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« Created by: .:..: on: Mar 31st, 2008 at 7:21pm »
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Very Hot Topic (More than 25 Replies) Favorite feature (Read 7713 times)
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Re: Favorite feature
Reply #30 - Apr 7th, 2008 at 2:18pm
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MM... there is one thing that annoys mappers. Wireframe rendering mode in OpenGL is broken, it works in software mode, but in hardware acceleration mode is broken.

Summonable pathnodes??? I think he wants bots to follow user defined paths in game?!?!
  
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Re: Favorite feature
Reply #31 - Apr 7th, 2008 at 3:51pm
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TCP_Wolf wrote on Apr 7th, 2008 at 1:05pm:
Age wrote on Apr 3rd, 2008 at 11:58am:
My Vote:
Bullet time zones.


What bullets? Minigun, Rifle and Automag shoot with tracehit() Smiley

(side note: Unreal Upgrade works with real bullets, so not all is lost Tongue)



Age wrote on Apr 6th, 2008 at 7:29am:
Not listed: Summonable pathnodes.


I think integrating the "rebuild" feature of the editor right into the game be a tad problematic :-S

.:..: wrote on Mar 31st, 2008 at 7:21pm:
@ Bullet time zones: A zone with an own "game speed" (as in UT3).


See first message.
  
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Re: Favorite feature
Reply #32 - Apr 7th, 2008 at 3:52pm
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Quote:
MM... there is one thing that annoys mappers. Wireframe rendering mode in OpenGL is broken, it works in software mode, but in hardware acceleration mode is broken.

Summonable pathnodes??? I think he wants bots to follow user defined paths in game?!?!


It's fun to mess up with pathnodes, in game, without rebuild.
  
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Re: Favorite feature
Reply #33 - Apr 20th, 2008 at 10:44am
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Would be nice to have Dynamic Volumes (aka Dynamic Zones) and take out 64 zones limit <_>  Sad Angry Shocked And i think its impossible to real-time edit paths because they create reachspecs and using them is way more complicated then using actors.
  

Skydev <Generic> = Chaos13 <Generic/Unreal1/UT99> = Dimension4 <Unreal1/UT99>
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