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Hot Topic (More than 10 Replies) High detail actors of dispersion pistol lasers (Read 5769 times)
Wester547
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High detail actors of dispersion pistol lasers
Nov 12th, 2009 at 7:16pm
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I hope this isn't a doltish question. ^^;

Does anybody recollect the high detail actors that the dispersing particles of the dispersion pistol would have in the much older builds of the original game (Unreal), only seen in software rendering and Glide, to my recollection? Does anybody know why they were omitted from the game outside of performance reasons, and if they would be liked enough to ever return to any future version of Unreal that you're plugging at?

I allude to these:

http://i36.tinypic.com/2ihvtrc.jpg

Any feedback is deeply appreciated in whole.
  
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Re: High detail actors of dispersion pistol lasers
Reply #1 - Nov 12th, 2009 at 8:08pm
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I should elaborate a little.

These effects still exist, it's just that their DrawType is not set properly.. (e.g. they're set to the Effects default of DT_None for some reason).

They should appear if you set their DrawType back to DT_Mesh while in-game.. correct me if I'm wrong here, but that's just how I remembered when I touched 224, 225f, 226b gold and 226f.

Also, I think their sprites are not setup properly, which may also be why they don't appear, but they do indeed spawn in-game I think... They're just not visible due to the display properties not being set properly since 224v.
  

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Wester547
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Re: High detail actors of dispersion pistol lasers
Reply #2 - Nov 13th, 2009 at 2:33am
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Is it okay if I ask how DrawType would be changed on the fly, in-game? ^^;;
  
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Re: High detail actors of dispersion pistol lasers
Reply #3 - Nov 13th, 2009 at 3:18am
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Try typing set SmallSpark DrawType DT_Mesh into your console (either ~ or tab), then pressing enter.
  

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Wester547
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Re: High detail actors of dispersion pistol lasers
Reply #4 - Nov 13th, 2009 at 4:13am
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That didn't do anything. O.O But thanks anyway. Is there another way to do it, or does anybody else know if that's correct?
  
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Re: High detail actors of dispersion pistol lasers
Reply #5 - Nov 13th, 2009 at 10:46pm
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For 227g:

Change DispersionAmmo.uc from:

Code
Select All
simulated function Tick(float DeltaTime)
{
	if ( Physics != PHYS_None )
		LifeSpan = 0.7;
} 



To:

Code
Select All
var float Count;

[...]

simulated function Tick(float DeltaTime)
{
	local SmallSpark Sparkle;

	if ( Physics != PHYS_None )
		LifeSpan = 0.7;

	Count += DeltaTime;
	if ( (Count>(0.05+FRand()*0.05)) && (Level.NetMode!=NM_DedicatedServer) )
	{
		Sparkle = Spawn(ParticleType);
		Sparkle.RemoteRole = ROLE_None;
		Count=0.0;
	}
} 



Wink
  

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Re: High detail actors of dispersion pistol lasers
Reply #6 - Nov 17th, 2009 at 6:26am
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olweapons mutator
  
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Wester547
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Re: High detail actors of dispersion pistol lasers
Reply #7 - Nov 18th, 2009 at 9:15am
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Thanks very much, the old weapons mutator worked very nicely... but does anyone know if there's a way to get the explosions sound more as they did in the old build of the game? Or for the game to default to using the old weapons sounds? (such as in Vortex 2, where the Skaarj tearing asunder the crew is only heard in automag clips of brevity) Not to be too demanding (and abruptly being off-topic to this thread of discussion, I know, many apologies). ^^;
  
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Re: High detail actors of dispersion pistol lasers
Reply #8 - Nov 19th, 2009 at 11:48pm
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For "older" sound, try setting a lower sample rate in Advanced options -> Audio -> (Your audio driver) -> SampleRate, or something between those lines.

I don't mean to go off topic now, but dude are you like Japanese using an ultra leet translator? Where do you get all those weird words from? Huh
  

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Re: High detail actors of dispersion pistol lasers
Reply #9 - Nov 24th, 2009 at 1:34am
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Sorry, I'll be less verbose.

I don't mean lower quality sound, I mean the sound score of the original game when it was first released. Noticed how the explosion sounds were different by default, along with the weapon sounds? And, of course, how the Dispersion Pistol had a nicer high detail actor sprite. I was wondering if there was any known way to restore those aspects of the game in Build 226b or 227.
  
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Re: High detail actors of dispersion pistol lasers
Reply #10 - Nov 25th, 2009 at 12:07am
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Some sounds I guess you just can't restore automatically - they have been "updated".

If I was you, I'd install a fresh copy of Unreal, with no patch, then copy all the sounds and paste into 227, but keeping the 227 sounds in a different folder in case you want to switch back. If you get any mismatches, first export all sounds and import them back, that will work.
  

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Re: High detail actors of dispersion pistol lasers
Reply #11 - Nov 25th, 2009 at 5:23pm
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Wester547 wrote on Nov 24th, 2009 at 1:34am:
Sorry, I'll be less verbose.

I don't mean lower quality sound, I mean the sound score of the original game when it was first released. Noticed how the explosion sounds were different by default, along with the weapon sounds? And, of course, how the Dispersion Pistol had a nicer high detail actor sprite. I was wondering if there was any known way to restore those aspects of the game in Build 226b or 227.


Hey somebody should add this to 227's OldWeapons mod:
Code
Select All
function bool ReplaceWith(actor Other, string aClassName)
{
	local Actor A;
	local class<Actor> aClass;

	aClass = class<Actor>(DynamicLoadObject(aClassName, class'Class'));
	if ( aClass != None )
		A = Spawn(aClass,,Other.tag,Other.Location, Other.Rotation);
	if ( Other.IsA('Inventory') && Inventory(Other).myMarker != None )
	{
		Inventory(Other).MyMarker.markedItem = Inventory(A);
		if ( Inventory(A) != None )
			Inventory(A).myMarker = Inventory(Other).myMarker;
		Inventory(Other).myMarker = None;
	}
	if ( A != None )
	{
		A.event = Other.event;
		A.tag = Other.tag;
		A.DrawScale = Other.DrawScale;
		A.Style = Other.Style;
		return true;
	}
	return false;
}
.....
	else if( Other.Class==Class'SpriteBallExplosion'&&ReplaceWith(Other,"OldWeapons.OldSpriteBallExplosion"))
			Return False;
.....
 


And turn SpriteBallExplosion.uc bGameRelevant to false.

This turns explosion sound to old one.
..Or just to change the Effectsound1 in Spriteballexplosion somehow.
  
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Re: High detail actors of dispersion pistol lasers
Reply #12 - Nov 28th, 2009 at 1:54pm
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Code
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Class'SpriteBallExplosion'.Default.EffectSound1 = Sound'whatever'; 

in PostBeginPlay...
  

Shivaxi wrote on Jul 25th, 2013 at 12:50pm:
...and now im stuck trying to fix everything you broke for the next 227 release xD Tongue

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