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> particularly its module system (a kind of sideways inheritance where you could override an ancestor in a package, but not have to override all the descendants to have them inherit the behaviour - really handy for third-party plugins

Do you know if this can be done in UE1? I'm actually developing something called "NewNet" in UT99 for fun - plus, more people actually still play that game than all the others! Basically it fixes the movement lag associated with high pings and simulates zero ping by keeping track of the positions of all actors from within the past second or so, and "rewinding" the server to that saved position according to the ping of the shooter. There are mods for UT2003/UT2004 (UE2) and UT3 that do this, but nothing for UT99 - although there's the ZeroPing mod which is way too easy to exploit, as it's clientside hit detection. People said it couldn't be done for UT99 but I've managed to get a working prototype, even though it's quite messy and hacked together. It'd be great if I could do what you've mentioned, as it'd clean things up quite a bit.

The hacks I've had to do it get it to work right have been pretty silly, and there's a lot of duplicate code because I had looked for something like you mentioned (the sideways inheritance) but maybe I didn't look long enough, because I couldn't find it for UE1.




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