This problem is caused by client prediction, because the client knows that a non-sustained pawn in mid-air has "Phys_Falling" and thus... falls to the ground. Why the server decides to keep the pawn up in midair, though, is a mystery to me. However, since the location of the pawn does not alter on the server, the server will not send a continued "update location" to the client telling the client the pawn is still in the air where it was just the moment before... because Unreal is so "smart" to only send data that actually changed.Although.. If you use one of them purple blocking volume items, and you jump on top of it, hold crouch, you will stay suspended in the air, but other players will see you fall down. Has this been mentioned yet? Amazingly this bug is still present even in the latest UT2004, i sometimes get it when hitching a ride on vehicles in onslaught.
Already exists... Nephthys API...[*]Make a player's IP address easily accessible from script.
... and why the heck are you posting this here? We have a developer board with people who specialized in such topics where you are on as well!! But no you post that here... bah[*]Perhaps send another unique identifier to counter ban evasion. Possible candidates would be hashes of: The processor serial number, the windows serial number, the computer's machine name (already available), a cookie in the registry. None of these are really secure though.
EDM and UTF have added "events". The idea of adding new engine calls is not new though.[*]More hooks for mutators, basically bring it to the level of UT200x.
I hate localization, but that's just my opinion. In Crystal Chaos for ut2k4 it has always been more hassle than worth, and what you could do with one line of code in Unreal One suddenly required several entire CLASSES(!!!) in ut2k4? Only for localization? PFFFT!!![*]Don't transfer deathmessages as text, this also means localisation of deathmessages is done on the client rather than the server.
For example: we have a bonus message with a variable bonus value such as....
"You just earned ..somevalue.. extra points."
If sent as text, all you do is Blah.ClientMessage(...)
With message classes, you need to send the class along with the bonus value and have the client decode both to set it back together. While the technique is clear, the effort it made to get right was outrageous compared to the result!
Yes I know it is way more network efficient though....
Just a dumb question, who will use features like these?? Mod writers? Certainly NOT! Because they will want their mods to remain backwards compatible...[*]That holy grail of unrealscript: Dynamic arrays. Not very critical imho.


