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suggestion for 227g?
Posted: Thu Mar 04, 2010 1:14 pm
by oZ
default setting
do uplink true
default console, umenu, i see a few people not knowing about this setting like myself just found out about it and have been preaching the word lol.
Re: suggestion for 227g?
Posted: Thu Mar 04, 2010 1:45 pm
by oZ
please? : )
Re: suggestion for 227g?
Posted: Thu Mar 04, 2010 1:53 pm
by GreatEmerald
I think UMenu will be default for UGold installations, that is, 227g final.
Re: suggestion for 227g?
Posted: Thu Mar 04, 2010 2:13 pm
by Marzanna
Default setting for Linux:
LinuxConsoleKey=192(186 by default)
Please, make it 192.
Re: suggestion for 227g?
Posted: Thu Mar 04, 2010 9:24 pm
by Victor Delacroix
Enable another package remap: If S3TC=true, then the game tries to load S3UnrealShare.utx file before loading default UnrealShare textures. This would solve the problem of creating and using S3TC textures in the future.
Re: suggestion for 227g?
Posted: Sat Mar 06, 2010 3:44 am
by GcSkaarj
In this new version, if it is possible, please, try to add some of this requests:
- To have Fog and details textures at the same time.
- To have an attenuation/fade effect when you cross from a fog area to a non-fog area, for prevent the abrupt change (like the SunFadeTimeScale parameter in the SunLightCorona actor)
- To see fog only in the zones that have fog in their parameters.
- To see multiple DistantFog zones at the same time, in other words if you are in a blue fog room, and you cross to a second room that have red fog, when you are in the blue fog room, and you look to the red one, the fog is blue in both rooms.
Thanks
Re: suggestion for 227g?
Posted: Sat Mar 06, 2010 8:21 am
by Smirftsch
- To see fog only in the zones that have fog in their parameters. ?
But well, fog has its limitations and if it would be so easy to just "add it" I would have done it already. We just have certain limitations in the Engine so some things maybe have to stay "as is".
Re: suggestion for 227g?
Posted: Sat Mar 06, 2010 9:31 am
by .:..:
- To see multiple DistantFog zones at the same time, in other words if you are in a blue fog room, and you cross to a second room that have red fog, when you are in the blue fog room, and you look to the red one, the fog is blue in both rooms.
Thats already is in; set one or both zones to have "bZoneBasedFog".
Re: suggestion for 227g?
Posted: Sat Mar 06, 2010 9:34 am
by Pyro
When loading a .U package , maybe point out in the log where its loaded?
Re: suggestion for 227g?
Posted: Sat Mar 06, 2010 3:34 pm
by GcSkaarj
- To see fog only in the zones that have fog in their parameters. ?
But well, fog has its limitations and if it would be so easy to just "add it" I would have done it already. We just have certain limitations in the Engine so some things maybe have to stay "as is".
Well, as Dot´s says, with the parameter bZoneBasedFog you can solve a lot of my requests, (multiple color fogs at the same time, and see fog only in the DistantFog zones).
I understand that work with a old engine is really hard for add new features, because it have their limitations, so some things perhaps will be never be available.
It seems that one of the most difficult things about the fog is the detail texture issue, but I don't know why, in certain angles you can see the fog and the detail textures at the same time, perhaps there is a way to enable both things from that point, like this picture:
(in the middle of the 1° frame, the column doesn't have detail texture, and in the 2° it have)
Thanks, and congratulations for the hard work that you have done.
Re: suggestion for 227g?
Posted: Sun Mar 07, 2010 1:21 pm
by .:..:
To make this clear, detail texture can not be rendered in same time as fog on a surface. On that screenshot you don't see fog on the surface with the detail texture. As soon as you step back to a distance where it will apply even a small piece of fog on it, the detail texture will vanish.
If it really is annoying, disable detail textures.
Re: suggestion for 227g?
Posted: Mon Mar 15, 2010 11:36 am
by Skw
Can't wait for 227g.
Suggestion: Release it.
Re: suggestion for 227g?
Posted: Tue Mar 16, 2010 4:49 pm
by oZ
haha yes
Re: suggestion for 227g?
Posted: Tue Mar 16, 2010 10:51 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Patience, guys...

Rushing just makes things worse.
Re: suggestion for 227g?
Posted: Wed Mar 17, 2010 4:03 am
by oZ
yes i know, patience will perfect 227g.
Re: suggestion for 227g?
Posted: Wed Mar 17, 2010 2:00 pm
by Gizzy
Can't wait for UnrealED 2.1 too!
Re: suggestion for 227g?
Posted: Wed Mar 17, 2010 2:28 pm
by Pyro
Can't wait for UnrealED 2.1 too!
Its awesome 8-)
Re: suggestion for 227g?
Posted: Sun Mar 21, 2010 6:14 pm
by Gizzy
Implement the unusable buttons in the UnrealED 1.0 mesh browser (Polygon view etc.....)
Re: suggestion for 227g?
Posted: Sun Mar 21, 2010 8:03 pm
by Marzanna
Re: suggestion for 227g?
Posted: Tue Mar 23, 2010 2:16 pm
by creavion
Instead of opening a new thread, I`ll post it here (although I told Smirftsch already about that here now)
1. Wanted you to remember to think about this addition in this menu here (at least you told me I should remember you about that again)

2. "Lighting Only" Mode in UED?
An example shot from NyLeve "Dynamic Lighting":

And this would be "Lighting only":
(to fake that effect I simply replaced all textures with a small white only texture)
I see various advantages if that would be included:
It helps a lot of to light out a map, if you are searching for the right colour ranges. At least I have problems with that. If you texture an outdoor themed map with GenEarth textures you maybe know that specially those rock textures are rather dark and can fudge the real lighting in the map. It also helps to find wrong lighted surfaces or even unlighted/black ones.
Re: suggestion for 227g?
Posted: Thu Jun 10, 2010 3:10 am
by Narune
Is that menu from version 227g?
Instead of opening a new thread, I`ll post it here (although I told Smirftsch already about that here now)
1. Wanted you to remember to think about this addition in this menu here (at least you told me I should remember you about that again)

2. "Lighting Only" Mode in UED?
An example shot from NyLeve "Dynamic Lighting":

And this would be "Lighting only":
(to fake that effect I simply replaced all textures with a small white only texture)
I see various advantages if that would be included:
It helps a lot of to light out a map, if you are searching for the right colour ranges. At least I have problems with that. If you texture an outdoor themed map with GenEarth textures you maybe know that specially those rock textures are rather dark and can fudge the real lighting in the map. It also helps to find wrong lighted surfaces or even unlighted/black ones.
Re: suggestion for 227g?
Posted: Thu Jun 10, 2010 5:12 am
by Smirftsch
yep.