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    #76
    Gotcha. Understood and appreciated.

    Comment


      #77
      FreezeTag has now reached more than 1 year in development!




      FreezeTag v1.1 Changelog:

      General:
      • The GameMode is now compatible with 4.12-based builds.
      • Corrected a few wrong comments in the Blueprint code.


      Performance:
      • Code improvements which result into small performance and network optimizations. #EverythingCounts


      User Experience:
      • Fixed a possible issue that may have not correctly prevented split-screen players from being able to fire their weapons during round startup sequences.
      • Fixed weapons belonging in DefaultCharacterInventory not getting their Ammo values adjusted by the ArenaAmmo variable, when playing in Arena Mode.
      • Added a new helper pawn for waiting players, since the scoreboard is enforced when players don't have a valid pawn class. (Why, Epic, why?)


      Scoring:
      • Fixed a possible bug that may have caused incorrect scoring, if certain conditions were met, during a game with 3 or more teams.


      Spectating:
      • Waiting players will now have the option to revert back to their self-view (right-click) when spectating. (Is not really exploitable, plus it's nice to have options)
      • If players happen to spectate a teammate who leaves during game or switches team, they will also automatically move to a new spectate target.


      User Interface:
      • Fixed the round timer widget not updating properly when a match enters overtime.
      • Fixed a possible issue with the player overlay widget, that might've caused the enemy players to display in an unarranged manner, when playing with 3 or more teams.
      • Player entities that have a team-index of 255 (like the replay spectator) will no longer show up on the player overlay widget.
      • Reduced the overall size of the player overlay widget by roughly 30%, via shrinking it down and removing the current weapon information (nobody really cares for that in the heat of battle).


      Audio:
      • Added attenuation settings to the sounds for touching and thawing frozen players, so they can no longer be heard across the map. Please give me your feedback on the current radius.



      Rushbase appears to be down at the moment, I will supply temporary download links from my HUB, until the situation gets addressed.
      > FreezeTag [Blueprint]
      > Reimagining of Greed [BluePrint]
      > Avarice, a DM-variant of Greed [BluePrint]

      Comment


        #78
        Thanks. I added to hub, it ran for a while, then crashed. Will monitor and see if anyone else runs into issue (to confirm it's not just my user error) and proceed from there.

        Comment


          #79
          I need step-by-step what you did, in order to reproduce the crash.
          The launch arguments that you used and a crash log would be also appreciated.
          > FreezeTag [Blueprint]
          > Reimagining of Greed [BluePrint]
          > Avarice, a DM-variant of Greed [BluePrint]

          Comment


            #80
            Create custom game
            select game mode freezetag
            max players 4
            no mutators selected
            add novice bots




            I think the forum post has character limits so I'll only post the bottom portion of the error log. I also tried running freeze tag on some euro hub I saw, it also crashed.





            [2016.06.17-13.53.49:491][ 71]UT: --------------[MCP START MATCH] ----------------
            [2016.06.17-13.53.49:492][ 71]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.49:596][ 84]LogOnline: MCP: Sending StartInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39/start
            [2016.06.17-13.53.49:699][ 97]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.49:949][125]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
            [2016.06.17-13.53.49:989][125]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
            [2016.06.17-13.53.50:004][125]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
            [2016.06.17-13.53.50:033][125]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
            [2016.06.17-13.53.50:034][126]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.50:116][136]PacketHandlerLog: Loaded PacketHandler component: Engine.EngineHandlerComponentFactory (StatelessConnectHandlerComponent)
            [2016.06.17-13.53.50:140][140]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.50:246][153]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.50:354][166]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.53:529][555]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
            [2016.06.17-13.53.53:530][555]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
            [2016.06.17-13.53.53:533][556]LogOnline: MCP: Sending RegisterPlayers request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39/players, json=<Payload>
            [2016.06.17-13.53.53:689][575]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.53:847][594]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.54:007][613]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.54:115][626]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.53.55:233][762]UT: OnReadUserFileComplete bWasSuccessful:1 8ca99332d901428592a392d8ba6c614e stats.json
            [2016.06.17-13.53.55:266][766]UT: the_ROCK.šr MMR fetched from the backend (Duel:1593) (TDM:1894) (FFA:1504)
            [2016.06.17-13.53.55:267][766]UT: (CTF:1573) (Showdown:1720) (Ranked Showdown:1500)
            [2016.06.17-13.54.07:315][260]UT: BEGIN GAME GameType: FreezeTag_C_0
            [2016.06.17-13.54.07:316][260]UT: Difficulty: 0.000000 GoalScore: 10 TimeLimit (sec): 900
            [2016.06.17-13.54.07:318][260]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
            [2016.06.17-13.54.07:507][261]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/5edd14d43d67435e8e34533ce64b0f39, json=<Payload>
            [2016.06.17-13.54.26:232][522]LogWindows:Error: === Critical error: ===
            Fatal error!

