Re: [UT] <EXU2> "G59 - Phase 1" - RELEASED! (Version 1.5F)
Posted: 10 Sep 2012, 23:47
sana wrote:Have you considered that your issues may stem entirely from modding an extremely excessive mod that constantly treads on all available engine limits to make it even more excessive and add even more content, all despite the mod already being tweaked for optimal co-op play by its original author?
Of course I have considered that... I was merely pointing out some of my observations and making some
guesses as to what was happening under the hood while pushing it even more than default settings.
People will use this stuff with extra mutators. Extra mutators are even included with it.
I run it with 2 different gametypes. (EXU2coopgame2 and with Ecoop)
Since the "issue" was only occurring on a handful of EXU/G59 maps and not on the other 550+ maps
I had running on the same server(s) with the same settings, I thought it was worth mentioning.
My understanding is that most of the EXU code involved that could be related to this has been re-written
for the next phase. Obviously I am not requesting a patch for a now obsolete beta... I was just providing some
By testing things at absolute max settings, you can often discover issues that will not be noticed at normal settings.
But fixing those issues will then make things work even better at normal settings.
I have since made some adjustments to various settings on the server and mutators, and things are working
much better. Still running it more excessive and with more content on the AKcoop/Ecoop server. Have finished
BI-15 and G59-04 several times on it since. It would take a LONG time to finish those maps at unreal difficulty
in coop play without the extra guns and other ecoop additions. Haven't had time to even try them on the
Oldskool/Ecoop server yet. Only extras on that server is a spotlight and an ASMD. Not going to help you much
with EXU maps... lol
Also, if the mod was already tweaked optimally, why was the last release a beta?
(Hi Waff. You rock. )