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Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 9:32 pm
by Jet v4.3.5
He's ported over a number of assets from the UT version. As for the console, it's the one used exclusively for Xidia and Seven Bullets, so the font is different too. Mister Prophet generally will support this only if it plays exactly like the original, any errors included, but on that note, the pluses heavily outweigh the bugs, and now people who don't want or like UT can play this version as a Unreal map pack.
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 9:43 pm
by .:..:
You can already set the mesh specularity by changing the Texture.Specular value to higher than 0 (as stated in the change logs).
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 9:45 pm
by Tamir
I'd recommend some hacks or something.
i think that you , sir, hack too much ;)
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 9:46 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Unreal:
Oh really? Then why is the Skaarj holding a ShockRifle and you have the (> console, instead of the small green lettered one?
You can make your own console that uses a font that you set.

You can even make your own font and use it.
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 10:16 pm
by Jet v4.3.5
It'd be cool if there was a drag and drop/image import tool for making the HUD and console and creating a gametype that uses the HUD. I bet a good amount of people good with image editing would be able to cook up a nice looking HUD, and custom packs could have their own HUD if the default doesn't suit their needs, though I guess you could also have multiple people like coders to put that together for you.
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 10:39 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
This is all done by code:
As you see, it's still beta, and yeah I see a few obvious bugs. xD
When I make the first final version, I'll take screenshots of every part of the console.
EDIT: Thumbnail'd the screenshot, click on it to see full version.
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 12:57 am
by TK
Interesting discussion, I certainly didn't expect this level of chatter when I posted my question/observation, lol.
I certainly don't understand everything that's being talked about, but I feel smarter for having read it. hehe.
As it sounds like this was talked about at length before (and I'm a bit of a noob here) I hope you can forgive any "repeat" questions I have.
On that note, would it be possible to have a menu option or toggle box that would enable/disable the old lighting vs the new lighting? Basically, letting the user decided if they like the "better" lighting options with defects or the original "old" way of lighting?
Hope that made some sense. Of course I don't fully understand how complicated this issue seems, but I was just curious if that's possible. I figure that would give the modders time to find a complete fix for all the issues while also giving the end user the choice of "classic lighting" or "enhanced lighting" and pick which they like themselves.
I suspect someone would suggest not using the patch and simply run the game without the 227 patch, but I'd like to add that Unreal doesn't run correctly for me without the patch. Something to do with poor OpenGL/DirectX and too fast of a computer?
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 1:11 am
by []KAOS[]Casey
There's a few reasons why unreal doesn't run very well without the patch.
Video drivers is one, no frame rate limit is another. Running at > 120 FPS is a big problem and the engine will not run well at all. The new renderers can limit FPS accordingly. Unreal 1 does not particularly like dual/triple/quad core either, and 227 can fix both of these.
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 6:22 am
by Jâçkrâßßit
You can already set the mesh specularity by changing the Texture.Specular value to higher than 0 (as stated in the change logs).
forcing me to re-save the .utx creating different versions? (the whole idea was for people to have paths to their UT directory to access the texture files for the pack). There must be some other way.....can't the actors in the map itself be modified with some property?
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 3:02 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Tried this?
Code: Select all
class SpecularTexMut expands Mutator;
event PreBeginPlay ()
{
local Texture lol;
Super.PreBeginPlay (); // empty in Mutator.uc but whatever
foreach AllObjects (Class 'Texture', lol)
lol.Specular = 1;
}
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 6:19 pm
by Jâçkrâßßit
Tried this?
Code: Select all
class SpecularTexMut expands Mutator;
event PreBeginPlay ()
{
local Texture lol;
Super.PreBeginPlay (); // empty in Mutator.uc but whatever
foreach AllObjects (Class 'Texture', lol)
lol.Specular = 1;
}
now just get that code done natively and turn it into a boolean in actor preferences and were set!
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 6:55 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Why natively? :p I guess it can be in like GameInfo PreBeginPlay or something, I don't see how would that be bad.
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 7:49 pm
by Raven
Can be slow I suppose.
Re: 227f missing "bandages"?
Posted: Mon Jan 04, 2010 7:56 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Probably. You bet I'd make native code for it if I had all code in my possession, cause I don't exactly know how does it work so I can't write my own enhancement/expansion/whatever.