            Comment


              #81
              Hm, there's not much information about the issue here. It's just the startup sequence and a critical error that holds no info in it.
              Is the package the one I provided, or did you try to cook it on your own with UAT batch? (UAT cooking produces a *.pak that crashes for some unknown reason as of the late few builds, I have worked around this in the already-cooked package that's on the first post)

              The custom game was created locally as a listen server, or was it created inside a dedicated HUB?
              If it was the latter one, did you have the package downloaded in your UT Client beforehand?

              It would be helpful to try and figure out which in-game actions caused the crash (and how long did it take to crash):
              e.g. I shot a bot with a projectile weapon after the round has started, and it crashed after a few shots.
              or, I grabbed the X powerup then thawed a teammate, which resulted in this or that.

              Try to isolate it and come up with a reliable way of causing it, when I know which actions cause it, I will be able to execute them step by step and deduct where it's coming from.

              You could try to use pastebin for large logs, it would also be helpful if you can give me a verbose log. You can do this by adding the following lines to your Engine.ini (on your local client's *.ini if you're playing this locally, or on the HUB's *.ini if you're playing this on a hub)
              Code:
              [Core.Log]
              UT=Verbose
              Last edited by FrostbyteGR; 06-17-2016, 04:44 AM.
              > FreezeTag [Blueprint]
              > Reimagining of Greed [BluePrint]
              > Avarice, a DM-variant of Greed [BluePrint]

              Comment


                #82
                Add me on epic chat. I'm the_ROCK. I added you, maybe we can troubleshoot easier in real time. What time zone are you in and when are you usually on?

                The pak is the pak you provided, the latest one.

                It was created from a hub as a custom game.

                I cannot think of specifics that would cause the crash as I've seen these different scenarios in different match instances before it crashed:

                * bot killing bot
                * player killing bot
                * player killing player (no bots)
                * run around, maybe nothing really happens, 10 seconds pass and it just crashes

                It starts up for several seconds, then will crash for some reason. I can email you verbose logs. For now, here is a another snippet of a larger verbose log:


