Difference between revisions of "Oldunreal 227 UED FAQ"

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== See also ==
== See also ==
*[[Mapping Tips & Tricks]]
*[[Mapping Tips & Tricks]]
[[Category:UnrealEd]]
[[Category:FAQs]]

Revision as of 17:31, 10 September 2011

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. But it is possible to run UED1 and UED2 following this procedure.

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 227f or newer patch. However, maps made with 227 will only be backwards compatible with earlier versions of Unreal when no 227 content is used. However, 100% compatibility can't be guaranteed, so be sure to test the map with older version before you release it. If you want to avoid any trouble, you have to use 225 with UED1.

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). If you use any of 227's new features it won't work on older versions.

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 UED2.1_Release_Notes and release notes.

For informations on the new possibilities, see the tutorials

Zoning problems with 227

Zoning doesn't work as before and/or you get the following Log: Moving zone 0 to the bad place (63)

Zoning was changed in 227 was taken over from the method used by Legend in UGold:

// ZoneInfo-based zoning

//

// An alternative zoning algorithm developed by Legend to help control

// merged zones. Level designers must manually place ZoneInfo actors

// (or subclasses) in all "real" zones.

//

// All zones that do not contain a ZoneInfo actor are forced to iZone==63.

//

// In levels with more than 63 zones, this algorithm can be used to allow

// the level designers to control exactly which zones are merged, and

// which are mapped to their own iZone.

See also