If you have problems with specific players – use mutate mute. It's very handy, and I've used it with great results.
If other player kicks you I think let them play, they're not playing here all day 24/7. You'll save yours time and nerves (lesson learned hard way). There's a test server which some ...
Search found 79 matches
- Wed Jul 22, 2026 9:34 am
- Forum: Server
- Topic: Kicked by anyone without reason ? Post your story here.
- Replies: 19
- Views: 484149
- Mon Jul 13, 2026 8:02 pm
- Forum: Maps
- Topic: Packet loss on some games until revote
- Replies: 0
- Views: 71537
Packet loss on some games until revote
Just played " MH-Andromeda-Ancient-Test1V" and all players experienced lags, reconnect and packet loss.
After changing map to MH-(MHA)MemorysOfNapali-FirstPart it was resolved
This issue was also on MH-(SP)EnslavedV20 few days ago, but not today when this map was voted for.
After changing map to MH-(MHA)MemorysOfNapali-FirstPart it was resolved
This issue was also on MH-(SP)EnslavedV20 few days ago, but not today when this map was voted for.
- Wed Jul 08, 2026 3:15 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
Updated NoProjectileZone with the latest code, added minor tweaks
- Tue Jul 07, 2026 9:20 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
Replaced armor with UDamage.
- Tue Jul 07, 2026 11:20 am
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
Increased sky zones height, readjusted last monster health (slightly reduced)
To avoid synchronous light flickering in start room, this topic on UT99.org may be worth a look .
Thanks! But maybe for the other map.
I decided to double-check the original level and there only One lamp should ...
To avoid synchronous light flickering in start room, this topic on UT99.org may be worth a look .
Thanks! But maybe for the other map.
I decided to double-check the original level and there only One lamp should ...
- Mon Jul 06, 2026 9:50 am
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
Replaced Brute boss projectile with green DispersionAmmo, adjusted zone damage for some areas.
"s" version contains noprojectilezones.
If playable and no more issues I think it can be published as "...r1_u"
"s" version contains noprojectilezones.
If playable and no more issues I think it can be published as "...r1_u"
- Sun Jul 05, 2026 11:56 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
Here's the current version.
No sky zones (currently more trouble than it's worth; I'll see if it can be made in later revisions), but fixed all serious issues reported by Map Patcher.
No sky zones (currently more trouble than it's worth; I'll see if it can be made in later revisions), but fixed all serious issues reported by Map Patcher.
- Sun Jul 05, 2026 9:57 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
They were supposed to hide projectiles, but not destroy inventory or kill pawns.
Ok, removed them for now
Ok, removed them for now
- Sun Jul 05, 2026 5:14 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
Added Bosses and CloudZones.
But they work in a strange way (kill player)
I decreased zone height (so player won't get there) – zone started taking player weapon.
So I created custom MyCloudZone which doesn't kill pawns but it still takes player weapon, even after restoring zone height.
Is there ...
But they work in a strange way (kill player)
I decreased zone height (so player won't get there) – zone started taking player weapon.
So I created custom MyCloudZone which doesn't kill pawns but it still takes player weapon, even after restoring zone height.
Is there ...
- Tue Jun 30, 2026 10:28 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4799190
Re: DOOM map conversions?
maybe my SBMoverTrigger helps? It gets active only if the assigned MyMover is in KeyNum "0". You'll find it in map MH-Soledad(SB) .
Sounds like what's needed. Implemented and works as it should now.
Also nice that it doesn't get triggered when the door is open, which prevents it from hitting the ...