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  #1  
Unread 13th January, 2015, 04:28 AM
ZeLf ZeLf is offline
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Default NewNet with custom Rifle

Hi, is there someone available to add a custom rifle (rapid-fire when crouched) to TimTim's Newnet ?. I will pay for this of course
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  #2  
Unread 13th January, 2015, 07:26 AM
medor medor is offline
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Have you try LCWeapons_0011 ?

LCWeapons ZP and lag compensateur normal and custom weapons.
- 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
- AlientAssaultRifle (AARV17)

Quote:
LCWeapons (build 0011)

Postby Higor ยป Tue Oct 22, 2013 1:44 am
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.
- 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.
Team colored shock rifles, load the mutator FV_ColoredShock along with LCWeapons.
Fixes double enforcer ammo bug.

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
- AlienAssaultMutator (AARV17)
(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.

Version note:
If setting up on a Siege server, read the installation notes for instructions on fixing the Suppliers (method is analogous, yet shorter than for ZeroPing).
Coop and MH servers are great candidates for testing given the fact both ZP and LC sub-engines track monsters.

Download
http://unrealtournament.99.free.fr/u...apons_0011.zip
http://medor.no-ip.org/index.php?dir...apons_0011.zip
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  #3  
Unread 13th January, 2015, 03:23 PM
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Zelf is always asking rofl and TimTim already actually made the custom rifle and I have the file. -.-
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  #4  
Unread 17th January, 2015, 08:54 PM
ZeLf ZeLf is offline
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Quote:
Originally Posted by Chamberly View Post
Zelf is always asking rofl and TimTim already actually made the custom rifle and I have the file. -.-
Hi cha, sorry I was working in another country. Just came back. Thanks admin for your answer but I was looking for newnet because works with dodgins and Xloc. Cha can you please send me the file? Or add a link here. Thanks
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  #5  
Unread 18th January, 2015, 12:54 AM
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Yeah I'll add it when I find it. But keep in mind you might need to modify the fire speed, last time I checked it, it was fast as an Uzi gun. Or I might try to.
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  #6  
Unread 18th January, 2015, 01:04 AM
medor medor is offline
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Is it NewNetH4Xv0_9_6.u ?
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  #7  
Unread 18th January, 2015, 01:33 AM
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That might be it. I'll have to give it a try.
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Last edited by Chamberly : 18th January, 2015 at 01:43 AM.
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  #8  
Unread 18th January, 2015, 03:57 PM
ZeLf ZeLf is offline
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Dont remember but I think you can set the fire speed in the newnet.ini file
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  #9  
Unread 18th January, 2015, 08:59 PM
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That was added in the NN's ini but I didn't find it yet. Still waiting to hear from TimTim if that's the right version. Tried to summon it, couldn't summon must've been something else.
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  #10  
Unread 18th January, 2015, 10:55 PM
ZeLf ZeLf is offline
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Ok, thanks for your help Cha.. I'll be waiting here
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  #11  
Unread 18th January, 2015, 10:57 PM
medor medor is offline
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may be you need to add this in http://unrealtournament.99.free.fr/u...h4xRiflev3.rar
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  #12  
Unread 19th January, 2015, 02:04 AM
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Not really, the h4x rifle is already implemented in newnet like a weapon pack, you do not need to add the rifle itself.
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  #13  
Unread 19th January, 2015, 02:11 AM
Tim-_- Tim-_- is offline
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Hey Zelf! I was looking for you back when I implemented this... I think I made this a couple months ago, at least!

Here's v0.9.9: http://www.mediafire.com/download/iw...realv0_9_9.zip

And add something like this to mapvote:
Code:
CustomGameConfig[15]=(bEnabled=True,GameClass="Botpack.TeamGamePlus",NewPrefix="h4xTDM",Mutators="NewNetUnrealv0_9_9.NewNetServer,NewNetWeaponsv0_9_9.PureStat,NewNetH4Xv0_9_9.NewNetH4X",Settings="TimeLimit=20,MaxPlayers=8,MaxSpectators=12,MaxTeams=2,FriendlyFireScale=1,GoalTeamScore=0,bTournament=True,bUseTranslocator=True")

Last edited by Tim-_- : 19th January, 2015 at 02:18 AM.
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  #14  
Unread 19th January, 2015, 02:27 AM
ZeLf ZeLf is offline
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Hi Tim!! Sorry m8 I was working in another country.. I'll take a look immediately
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  #15  
Unread 19th January, 2015, 06:32 AM
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thats really cool. Does this version of newnet have also ComboGib tim-.-?

appreciated.

ps: if so what would the settings be to enable this please?

