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Update Requests for 227 (Read 11102 times)
Hyzoran
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Re: Update Requests for 227
Reply #40 - 10/25/11 at 19:59:41
 
If its possible, another nice feature would be to be able to assign footstep sounds to a surface in a map rather than on the textures this would allow players to add sounds without having to make whole new texture sets.
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Re: Update Requests for 227
Reply #41 - 10/25/11 at 20:56:51
 
technically possible but would break compatibility. So no option Sad
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Re: Update Requests for 227
Reply #42 - 11/03/11 at 00:32:22
 
Ogg vorbis support for Sounds (Music has ogg support but not sounds wtF?)

I just noticed this after 2.5 years of mapping with 227 :\
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« Last Edit: 11/03/11 at 00:51:09 by Hyzoran »  

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Re: Update Requests for 227
Reply #43 - 11/04/11 at 13:39:49
 
According to Smirf you can import nearly any kind of waves now, somehow maybe also compressed waves and not only those PCM thingies. But I told him .. last year .. I guess this as well, ogg sound import would not be a bad idea at all. Otherwise nobody will ever know about a possibility not to use those old 8 bit mono sounds only.
Edit: Sometimes you have to make your point more clearly, otherwise the Ed would still not have DDS texture import. Mappers and programmers: Two different worlds with steady conflicts. Peace? Impossible!^^
Edit 2: But now I mean to remember he said something about possible issues and it would not be the same as like with the music.
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« Last Edit: 11/04/11 at 13:42:47 by creavion »  

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Re: Update Requests for 227
Reply #44 - 11/04/11 at 20:46:51
 
Only issue would be that Galaxy would instantly crash I think. Though, in the galaxy src I have there's support for oggs and compressed WAV, but it's unstable as hell in Unreal for some reason.

I'll run a test later with Oggs as sounds if I can remember to.
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Re: Update Requests for 227
Reply #45 - 11/05/11 at 12:01:43
 
and despite the galaxy issues-  I see some real advantage for music, but very little for sounds. Soundfiles are not so incredibly huge that they need to be compressed in my eyes. I really think its not worth the time and work to implement it.
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« Last Edit: 11/05/11 at 12:04:58 by Smirftsch »  

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Re: Update Requests for 227
Reply #46 - 11/05/11 at 22:55:26
 
In 227h, only FMod automatically detects ogg files and plays them back correctly. ALAudio horribly corrupts/distorts and Galaxy just crashes.
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Re: Update Requests for 227
Reply #47 - 11/06/11 at 00:48:34
 
Smirftsch wrote on 11/05/11 at 12:01:43:
and despite the galaxy issues-  I see some real advantage for music, but very little for sounds. Soundfiles are not so incredibly huge that they need to be compressed in my eyes. I really think its not worth the time and work to implement it.


Well there are some uses for very long looping sound effects, I just imported rain effects for my map and the map size went from 1.2mb to 10mbs, I trued reducing quality and size but now its 5 mbs

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Re: Update Requests for 227
Reply #48 - 11/06/11 at 09:17:03
 
you can make this a very small soundfile and use wav loop points. In 227h this only works in galaxy correctly yet, but in 227i this is fixed for both OpenAL and FMod too.
To make loop points you can use the free tool wavosaur http://www.wavosaur.com.
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Re: Update Requests for 227
Reply #49 - 11/08/11 at 21:28:14
 
An option to choose for Ued 1 would be so damn cool...

troll.
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Re: Update Requests for 227
Reply #50 - 11/09/11 at 06:14:52
 
What's wrong with 2.1? Help make it better please Smiley

That said, it's probably easier to help fix 2.1 than it is to even compile UED1 on newer visual studios. I can imagine the 900 errors, 329487234923 warnings messages already.
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Re: Update Requests for 227
Reply #51 - 11/09/11 at 07:32:39
 
porting UED1 is entirely out of question, the old Visual Basic code can't be taken over to new visual studio's without rewriting big parts of the code - and I have no intentions to mess with VB again, sorry.
But like Casey said already- what do you miss? I mean, I know people get used to things and also to UED1, which of course is a unique tool and once you got used to its behavior you can work with it without much trouble, but honestly- it also lacks so many things, can crash so easily...
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« Last Edit: 11/09/11 at 07:36:00 by Smirftsch »  

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Re: Update Requests for 227
Reply #52 - 11/09/11 at 10:43:39
 
List of things I miss (or couldn't find) in Ued2.1:
  • Auto-indent when going to a new line when scripting.
  • F7 to rebuild a changed script.
  • CTRL+F to find stuff in your script.
  • Find And Replace in the Find.. window.
  • When you load a mod it might be useful to automatically select it in the save list, since I keep forgetting that.
  • The + that marks the selected vertex in 3d view.
  • When making let's say a cube, you can't add something like "512+256" in the Height/Width/Length boxes.
  • Can't resize the View Windows.


