Whoops!
welp, because of a thread on oldunreal (
http://www.oldunreal.com/cgi-bin/yabb2/ ... 077705/6#6 ), I made the download that was available to me work online with some ultimate replication hack fixes! whooo
You just need to drop in the new .u and it will know when to Unleash the Hacks on dedicated server.
http://www.klankaos.com/UnrealComputers.7zPlease note that its basically a collection of hacks to get it to work, and it's pretty awful. But it's functional. Try to not use CTextFlood. Your server tickrate matters for CTextFlood, and the higher it is, the faster it is (its slow at 20 tick rate).. it uses more bandwidth... i'm talking like 32kb/s to 72kb/s
per client. Yeah. I did no differential checking and just replicated changes, which surprise, CTextFlood ... floods changes. I can probably make this work better, but this is the first revision. May end up trying to fix that later
Be aware of this.
Credits to:
.:..: (dots) for some minor code
JD7 aka pcube for udatastructures (dynamic arrays on all versions)
Age for helping me understand the tick nirvana
z-enzyme for actually making the damn thing
edit: I don't know if anything is broken, the test map all worked 100% as far as I know.
edit2: this works on 227i and j.