Last edited by back4more : 19th January, 2015 at 06:35 AM.
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  #16  
Unread 19th January, 2015, 07:04 AM
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Alright I got it tested but there is something that's not supposed to be doing

1. If you have a very long jump and you hold down fire, it will rapidfire (like a bunny rifle, not what we are trying to do here to implement, the other rifle didn't do it, h4x rifle.)
2. If you fire once awhile standing, then dodge and hold fire, it will rapidfire as well (we need to disable these, but this kinda familiar to the situation above.) Even tho you can fire at an odd rate (longer MS than firing as the regular sniper-somewhat), the bullet will spread and won't always be a direct hit... as a functional h4x rifle.
3. Ammo say it have 8, but it actually fire unlimited? Didn't find any ammo box laying around .
4. Anyway I can subclass this and make a custom mod so I can include an ini (for Entry in UT.ini or it's own h4XRifle.ini?) to change rapidfire rate? & Other such as adding texture to the gun and ammo boxes, change the pick up msg and other sounds? [Optional]

That's all it is for now. Can be tested in Pwnage server. Just vote for h4XDM (for DM) or h4XTDM (for TDM) they are in the 2nd column.
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Last edited by Chamberly : 19th January, 2015 at 08:17 AM. Reason: I hope to explain it correctly.
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  #17  
Unread 19th January, 2015, 02:23 PM
ZeLf ZeLf is offline
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Quote:
Originally Posted by Chamberly View Post
Alright I got it tested but there is something that's not supposed to be doing

1. If you have a very long jump and you hold down fire, it will rapidfire (like a bunny rifle, not what we are trying to do here to implement, the other rifle didn't do it, h4x rifle.)
2. If you fire once awhile standing, then dodge and hold fire, it will rapidfire as well (we need to disable these, but this kinda familiar to the situation above.) Even tho you can fire at an odd rate (longer MS than firing as the regular sniper-somewhat), the bullet will spread and won't always be a direct hit... as a functional h4x rifle.
3. Ammo say it have 8, but it actually fire unlimited? Didn't find any ammo box laying around .
4. Anyway I can subclass this and make a custom mod so I can include an ini (for Entry in UT.ini or it's own h4XRifle.ini?) to change rapidfire rate? & Other such as adding texture to the gun and ammo boxes, change the pick up msg and other sounds? [Optional]

That's all it is for now. Can be tested in Pwnage server. Just vote for h4XDM (for DM) or h4XTDM (for TDM) they are in the 2nd column.
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Also the zoom
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  #18  
Unread 19th January, 2015, 02:39 PM
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YES! Yes the zoom crosshair customization as well! LOL!
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  #19  
Unread 19th January, 2015, 03:13 PM
Tim-_- Tim-_- is offline
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Quote:
Originally Posted by back4more View Post
thats really cool. Does this version of newnet have also ComboGib tim-.-?

appreciated.

ps: if so what would the settings be to enable this please?
When I made ComboGib for NewNet, I believe SAM asked me to keep it private, which is why I've never included it with any release. Maybe I'm remembering wrong, but ask SAM anyway since I'm a man of honor.

As for the bugs with the H4X rifle, just need to test and iterate. How important is it that it looks and functions exactly like the original?
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  #20  
Unread 19th January, 2015, 11:34 PM
ZeLf ZeLf is offline
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Quote:
Originally Posted by Tim-_- View Post
When I made ComboGib for NewNet, I believe SAM asked me to keep it private, which is why I've never included it with any release. Maybe I'm remembering wrong, but ask SAM anyway since I'm a man of honor.

As for the bugs with the H4X rifle, just need to test and iterate. How important is it that it looks and functions exactly like the original?
A lot, since people always complain in matches about changes
The 4 points that chamberly mentioned are essential
Zooming is also very important, because the normal sniper rifle has a slow (and ugly) zoom.
Lastly, if you can change the fire sound from the original h4x rifle would be nice

Last edited by ZeLf : 19th January, 2015 at 11:41 PM.
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