Difference between revisions of "Oldunreal 227 UED FAQ"

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== Is Unreal Editor 1 (UED1) supported? ==
== Is Unreal Editor 1 (UED1) supported? ==


UED1 will no longer be supported or updated; it was used in all versions before 227, but needed replacing since it was written in Visual Basic, which isn't suited to the task at hand. From 227 onwards UED2 will be used, mainly due to feature enhancements and improved scripts - which was necessary, and a hard decision to make.
UED1 will no longer be supported or updated; it was used in all versions before 227, but needed replacing since it was written in Visual Basic, which isn't suited to the task at hand. From 227 onwards [[UnrealED2|UED2]] will be used, mainly due to feature enhancements and improved scripts - which was necessary, and a hard decision to make.


== Will 227 (UED2) maps be portable? ==
== Will 227 ([[UnrealED2|UED2]]) maps be portable? ==


Maps created with older versions of 227 shouldn't cause problems on newer 227 versions, especially when created using the 227e patch. However, maps made with 227 will not be backwards compatible with earlier versions of Unreal.
Maps created with older versions of 227 shouldn't cause problems on newer 227 versions, especially when created using the 227e patch. However, maps made with 227 will not be backwards compatible with earlier versions of Unreal.
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== What changes are in 227 (UED2)? ==
== What changes are in 227 (UED2)? ==


Almost everything requested, especially for server admin and mappers/scripters, has already been added, most work now goes towards finalizing these features. We may strip the UScript based ParticleEmitter because the native C++ version requires a lot less CPU time, but we will probably keep it since the added flexibility may prove useful, and it doesn't cause any real harm anyway.
Almost everything requested, especially for server admin and mappers/scripters, has already been added, most work now goes towards finalizing these features. We may strip the UScript based ParticleEmitter because the native C++ version requires a lot less CPU time, but we will probably keep it since the added flexibility may prove useful, and it doesn't cause any real harm anyway. For more informations, see the [[UnrealED2|dedicated page]].  
A detailed listing about all fixes and additions are in the release notes [[227_release_notes]].
A detailed listing about all fixes and additions are in the [[227_release_notes|release notes]].


The development is closed now, no additions (or only very few) will be added until 227f.
The development is closed now, no additions (or only very few) will be added until 227f.


227f contains a lot of fixes for UED2, it works pretty well now, although it still needs more testing to be sure that everything works, but I'm mostly satisfied with the work so far. Try it, if you have not done so already, I love to work with it already.
227f contains a lot of fixes for UED2, it works pretty well now, although it still needs more testing to be sure that everything works, but I'm mostly satisfied with the work so far. Try it, if you have not done so already, I love to work with it already (everyone does). For informations on the new possibilities, see [[Mapping#227 Specific features|the tutorials]]


This means that if you create maps with 227f, all 227 players should be able to play them.
This means that if you create maps with 227f, all 227 players should be able to play them.

Revision as of 18:17, 23 August 2009

Is Unreal Editor 1 (UED1) supported?

UED1 will no longer be supported or updated; it was used in all versions before 227, but needed replacing since it was written in Visual Basic, which isn't suited to the task at hand. From 227 onwards UED2 will be used, mainly due to feature enhancements and improved scripts - which was necessary, and a hard decision to make.

Will 227 (UED2) maps be portable?

Maps created with older versions of 227 shouldn't cause problems on newer 227 versions, especially when created using the 227e patch. However, maps made with 227 will not be backwards compatible with earlier versions of Unreal.

What version should I map with?

Maps created with 227 may work on older versions once the LevelSummary is stripped out (same problem as with UGold maps) but I recommend not trying that. If you use any of 227's new features it won't work on older versions anyway.

In short, if you need your maps to be playable on all versions of Unreal, you should continue mapping with 225, if however you want to use the new features, 227 is the way to go.

What changes are in 227 (UED2)?

Almost everything requested, especially for server admin and mappers/scripters, has already been added, most work now goes towards finalizing these features. We may strip the UScript based ParticleEmitter because the native C++ version requires a lot less CPU time, but we will probably keep it since the added flexibility may prove useful, and it doesn't cause any real harm anyway. For more informations, see the dedicated page. A detailed listing about all fixes and additions are in the release notes.

The development is closed now, no additions (or only very few) will be added until 227f.

227f contains a lot of fixes for UED2, it works pretty well now, although it still needs more testing to be sure that everything works, but I'm mostly satisfied with the work so far. Try it, if you have not done so already, I love to work with it already (everyone does). For informations on the new possibilities, see the tutorials

This means that if you create maps with 227f, all 227 players should be able to play them.