Search found 406 matches

by Hanfling
Sat Dec 14, 2013 1:05 am
Forum: DXEditing
Topic: "warning infolink not found"
Replies: 7
Views: 7570

Re: "warning infolink not found"

Set BindName to "JCDenton". Also I'm not sure if whitespaces in BindName are supported.
by Hanfling
Sat Dec 14, 2013 12:22 am
Forum: DXEditing
Topic: HX - A DeusEx Coop Modification
Replies: 51
Views: 52716

Re: HX - A Deus Ex Coop Modification

Update: Datalinks working 95%. Even the client has the flags to show them correctly. The server has a dryrunner, so that timing of events will match if the datalink could be started at the same time on the client. First person conversations invoked by IM_Frob and IM_Radius are partialy working. http...
by Hanfling
Sat Dec 14, 2013 12:05 am
Forum: DXEditing
Topic: "warning infolink not found"
Replies: 7
Views: 7570

Re: "warning infolink not found"

You should post the code, but my crystal ball tells me you changed the BindName. ;)

ConBindEvents() uses the BindName to load the Datalink conversations.
by Hanfling
Tue Dec 10, 2013 8:51 pm
Forum: DXEditing
Topic: The Story why you can ignite yourself with a FireExinguisher
Replies: 7
Views: 8375

The Story why you can ignite yourself with a FireExinguisher

Try to start 14_OceanLab_Lab on a dedicated server, join the game, grab the fire exinguisher, use it and voila you are burning! Solution: The FireExinguisher spawns HalonGas-projectiles. And somehow PlayerPawn.TakeDamage() is called on the client, but with DamageType = 'Flamed'. Then the client call...
by Hanfling
Sun Dec 08, 2013 7:15 pm
Forum: DXEditing
Topic: HX - A DeusEx Coop Modification
Replies: 51
Views: 52716

Re: HX - A Deus Ex Coop Modification

Update: Started working on DataLinks.

http://coding.hanfling.de/boom_hx_datalinks.jpg
by Hanfling
Tue Oct 22, 2013 4:21 pm
Forum: DXEditing
Topic: PawnSkinner - quick custom NPC skinning and corpse phenpmena
Replies: 5
Views: 8527

Re: PawnSkinner - quick custom NPC skinning and corpse phenp

Maybe the package is still mentioned in one of the .ini files?
by Hanfling
Fri Aug 30, 2013 4:09 pm
Forum: DXEditing
Topic: Deus Ex Physics
Replies: 16
Views: 17526

Re: Deus Ex Physics

You could update the Pawns Rotation/Location in the cage's Tick() method.
by Hanfling
Mon Jun 24, 2013 7:04 pm
Forum: DXEditing
Topic: Newb question (overriding the vanilla item)
Replies: 12
Views: 11316

Re: Newb question (overriding the vanilla item)

Yes and Yes.
by Hanfling
Thu Jun 20, 2013 4:46 pm
Forum: DXEditing
Topic: HX - A DeusEx Coop Modification
Replies: 51
Views: 52716

Re: HX - A Deus Ex Coop Modification

Networking. Actually on the screen is a dedicated with two clients running. Doesn't matter on which machine the clients or the server runs. HX is probably best played on LAN. I'm rather pessimistic about internet play performance, since there are way more actors on deus ex maps then unreal.
by Hanfling
Tue Jun 18, 2013 9:53 am
Forum: DXEditing
Topic: HX - A DeusEx Coop Modification
Replies: 51
Views: 52716

Re: HX - A Deus Ex Coop Modification

I hate Ion code. :D Okay Flag has a member var private travel Flag nextFlag; Seems quite possible that they are a just linked list and not stored in the table. Barf! I should fire up IDA Pro and take a peek. But i could easily go up to 112 (or 111) flags or sort some flags out which might not be rel...
by Hanfling
Mon Jun 17, 2013 12:39 pm
Forum: DXEditing
Topic: HX - A DeusEx Coop Modification
Replies: 51
Views: 52716

Re: HX - A Deus Ex Coop Modification

Excellent. I just wanted to know what i should replicate to the client. Using only booleans for flags is fine. I just want the vanilla game running in coop. In UE only data types less (or maybe equal) then 448 bytes can be replicated. Flagbase has an array of 64 flag entries. If i use a 32bit hash f...
by Hanfling
Sun Jun 16, 2013 12:14 pm
Forum: DXEditing
Topic: HX - A DeusEx Coop Modification
Replies: 51
Views: 52716

Re: HX - A Deus Ex Coop Modification

If you set bBeltIsMPInventory=False on Players inventory works to some degrees.
by Hanfling
Sat Jun 15, 2013 5:03 pm
Forum: DXEditing
Topic: HX - A DeusEx Coop Modification
Replies: 51
Views: 52716

Re: HX - A Deus Ex Coop Modification

Does if anyone know if there are Datalinks which check non boolean flags (if they are used/supported at all)?

/edit
Oh btw:
Barks now seem to work:
http://coding.hanfling.de/hx_barks.png
by Hanfling
Tue Jun 11, 2013 10:35 pm
Forum: DXEditing
Topic: Newb question (overriding the vanilla item)
Replies: 12
Views: 11316

Re: Newb question (overriding the vanilla item)

Maybe check the Warload's code in Unreal1.
by Hanfling
Mon Jun 10, 2013 8:08 pm
Forum: DXEditing
Topic: Newb question (overriding the vanilla item)
Replies: 12
Views: 11316

Re: Newb question (overriding the vanilla item)

Or just use a Mutator, to change maxcopies after Spawn().