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31
Unreal Tournament 2004 / Re: UT2004 Widescreen support: foxWSFix v2.2.0
« Last post by }TCP{Cloud on April 13, 2024, 04:45 »
Seems nice, tryed it offline. Can u play with it online? Without being flagged by anti cheat systems etc..?
33
Unreal Tournament 2004 / UT2004 Widescreen support: foxWSFix v2.2.0
« Last post by Grim_Fandango on April 12, 2024, 22:47 »
This mod enables widescreen support for Unreal Tournament 2004.

Features:
* Aspect-correct "Hor+" FOV adjustment, including vehicle and weapon zoom values
* Aspect-correct rendering for first-person weapons
* Aspect-correct HUD support (mostly), based on Azarael's HUD Scaling Fix mutator
* Aspect-correct mouse sensitivity (scale off wider FOV instead of hard-coded 90)
* Entirely client-side - no mutators required

foxWSFix-v2.2.0.7z

Download the file from here:  https://github.com/alexstrout/foxWSFix-UT2k4/releases
Extract the Src & System folders and drop them into your UT2004 install directory.
Open System\User.ini and find the following line:

Quote
InputClass=Class'Engine.PlayerInput'

Replace every instance of it with the following:
Quote
;InputClass=Class'Engine.PlayerInput'
InputClass=Class'foxWSFix.foxPlayerInput'

Note: This line should appear at least twice, once under [Engine.PlayerController], and once under [XGame.xPlayer]. Be sure to change each one! (or add it if missing).  Be sure to search and change each instance.
You're done! To uninstall, simply reverse your changes.
--

If your screen resolution isn't showing, edit your UT2004.ini (or ut2004-win64.ini if you're running 64-bit) to your preferred res'.  I'm on a curved ultrawide, so I chose the max display res'.

Quote
[WinDrv.WindowsClient]
WindowedViewportX=1024
WindowedViewportY=768
FullscreenViewportX=3440
FullscreenViewportY=1440
34
The Lounge / Re: Music you listening right now
« Last post by Grim_Fandango on April 12, 2024, 21:55 »
Zero Wing.

35
Technology Area / Re: Hello! Question about the technical part.
« Last post by Piglet on April 11, 2024, 10:21 »
No. The image quality is entirely independent from the damage taken.

36
Technology Area / Re: Hello! Question about the technical part.
« Last post by Paul on April 11, 2024, 09:54 »
I solved the problem by configuring the driver. It's easier to play on minimum settings, but everything looks crap. Does damage logging depend on graphics settings? I mean does the picture quality affect the data transfer speed?
37
New members / Re: Rage
« Last post by lol on April 11, 2024, 08:09 »
Make sure the game isn't running when you make changes to your INI files.
38
New members / Re: Rage
« Last post by Grim_Fandango on April 10, 2024, 20:57 »
Tell me about it!  I've spent more time than is considered healthy trying to achieve a high (and stable) fps rate.

The screenshots are from a few min's ago from the same map with around 6 people playing.
Sometimes my fps shows a long string of red numbers, but goes back to normal on next launch.

when i go back into ini after chging and trying out its reverted to +90.0.

I'm not sure if this is linked to Dynamic Netspeed or not, but this should be unchecked (Settings -> Game tab)

39
New members / Re: Rage
« Last post by Rage on April 10, 2024, 19:59 »
its the fps that i have a problem with - i cant get it to stay @ 300 it keeps reverting back to 85 - i have an rtx so it shouldnt be an issue upping the fps.  when i go back into ini after chging and trying out its reverted to +90.0.  im so confused
40
Hi Folks.

I'm looking for workable suggestions on when the Freon code should decide to balance teams.

The current code checks the average team PPR at the end of each round, and where the averages differ by more than a configured amount, e.g. 0.7 ppr then it triggers a balance event. The balance event picks the two players whose PPRs bring the average PPR difference closest to zero - or does nothing if it can't get closer than the teams already are.

The current code doesn't really work well in two ways related to player count:

1. At low player counts the average PPRs of the teams swing far more rapidly than large player counts - so at low player count games people are being frequently swapped. It's annoying.

2. At high player counts having a 0.69 ppr difference on average is a big difference in the teams scoring ability and it won't even trigger a change.

3. Now we have "no bots" there are times when the number of players in each team are different - which messes up average PPR-based triggering. For example, where one team has players of 2.5 ppr and 3.5 ppr against another team of 1 player with 6ppr then the team with 2 players has an average of 3ppr, whilst the team of 1 has an average of 6ppr. That difference of 3ppr on average will meet the "I need to balance" trigger. In this case it won't find a better match....I think I need to work through what can happen when there are bigger un-even sized teams. I think there's an issue here.

I know people don't like getting swapped on the last round. I might get round to looking at a fix for that at some point, but for now I'm interested in ascertaining whether there is a better strategy for general triggering of the need to balance.

Any thoughts on how to fix problems 1 & 2?
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