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Does it show you random player models or those who where selected by players?

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    #16
    Check the UTGame.uc source code, the variable would appear to be:
    Code:
    /** Maximum number of custom char meshes allowed. */
    var() config int MaxCustomChars;
    which is set by default to 12. I can't quite tell, but it looks like this is a client side setting. The value is used by the UTGameReplicationInfo class when new PRIs are received to determine whether to set up the custom character meshes. There are some rather interesting (enlightening?) comments in the UTGameReplicationInfo source like this below...
    Code:
    simulated event Destroyed(){
    	Super.Destroyed();
    
    	// throw away any character data we didn't finish
    	//@FIXME: this means that if the server finishes loading the destination level in a seamless travel
    	//	before we finish character creation, those characters don't get finished
    	//	because the server will wipe out the GRI/PRI/etc from under us
    	//	unfortunately, there's not a reasonable workaround - we can add delays in places but that doesn't guarantee anything
    	//	in retrospect, we probably should have taken the data we needed out of the RIs and used a separate object
    	if (IsProcessingCharacterData()){
    		SendCharacterProcessingNotification(false);
    	}
    }

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      #17
      That sounds like there could be a fix.

      Wasn't that server limit thingy something else? Because the server limit can't be the problem when it is like UnrealGrrl said.

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