Cheers for showin' the love and trying to look after us.
I'll keep on rousing the troops whenever I can (There is a big non-English speaking scene I can't help with though).
I am actually a member of some Russian Unreal groups, so I could see if there are any English speaking members who want to come and play
My initial laggyness I cannot recreate, so I'm guessing it was because of my previous D3D9 settings.
The current defaults seem fine for my ATI.
Though I switch off AA for use in UEd, as it lags like hell in wire-frame view.
This was raised with Shadow in the past, and the suggestion was to default off, or make sure the potential slow-down of the view window is documented. Also to tell users that if they have manually set the AA settings in their Windows drivers, this will still be on.
I favour using DX9 for play and GL for UEd, so I don't have to change anything.
nVidia users should do the opposite
I have been using the new renderer instead of the AL, and it has behaved very well on the old nForce2.
It does have EAX 2 HW support so I should test that for a while.
Q: Is there likely to be an entry in the wiki about the new SwFMOD ?
There are many more variables, and it would be handy to have a resource to point people at.
It sounds great with the Chaos mod, as you can hear bullets travelling past your head (hopefully! If you only hear the 1 bullet, you were out of luck).
Q: Does any of the new audio functionality have to be rendered into the map ?
I ask this, as I noticed the reference to ray-tracing when using UEd2.1.
I'll try and kick people over here again to be more useful.
I'm struggling with staying on line at the mo' so trying to run around answering questions I know little about is a pain.
Shadow is obviously interested in the changes made to the video renderer, as he would like to keep in line with the lineage, and I know he keeps a close eye on your work with the engine.
We had a discussion about version info with his SDK renderers, and agreed that it should be embedded like common DLLs.
This will help people identify their installed version, if it is not reported in the log file (which is also recommended).
If you can do the same that would be groovy.
The 2 of you need to chat really.
Q: I am wondering about the EAX zones system in 227i, and if that can be added to UEd via an SDK addon, or whether UEd and UT would need rebuilding ?
We now have the audio capability but no access.
I am guessing UT (game) ignores any of the new EAX tags, if I add them in UEd2.1 ?
After pointing Shadow at one of the Unreal projects (onscreen computers/interactive screens) he said he'd try and add the overlay to UEd, so I know he can get round the lack of access to the source (well that is the point of the SDK I guess).
We don't have the gloriousness of some of the outstanding projects that are growing around your baby (227i), but its getting there.
The SDK UT weapons aren't quite as polished as the Unreal HD weapons project, but that just needs someone to take the baton from Shadow, and "make something Unreal".
His tech-demo map is very impressive. Love the way he has done flames for torches.
Thanks for being such a trooper with your health as it is.
8-) Your work is very welcome.