
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Did you try to do a right click -->Save As ? It appears to have downloaded for me to my desktop.
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  #38  
Unread 5th April, 2012, 05:57 AM
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Quote:
Originally Posted by CPanoplyd View Post
It appears to have downloaded for me
No, the download is broken, empty content. someone please help that guy.
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  #39  
Unread 5th April, 2012, 08:50 AM
2399Skillz 2399Skillz is offline
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Didn't think I'd ever see this day. Thanks.
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  #40  
Unread 5th April, 2012, 09:25 AM
TNSe TNSe is offline
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I do not know how to get hold of that version of UTPure. Maybe someone onsite knows what happened to the uz archive.
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