I don't know what's going on with the server, but clients can make map loading faster by doing a simple .ini tweak. Open up Deathball\System\Deathball.ini Find variable bNeverPrecache (Ctrl+F -> bNeverPrecache). It should be under [Engine.LevelInfo], e.g: ---- CUT ---- [Engine.LevelInfo] PhysicsDeta...
Apart from that 2.2 seems great. Bots are much improved and no obvious bugs noticed. Only thing I'd say is that the bots seem to volley the ball a bit too much, both to themselves (via the wall) and towards goal. I can't help it until v2.3 or so. It's a prediction problem (in ball catching) I guess...
Ah...If you use the addbots command from the console they are bald...If you specify bot number before starting the map they do have their customisations... Negative. I started botmatch with minplayers 0, typed in game addbots 10 -> all bots had customizations. (BTW: Customs are atm random for all b...
DavidM: "Why the 1.9b code can't be converted..." In UT2004 you CAN NOT destroy firemodes unless weapon owner gets killed. Destroying firemodes causes dangling pointers, which causes general protection faults. Pointer is a address to memory space, which, in this case, contains firemode cod...
1.9b's weapon code was so good, but the change to ut2004 fucked things up. If you are nice to Cata you can have him look at it again maybe. Afterall he made the great 1.9 weapon code. Actually I deleted his code for v1.9b. Instead of that code is used as basis of v2.0 code, because it was impossibl...
1) Will be addressed. Bots are pretty stupid when it comes to navigating non-cube levels in DeathBall though... just look at my first map, DB-More. Fully bot-pathed, and they act like complete retards. :rolleyes: If you want to test with working bot navigation you can use this package: http://v4.li...