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Update Requests for 227 (Read 11109 times)
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Re: Update Requests for 227
Reply #20 - 08/25/11 at 19:07:46
 
Turboman wrote on 08/19/11 at 18:57:44:
UED:
  • Fix the editor destroying random geometry! whenever i'm copying/vertex editing/exporting a brush, sometimes the editor randomly decides to shift a vertex by 0.0001 uu, creating giant bsp holes, breaking texturing, and... well...poop hits the fan.
    *dots mentioned this was some kind of a floating point calculation error

    UT/etc had this issue too, but far less prevalent, atleast in there i can copy paste a brush 10 times, and expect one to go wrong, in 227 it goes wrong half the time!
  • Fix exporting to brush .u3d format, some brushes refuse to import anymore, maybe related to the previous brush related problem?

Seems I need more details or an example for this, it doesn't seem to do for me (yet), but you know I'm no mapper, so probably I just miss something yet in my tests...
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Re: Update Requests for 227
Reply #21 - 08/25/11 at 20:33:11
 
Wouldn't it be related to the bsp clipping bug that still gets some vertices off the grid ? (though it's far less prevalent now)
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Re: Update Requests for 227
Reply #22 - 08/31/11 at 11:23:45
 
I can pm a sample map consisting of two brushes (a room and an object inside it), with simple instructions to copy/paste a brush, it will destroy the map (or brush) Cheesy
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Re: Update Requests for 227
Reply #23 - 08/31/11 at 14:40:03
 
As for clipping : create a 256*256*256 brush, take your clipping tool, drop 3 markers, clip, cut and past in the notepad to see unaligned vertices.

The bug was present in 227g, mostly fixed as far as 2D clipping is concerned in 227h (though it still comes up from time to time). 3D Clipping however, remains this way.
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Re: Update Requests for 227
Reply #24 - 08/31/11 at 18:42:30
 
Turboman wrote on 08/31/11 at 11:23:45:
I can pm a sample map consisting of two brushes (a room and an object inside it), with simple instructions to copy/paste a brush, it will destroy the map (or brush) Cheesy


Sounds like exactly what I need.

@Hellkeeper, k thx Wink
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Re: Update Requests for 227
Reply #25 - 09/04/11 at 16:06:07
 
On the shadow cap thing...i'd recommend possibly a warning window when selecting high or ultra high (though ultra high has been removed already i believe)...so then just on high since high still effects performance quite a bit...just a simple warning message saying "this will effect your performance greatly, do u still wish to process [yes] - [no]" etc =P

other than that...the only other thing i have to report which really bothers me is the playerpawns view rotation attaching itself to movers rotation when you're standing on something...and i know for rotating  left and right yeah...but up and down?  this completely screws up trying to look / aim, especially directly straight up and down (where the camera starts flipping out and spinning widly)...i also find it a bit unrealistic honestly...i've stood on platforms IRL that pitched up and down and my view never followed the mover like that rofl Tongue

it screws up my boat level too...which basically i have a giant boat as a mover rocking back and forth and side to side slightly, however again, with 227h, i cant really look up or down now Tongue
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Re: Update Requests for 227
Reply #26 - 09/10/11 at 11:57:25
 
Correct me if i'm wrong, but i think there is an option in the mover defaultproperties to disable that behavior.

I actually welcome the new mover handling for some situations, now proper train/rollercoaster rides are possible in unreal Cheesy
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Re: Update Requests for 227
Reply #27 - 09/11/11 at 16:06:21
 
Turboman wrote on 09/10/11 at 11:57:25:
Correct me if i'm wrong, but i think there is an option in the mover defaultproperties to disable that behavior.

I actually welcome the new mover handling for some situations, now proper train/rollercoaster rides are possible in unreal Cheesy




That's true.  But I believe it'd be better suited as an option you can turn on within the mover properties for such an occasion...not one that you must turn off =P
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Re: Update Requests for 227
Reply #28 - 09/13/11 at 21:31:17
 
I was looking for some information about mouse acceleration and such and accidentally I stumbled upon the explanation (or at least a partial one) for the bug where launching Unreal enables mouse acceleration:

http://donewmouseaccel.blogspot.com/2010/03/markc-windows-7-mouse-acceleration-f...