                ---

                [2016.06.18-12.00.10:936][282]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
                [2016.06.18-12.00.10:937][282]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = Grandpa_J.šr [dc3c3a12e8ae486595bd14bc944e9976] Score = 0
                [2016.06.18-12.00.10:938][282]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
                [2016.06.18-12.00.10:939][283]LogOnline: MCP: Sending RegisterPlayers request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb/players, json=<Payload>
                [2016.06.18-12.00.11:145][307]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.11:498][348]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.11:627][362]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = the_ROCK.šr [8ca99332d901428592a392d8ba6c614e] Score = 0
                [2016.06.18-12.00.11:628][362]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = Grandpa_J.šr [dc3c3a12e8ae486595bd14bc944e9976] Score = 0
                [2016.06.18-12.00.11:629][362]UT:Verbose: UpdateMatch: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA]
                [2016.06.18-12.00.11:653][366]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.11:757][378]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.11:897][394]UT: Grandpa_J.šr MMR fetched from the backend (Duel:1402) (TDM:1509) (FFA:1497)
                [2016.06.18-12.00.11:897][394]UT: (CTF:1524) (Showdown:1640) (Ranked Showdown:1500)
                [2016.06.18-12.00.19:645][344]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.19:920][377]LogOnline:Verbose: MCP: VerifyAuth request. url=https://account-public-service-prod03.ol.epicgames.com/account/api/oauth/verify?includePerms=true, client id=522656ef9b2c446aabfa714ae30903b5, state=1, accessexpires=14339.37
                [2016.06.18-12.00.20:161][406]LogOnline:Verbose: MCP: Verify auth request complete. url=https://account-public-service-prod03.ol.epicgames.com/account/api/oauth/verify?includePerms=true code=200
                [2016.06.18-12.00.21:628][586]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = the_ROCK.šr [8ca99332d901428592a392d8ba6c614e] Score = 0
                [2016.06.18-12.00.21:629][586]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = Grandpa_J.šr [dc3c3a12e8ae486595bd14bc944e9976] Score = 0
                [2016.06.18-12.00.21:630][586]UT:Verbose: UpdateMatch: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA]
                [2016.06.18-12.00.32:626][939]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = the_ROCK.šr [8ca99332d901428592a392d8ba6c614e] Score = 0
                [2016.06.18-12.00.32:627][939]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = Grandpa_J.šr [dc3c3a12e8ae486595bd14bc944e9976] Score = 0
                [2016.06.18-12.00.32:628][939]UT:Verbose: UpdateMatch: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA]
                [2016.06.18-12.00.42:628][171]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = the_ROCK.šr [8ca99332d901428592a392d8ba6c614e] Score = 0
                [2016.06.18-12.00.42:629][171]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = Grandpa_J.šr [dc3c3a12e8ae486595bd14bc944e9976] Score = 0
                [2016.06.18-12.00.42:630][171]UT:Verbose: UpdateMatch: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA]
                [2016.06.18-12.00.52:306][361]UT: BEGIN GAME GameType: FreezeTag_C_0
                [2016.06.18-12.00.52:307][361]UT: Difficulty: 0.000000 GoalScore: 10 TimeLimit (sec): 900
                [2016.06.18-12.00.52:309][361]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
                [2016.06.18-12.00.52:503][362]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.53:632][499]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = the_ROCK.šr [8ca99332d901428592a392d8ba6c614e] Score = 0
                [2016.06.18-12.00.53:632][499]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = Grandpa_J.šr [dc3c3a12e8ae486595bd14bc944e9976] Score = 0
                [2016.06.18-12.00.53:634][499]UT:Verbose: UpdateMatch: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA]
                [2016.06.18-12.00.55:990][786]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
                [2016.06.18-12.00.55:992][786]UT: UpdatePlayersPresence: AllowJoin: 1 1 1
                [2016.06.18-12.00.55:995][787]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.56:102][800]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.56:205][812]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.00.56:312][825]LogOnline: MCP: Sending UpdateInternetSession request. url=https://ut-public-service-prod10.ol.epicgames.com/ut/api/matchmaking/session/4b7adad4d4d444ca80a053be846691fb, json=<Payload>
                [2016.06.18-12.01.04:631][837]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = the_ROCK.šr [8ca99332d901428592a392d8ba6c614e] Score = 0
                [2016.06.18-12.01.04:631][837]UT:Verbose: UpdatePlayer: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA] Player = Grandpa_J.šr [dc3c3a12e8ae486595bd14bc944e9976] Score = 0
                [2016.06.18-12.01.04:632][837]UT:Verbose: UpdateMatch: Instance 1 [B607208B4EC791D5A5B8A193EE2024EA]
                [2016.06.18-12.01.10:706][556]UT:Verbose: Flak_Shard_Main_C_0::Proces**** fake 0 has master 0 has fake 0 OtherActor:FreezeTagCharacter_C_1
                [2016.06.18-12.01.10:846][573]UT:Verbose: BP_Rocket_Projectile_C_0::Proces**** fake 0 has master 0 has fake 0 OtherActor:SM_Chill_Proto_Floor_03_6
                [2016.06.18-12.01.11:837][691]UT:Verbose: Flak_Shard_Main_C_1::Proces**** fake 0 has master 0 has fake 0 OtherActor:FreezeTagCharacter_C_1
                [2016.06.18-12.01.11:959][705]UT:Verbose: BP_Rocket_Projectile_C_1::Proces**** fake 0 has master 0 has fake 0 OtherActor:SM_Chill_Proto_Floor_03_6
                [2016.06.18-12.01.12:039][705]LogWindows:Error: === Critical error: ===
                Fatal error!






                [2016.06.18-12.01.12:041][705]LogExit: Executing StaticShutdownAfterError
                [2016.06.18-12.01.12:063][705]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
                [2016.06.18-12.01.12:064][705]LogPhysics:Warning: PHYSX: ..\..\PhysX\src\NpScene.cpp (2946) 8 : PxScene::unlockWrite() called without matching call to PxScene::lockWrite(), behaviour will be undefined.
                [2016.06.18-12.01.12:066][705]LogWindows: FPlatformMisc::RequestExit(1)
                [2016.06.18-12.01.12:066][705]Log file closed, 06/18/16 12:01:12
                Last edited by the_ROCK; 06-17-2016, 01:19 PM.

                Comment


                  #83
                  It seems it's tied to the projectiles that hit bots, it's the same as the crash that happens when cooking with UAT. Honestly this bug has plagued FT for the latest 3 builds.
                  I have two days off from work, so I will see what I can do about it. Thanks for the log!

