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- Mon Jul 27, 2026 8:05 am
- Forum: Server
- Topic: Kicked by anyone without reason ? Post your story here.
- Replies: 19
- Views: 412104
Re: Dear Mr.P & Anna - stop kicking me without reason
- Wed Jul 22, 2026 2:55 pm
- Forum: Server
- Topic: Kicked by anyone without reason ? Post your story here.
- Replies: 19
- Views: 412104
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: 4603685
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: 4603685
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: 4603685
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: 4603685
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: 4603685
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 ...
- Wed Jul 01, 2026 8:42 pm
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4603685
Re: DOOM map conversions?
Something from server's log:
KeyMover MH-Geryon-test8.KeyMover1 (Function MH-Geryon-test8.KeyMover.PostBeginPlay:001F) 'Key' is not set
KeyMover MH-Geryon-test8.KeyMover2 (Function MH-Geryon-test8.KeyMover.PostBeginPlay:001F) 'Key' is not set
MH-Geryon-test8.MapPatcherSvr0.PS_State LOG_Info ...
KeyMover MH-Geryon-test8.KeyMover1 (Function MH-Geryon-test8.KeyMover.PostBeginPlay:001F) 'Key' is not set
KeyMover MH-Geryon-test8.KeyMover2 (Function MH-Geryon-test8.KeyMover.PostBeginPlay:001F) 'Key' is not set
MH-Geryon-test8.MapPatcherSvr0.PS_State LOG_Info ...
- Tue Jun 30, 2026 10:34 am
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4603685
Re: DOOM map conversions?
Your MyLight0 and MyLight1 still do not work on netplay, because
Lights attached to the door are subclassed as advised (with bStatic=false), but still not shown on net play
Use default ROLE_DumbProxy instead of ROLE_AutonomousProxy for RemoteRole.
And you have to change it for the existing ...
Lights attached to the door are subclassed as advised (with bStatic=false), but still not shown on net play
Use default ROLE_DumbProxy instead of ROLE_AutonomousProxy for RemoteRole.
And you have to change it for the existing ...
- Tue Jun 30, 2026 10:12 am
- Forum: Maps
- Topic: DOOM map conversions?
- Replies: 58
- Views: 4603685
Re: DOOM map conversions?
Also I had no warnings about "lights in void"?
MapChecker: Actor placed out of map:
MapChecker: Light129
MapChecker: Light146
MapChecker: Light149 :lol: (see MapChecker on UT99.org .)
No sound is played unless there's still a mover (behind the wall) which plays it... Triggers don't seem to play ...
MapChecker: Actor placed out of map:
MapChecker: Light129
MapChecker: Light146
MapChecker: Light149 :lol: (see MapChecker on UT99.org .)
No sound is played unless there's still a mover (behind the wall) which plays it... Triggers don't seem to play ...