And just for reference, here are some previous bug reports that noted this bug:
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1302077117/64#64
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1303912775/0#0
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1302265127/32#32

I'm not sure if this will help fix the bug (and if it's even possible), but at least it sheds a light on the issue.
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Re: Update Requests for 227
Reply #29 - 09/20/11 at 17:40:17
 
Turboman wrote on 08/19/11 at 18:57:44:
UED:
  • Fix the editor destroying random geometry! whenever i'm copying/vertex editing/exporting a brush, sometimes the editor randomly decides to shift a vertex by 0.0001 uu, creating giant bsp holes, breaking texturing, and... well...poop hits the fan.
    *dots mentioned this was some kind of a floating point calculation error

    UT/etc had this issue too, but far less prevalent, atleast in there i can copy paste a brush 10 times, and expect one to go wrong, in 227 it goes wrong half the time!
  • Fix exporting to brush .u3d format, some brushes refuse to import anymore, maybe related to the previous brush related problem?

For the copy and paste- I tried a couple of times with your testmap and it happened only once to me that it did that. Strange enough, after adding a logmessage it didn't happen at all anymore!
The idea is now- maybe due to being selected and having still the mouse in hand it could be that a slight movement in the right moment when pressing ctrl+v causes this weird glitch. To verify this idea try please copy and paste with the menu instead of ctrl+c/ctrl+v

The u3d problem seems to be rather old and no 227 specific problem. It's even mentioned in the BU wiki as non working. What is the clue with it anyway? I mean, import/export works flawlessly and currently I don't even see its purpose (the related function behind makes no sense either...). Currently I have no idea yet how to fix since I don't get how it is supposed to work any different from import/export.
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Re: Update Requests for 227
Reply #30 - 09/21/11 at 21:05:51
 
Well as for the copy paste issue, i'm a keyboard hotkey whore, i've never actually tried the menu option Tongue
But glad its solved (mostly right?) and the menu alternative seems to work better, i don't mind finding another method as long as it works! Wink

As for .u3d, well generally i don't really need it, but because export/import messes up as well like copy/paste did, i wanted to try the alternative.

Will need to verify when i'm near my pc (which is 100 miles away right now Tongue )




So in my search for glitches i've found a few other things that might need to be looked into (not really high priority stuff)
  • UED: the merge poly's feature of brushes doesn't seem to affect movers, infact when converting a "merged" brush to a mover, it decides to split the surface up anyway.
  • UED: copy polygons to brush from a mover, and placing it as a brush causes a UED crash, this only happens on some more complex movers and its pretty random... also present in UED1, UT, and any unreal engine 1 game.
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« Last Edit: 09/21/11 at 21:10:55 by Turboman »  
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Re: Update Requests for 227
Reply #31 - 09/22/11 at 04:40:50
 
From what I gather, U3D is the same as T3D, except that the former exports a single brush, while the latter exports the whole level.
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Re: Update Requests for 227
Reply #32 - 09/22/11 at 05:51:29
 
Turboman wrote on 09/21/11 at 21:05:51:
Well as for the copy paste issue, i'm a keyboard hotkey whore, i've never actually tried the menu option Tongue
But glad its solved (mostly right?) and the menu alternative seems to work better, i don't mind finding another method as long as it works! Wink

Well, I'm not entirely sure, since I was not able to really produce it reliably. This again only speaks for my theory, but really needs confirmation.

GreatEmerald wrote on 09/22/11 at 04:40:50:
From what I gather, U3D is the same as T3D, except that the former exports a single brush, while the latter exports the whole level.

Yes, that's my impression too, but that makes it's purpose only more questionable...
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Re: Update Requests for 227
Reply #33 - 09/22/11 at 08:07:20
 
GreatEmerald wrote on 09/22/11 at 04:40:50:
From what I gather, U3D is the same as T3D, except that the former exports a single brush, while the latter exports the whole level.


No..?

What's sad is that it takes all of 15 seconds to verify this. I tried exporting both and there is an immediate difference. U3D is a binary file, T3D is plaintext. There are probably other differences.
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Re: Update Requests for 227
Reply #34 - 09/22/11 at 11:14:30
 
Quote:
GreatEmerald wrote on 09/22/11 at 04:40:50:
From what I gather, U3D is the same as T3D, except that the former exports a single brush, while the latter exports the whole level.