                  I'm on GMT+3 but my free hours vary, as my work has shifts. I usually try to hang out on the GlobalGamers IRC on the #UnrealTournament channel, so you can find me there whenever I am available.
                  > FreezeTag [Blueprint]
                  > Reimagining of Greed [BluePrint]
                  > Avarice, a DM-variant of Greed [BluePrint]

                  Comment


                    #84
                    Noted, and appreciated.

                    Comment


                      #85
                      I'm afraid not. I'd also like to take this opportunity to inform that all of my projects will be entering a hiatus. (But they are definitely not abandoned, development will resume once certain conditions have been met)
                      As is the case with Urgamanix and his projects, I too was experiencing alot of struggle trying to keep up with constantly fixing things that each new build broke in the blueprints. (and to be honest, time is very precious, as I don't have all that much of it anymore)
                      Consecutively, I'm going to need things to solidify a little bit more, before I continue with the development.
                      As Urgamanix admitted, it's also noteworthy that recent releases like Overwatch have had a considerable impact on the UT playerbase; making things harder when barely anyone playtests the prototype.
                      Last edited by FrostbyteGR; 08-17-2016, 01:52 PM.
                      > FreezeTag [Blueprint]
                      > Reimagining of Greed [BluePrint]
                      > Avarice, a DM-variant of Greed [BluePrint]

                      Comment


                        #86


                        FreezeTag v1.2 Changelog:

                        General:
                        • The GameMode is now compatible with 4.15-based builds.


                        Bugfixes:
                        • Cooking the GameMode via RunUAT.bat will no longer cause any in-game crashes.


                        Gameplay:
                        • Fixed an issue that would prevent thawing frozen teammates on the new build.


                        User Interface:
                        • The HUD Overlay is being properly displayed again.
                        • Improved the HUD Overlay visibility code.
                        Last edited by FrostbyteGR; 03-12-2017, 03:07 PM.
                        > FreezeTag [Blueprint]
                        > Reimagining of Greed [BluePrint]
                        > Avarice, a DM-variant of Greed [BluePrint]

                        Comment


                          #87
                          Ohh i can't wait for an update! I love playing freezetag on UT3! i didn't expect someone making this gamemode on UT4!

                          Comment


                            #88
                            I have a few things I have asked the UT dev team about, and I haven't heard back from them, that's why the update has been delayed.

                            The latest update contains support for the warm up mechanic of the game, and there's currently an issue* when team-switching occurs during that phase.
                            Ideally I would've liked to release it with that issue fixed.. but I guess I will have to release it anyways and just list the problem under the known issues section.

                            I'll see if I can update this on the weekend.

                            PS:
                            *I've managed to circumvent it by utilizing (what I'd consider) an ugly hackjob.. It will generate errors on the console, but should otherwise work fine for the most part..
                            Still waiting on those preTeamSwitch and postTeamSwitch notifications/events that I've requested 3.5 months ago..
                            Last edited by FrostbyteGR; 07-20-2017, 06:35 PM.
                            > FreezeTag [Blueprint]
                            > Reimagining of Greed [BluePrint]
                            > Avarice, a DM-variant of Greed [BluePrint]

                            Comment


                              #89
                              FreezeTag v1.3 Changelog:

                              General:
                              • The GameMode is now compatible with the 3525360 build.


                              Performance:
                              • Done away with most of the GetAllActorsOfClass functions, wherever possible, in the code. It should perform a little faster now.
                              • Massive code cleanup and some improvements to the Spectator subsystem.


                              Warm Up:
                              • Added support for the Warm Up game mechanic. The following subsystems have been affected (report bugs if you find any):
                                • HUD Overlay Visibility
                                • Round Timer String
                                • Team Switching
                                • Player Spawning
                                • Player Freezing
                                • Player Thawing
                                • Thawing Sounds
                                • Thawing Percentage Interpolated Calculations
                                • Inventory Re-acquisition when in Arena Mode


                              User Experience:
                              • Players who join-in or switch teams during a round startup sequence, will also be forced to wait until the next round. This ensures that everyone has the same amount of time available, when preparing for a round.


                              Audio:
                              • Hit sounds have been added to the GameMode. Let me know if you also want an option to turn them off.

                              > FreezeTag [Blueprint]
                              > Reimagining of Greed [BluePrint]
                              > Avarice, a DM-variant of Greed [BluePrint]

                              Comment

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