Search found 345 matches
- Mon Aug 17, 2026 7:08 pm
- Forum: User Settings
- Topic: D3D11 moiré effect
- Replies: 28
- Views: 234994
Re: D3D11 moiré effect
Please can you share your D3D11 settings in [D3D11Drv.D3D11RenderDevice] from UnrealTournament.ini?
[D3D11Drv.D3D11RenderDevice]
LightMode=Normal
GammaMode=D3D9
AntialiasMode=Off
RefreshRate=0
LODBias=0.000000
BloomAmount=128
Bloom=False
HdrScale=128
Hdr=False
GrayFormula=1
Saturation=255 ...
- Mon Aug 17, 2026 3:18 pm
- Forum: User Settings
- Topic: D3D11 moiré effect
- Replies: 28
- Views: 234994
- Mon Aug 17, 2026 7:18 am
- Forum: Maps
- Topic: MH-CrystalMine (quirks)
- Replies: 2
- Views: 256972
Re: MH-CrystalMine (quirks)
Fixes in MapPatcher:
if (PatchMap_MH_CrystalMine_SetMoverToIgnoreWhenEncroach('Mover7', 'Mover6')) PatchCount++;
if (PatchMap_MH_CrystalMine_SetMoverToIgnoreWhenEncroach('Mover15', 'Mover6')) PatchCount++;
if (PatchMap_MH_CrystalMine_SetMoverToTriggerControl('Mover4', 'Mover3')) PatchCount++;
if ...
if (PatchMap_MH_CrystalMine_SetMoverToIgnoreWhenEncroach('Mover7', 'Mover6')) PatchCount++;
if (PatchMap_MH_CrystalMine_SetMoverToIgnoreWhenEncroach('Mover15', 'Mover6')) PatchCount++;
if (PatchMap_MH_CrystalMine_SetMoverToTriggerControl('Mover4', 'Mover3')) PatchCount++;
if ...
- Mon Jul 27, 2026 8:05 am
- Forum: Server
- Topic: Kicked by anyone without reason ? Post your story here.
- Replies: 21
- Views: 769940
Re: Dear Mr.P & Anna - stop kicking me without reason
Where is here?
- Wed Jul 22, 2026 2:55 pm
- Forum: Server
- Topic: Kicked by anyone without reason ? Post your story here.
- Replies: 21
- Views: 769940
Re: Dear Mr.P & Anna - stop kicking me without reason
What?
In most cases I'm tolerant and often enough I left main server because of egoistic score-greedy and none team playing people there...
- Wed Jul 08, 2026 1:01 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 5570562
Re: DOOM map conversions?
New version of NoProjectileZone (as a replacement for CloudZone).
- Wed Jul 08, 2026 9:23 am
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 5570562
Re: DOOM map conversions?
Map name pattern has changed... 
- Tue Jul 07, 2026 9:31 am
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 5570562
Re: DOOM map conversions?
To avoid synchronous light flickering in start room, this topic on UT99.org may be worth a look.
- Sun Jul 05, 2026 10:52 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 5570562
Re: DOOM map conversions?
They were supposed to hide projectiles, but not destroy inventory or kill pawns.
Could have been like this:
class NoProjectileZone expands ZoneInfo;
event ActorEntered(actor Other) {
// Destroys all projectiles except TranslocatorTargets
if (Projectile(Other) != None && TranslocatorTarget ...
- Sun Jul 05, 2026 9:28 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 5570562
Re: DOOM map conversions?
But they work in a strange way (kill player) They even kill Spectators and destroys CTF flags. A custom version is highly recommended.
So I created custom MyCloudZone ... without compiling code. So your text code does nothing - it has to be translated into byte code by using one of the Compile ...