No..?

What's sad is that it takes all of 15 seconds to verify this. I tried exporting both and there is an immediate difference. U3D is a binary file, T3D is plaintext. There are probably other differences.


still he is not wrong with that Wink
Of course is u3d a binary and no plaintext which is a huge (obvious) difference and this would be only more of a disadvantage compared to regular export if you ask me- but it indeed the code shows it tries to export it as whole package, just like a level. Obviously this fails, but it gives me no idea why they implemented it at all.
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« Last Edit: 09/22/11 at 11:16:42 by Smirftsch »  

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Re: Update Requests for 227
Reply #35 - 09/22/11 at 11:58:44
 
They could have planned many things that were never implemented : in-game building by importing brushes saved as binaries, etc.
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Re: Update Requests for 227
Reply #36 - 09/22/11 at 18:12:21
 
Admin edit: This message was removed by request.
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« Last Edit: 09/29/11 at 07:30:47 by Smirftsch »  
 
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Re: Update Requests for 227
Reply #37 - 09/29/11 at 07:30:12
 
Turboman wrote on 09/21/11 at 21:05:51:
Well as for the copy paste issue, i'm a keyboard hotkey whore, i've never actually tried the menu option Tongue
But glad its solved (mostly right?) and the menu alternative seems to work better, i don't mind finding another method as long as it works! Wink

As for .u3d, well generally i don't really need it, but because export/import messes up as well like copy/paste did, i wanted to try the alternative.

Will need to verify when i'm near my pc (which is 100 miles away right now Tongue )




So in my search for glitches i've found a few other things that might need to be looked into (not really high priority stuff)
  • UED: the merge poly's feature of brushes doesn't seem to affect movers, infact when converting a "merged" brush to a mover, it decides to split the surface up anyway.
  • UED: copy polygons to brush from a mover, and placing it as a brush causes a UED crash, this only happens on some more complex movers and its pretty random... also present in UED1, UT, and any unreal engine 1 game.


Any news about this?
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Re: Update Requests for 227
Reply #38 - 10/25/11 at 00:16:20
 
• Bigger Translator doesn't seem to work online?

• Possible addon to Unrealed, favourite actors tray, you can add an actor to your favourite tray which will appear in the right click menu when you right click on a surface. This would make it easier to place 4 different commonly used classes without searching through the broswer.

•Distance fog doesnt seem to render on modulated surfaces?

•Fix the bug where in any non-software renders in Ued where it will select the skybox surface when clicking on an actor or surface infront of it. Gets really annoying when editing outside maps, so then I have to change the renderer.
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Re: Update Requests for 227
Reply #39 - 10/25/11 at 07:23:51
 
Hyzoran wrote on 10/25/11 at 00:16:20:
• Bigger Translator doesn't seem to work online?

It does, just some mods running on the servers prevent it from working.

Hyzoran wrote on 10/25/11 at 00:16:20:
• Possible addon to Unrealed, favourite actors tray, you can add an actor to your favourite tray which will appear in the right click menu when you right click on a surface. This would make it easier to place 4 different commonly used classes without searching through the broswer.

There is something like that already, in the right mouse button menu. The actors can be chosen in UnrealED.ini section [ContextMenuClassAdd]

Hyzoran wrote on 10/25/11 at 00:16:20:
•Distance fog doesnt seem to render on modulated surfaces?

definitely should work, this went through a long series of tests. Can you give me an example map? Unless you mixed it up with vertex fog, that causes a lot of problems in different situations.

Hyzoran wrote on 10/25/11 at 00:16:20:
•Fix the bug where in any non-software renders in Ued where it will select the skybox surface when clicking on an actor or surface infront of it. Gets really annoying when editing outside maps, so then I have to change the renderer.


It required a lot of work to even make selection work at all with GL and D3D9. Softdrv uses a lot of hacks internally for all the selections. I'm not sure if it can be improved much, but I'll have a look (have to admit that I didn't notice that, but I'm hardly mapping so that's not surprising)
Wink

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