I'm just raging a bit because I just can't get used to it. Tryed building a map but 25 brushes and some custom snow took me twice as long to make. Closed editor after 5 minutes everytime I tryed working on it XD
P.S.: Casey your sig's gif lags my pc :X
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« Last Edit: 11/09/11 at 10:49:04 by Bleeder91[NL] »  
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Re: Update Requests for 227
Reply #53 - 11/09/11 at 12:31:50
 
Smirftsch, do you have any plans to port Window system to gtk/qt/wx/whatever?
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Re: Update Requests for 227
Reply #54 - 11/09/11 at 18:34:45
 
Bleeder91[NL] wrote on 11/09/11 at 10:43:39:
List of things I miss (or couldn't find) in Ued2.1:
    [1]Auto-indent when going to a new line when scripting.
    [2]F7 to rebuild a changed script.
    [3]CTRL+F to find stuff in your script.
    [4]Find And Replace in the Find.. window.
    [5]When you load a mod it might be useful to automatically select it in the save list, since I keep forgetting that.
    [6]The + that marks the selected vertex in 3d view.
    [7]When making let's say a cube, you can't add something like "512+256" in the Height/Width/Length boxes.
    [8]Can't resize the View Windows.

P.S.: Casey your sig's gif lags my pc :X

1) if smirf pulls up the event for key press I might be able to code this
2) sweeney is an idiot, you can hit f7 when a viewport is selected to compile scripts (I suppose it might be possible to fix this but I literally know nothing of UED systems)
3) see above(except you cant search for anything in viewport lol)
4) Should be possible to do but I don't really know how easily this is done to add UI elements.
5) This might cause people to save things they didn't want to
6) They should be there if you're using software renderering
7) Whats that even do? It's probably a relatively simple fix.
8) view->viewports->floating (Not as good as UED1 but there's probably too many implementation changes to get it how it used to be)

@ my sig gif, adblock that shit! I didn't think it could lag anyone's computer. Maybe it's being auto resized Sad
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Re: Update Requests for 227
Reply #55 - 11/09/11 at 20:07:32
 
naw was just a crap computer at school, windows 98 ftl.
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Re: Update Requests for 227
Reply #56 - 11/10/11 at 14:50:01
 
something i would like to see is a error message with ''this a 24bits .bmp, importing this may cause the editor to crash'' when importing a 24bits .bmp file. version 2.0 could load these things without problems (exept that you cant make masked textures) and if 2.1 cant to that thats fine with my but does it really have to crash the whole program? i use a program that doesnt save the settings of the .bmp file so often do i think i saved it as 8bits but when i import does it appear to be 24bits and do i lose al my unsaved progress Angry
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Re: Update Requests for 227
Reply #57 - 11/10/11 at 15:46:40
 
roland285 wrote on 11/10/11 at 14:50:01:
something i would like to see is a error message with ''this a 24bits .bmp, importing this may cause the editor to crash'' when importing a 24bits .bmp file. version 2.0 could load these things without problems (exept that you cant make masked textures) and if 2.1 cant to that thats fine with my but does it really have to crash the whole program? i use a program that doesnt save the settings of the .bmp file so often do i think i saved it as 8bits but when i import does it appear to be 24bits and do i lose al my unsaved progress Angry

I really don`t wonder, but it really seems only a very few people are really able to use this upgraded engine. If you have no knowledge about images with alpha and how to create them, thats somehow a problem then.
Obviously you are doing something wrong, because 24bit and 32bit bmps are fully supported without any (for me known) limit.
Before I come with a wall of text: what program are you using? For smaller conversations I am using Xnview now for countless years.
Besides: 24 bit and mask? Forget about it.
True colour textures need an alpha channel (which results in 32 bit). And that what you think is actually DXT1 with 1bit alpha but in times of this updated engine not really requiered anymore.
You should consider to learn the basics of creating textures with alpha and stuff. Paint is unable to solve that in any way.
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« Last Edit: 11/10/11 at 16:10:43 by creavion »  

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Re: Update Requests for 227
Reply #58 - 11/12/11 at 11:26:58
 
i use PhotoStudio and i am not really complaining or anything, it is just annoying that the editor crashes when i forgot to change the format to 8-bit. other than that did i never had any restictions with masked textures. i mostly edit the textures of the game to change the color or something. but its strange that the 24bit crashes only occur on my computer.

and no, i am not really good at all of those types and formats of images, but i did never had any problems with that until i installed 227H.
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Re: Update Requests for 227
Reply #59 - 11/12/11 at 12:12:08
 
well, that's indeed weird, since ued2.1 supports even more formats, 8, 24 and 32bpp bmp- without any known issues so far. so whats the crash of yours?
This definitely should not be able to crash the editor in any case, please file a bug report with all possible related information and what you are doing, including the crashlog Wink

Edit: just tried myself with a 24bpp bmp and no issues whatsoever. Maybe just upload some example image of yours for me to verify.
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« Last Edit: 11/12/11 at 12:28:09 by Smirftsch »  

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