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227f missing "bandages"?
Posted: Fri Dec 25, 2009 11:28 am
by TK
Sorry if this is a known problem or is/will be fixed in 227g, but here goes...
I installed Unreal Gold off of "Steam", then updated to 227f and it seems to be running very well (thanks for all the hard work on this).
I noticed though that just after you start a new game if you walk to the prisoner cell center/right from where you start there are "bandages" on the toilet, but they're pitch black and not "white" and "flashing" or "throbing" anymore.
I did play the "regular" version before the 227f update and they "flashed" then.
I tested this with both OpenGL and Direct3D9 and both versions have the bandages as "black". Is this a common/known problem with the "bandages"? Is there a fix??
I'm running Unreal Gold (from steam w/ 227f) with:
Windows 7 64bit
4GB DDR2 RAM
Core 2 Duo T5550 @ 1.83Ghz
nVidia 8800m GTS with 512mb dedicated
currently running the game at full screen at 1440x900 (native) with 32bit color.
Besides that the only other request I would have is to start the game with the "mouse UI" by default vs the "keyboard only UI".... although I did find how to switch it back.
thanks again to all that have made this possible.

Re: 227f missing "bandages"?
Posted: Fri Dec 25, 2009 12:38 pm
by Smirftsch
for the bandages - never heard before can you make a screenie ?
For the ui - since 227f is providing "classic" unreal only it was logical to set the menu to classic also but for 227g there will be 2 versions one for gold with upak and one for classic without. The gold version will have the "ut style" gui by default.
Re: 227f missing "bandages"?
Posted: Fri Dec 25, 2009 1:18 pm
by pickledegg
ye i've seen the bandage too its black, but i do not have an other version installed anymore so im not sure this is in all versions or just 227f.
the rest of the bandages seem fine btw....

Re: 227f missing "bandages"?
Posted: Fri Dec 25, 2009 2:15 pm
by Turboman.
maybe the bandages need a little specular?

Re: 227f missing "bandages"?
Posted: Fri Dec 25, 2009 3:06 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
This could be related to the blackness of the tapestries in one building of SkyTown... But for that, they are rotated the wrong way. Dunno is this related though, just thinking...
Re: 227f missing "bandages"?
Posted: Mon Dec 28, 2009 12:08 am
by Leo T_C_K
This is the lighting problem...due to 227 hanling lighting different way.
Re: 227f missing "bandages"?
Posted: Mon Dec 28, 2009 12:18 pm
by .:..:
I noticed this is because that bandage has "ScaleGlow" 0. If you type "Set Bandages ScaleGlow 1" it starts to flash again.
Re: 227f missing "bandages"?
Posted: Mon Dec 28, 2009 12:24 pm
by Smirftsch
evil bandage of darkness!
Re: 227f missing "bandages"?
Posted: Mon Dec 28, 2009 7:19 pm
by スマイル・ドラゴン
I noticed this is because that bandage has "ScaleGlow" 0. If you type "Set Bandages ScaleGlow 1" it starts to flash again.
Who the hell sets anything's ScaleGlow to 0 like that...?
Re: 227f missing "bandages"?
Posted: Mon Dec 28, 2009 9:07 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
Who the hell sets anything's ScaleGlow to 0 like that...?
I guess it was always like that but probably the old versions just ignored that property then...
Re: 227f missing "bandages"?
Posted: Wed Dec 30, 2009 1:36 am
by TK
thanks for all the replies... I'm a bit of a noob when it comes to this. Where do I set type "Set Bandages ScaleGlow 1". Is that in the "command console" using tab. Or can I make it permanent by editing an INI?
Thanks!!
Re: 227f missing "bandages"?
Posted: Wed Dec 30, 2009 12:12 pm
by GreatEmerald
That's the console, yes. To make it permanent, you'd have to edit the map and break online compatibility or create a mutator that sets it for you each time you start playing.
Re: 227f missing "bandages"?
Posted: Thu Dec 31, 2009 12:37 pm
by [§Ŕ] ŤhěxĐâŕkśîđěŕ
There was like this bug, every time I entered any map, or switched from another window to Unreal window, it would execute whatever was on Numpad7. No kidding. If anyone discovers how to reproduce that, I'm pretty sure that could be quite useful. lol
Or make your own console and make it execute whatever command on map start.
EDIT:
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1254351067
Even Casey was like wtf. lol
Re: 227f missing "bandages"?
Posted: Fri Jan 01, 2010 6:31 am
by TK
thanks, I'll just be sure to use the console and set it manually each time I play.
Is this something that will be fixed in a 227g or later??
Thanks again!!
Re: 227f missing "bandages"?
Posted: Fri Jan 01, 2010 12:06 pm
by .:..:
I don't think its worth breaking something else just to get a bandage fixed in Vortex Rikers.
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 4:10 am
by TK
what would be broken by fixing it?
Also, I don't think it's just this one location, but the bandages are messed up throughout the whole game like this.
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 8:11 am
by []KAOS[]Casey
All meshes have a certain specular to them all in stock unreal, we removed it in 227f because it was more realistic without it.
Perhaps we should make it a client side boolean to enable or disable it..
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 9:45 am
by Smirftsch
to add some explanation- objects and players were unlit from behind although only a lightsource was in front. We had a couple of discussions about if or if not changing this, but all lighting and lighting effects are way more accurate without this specular effect for everything.
Bad side effect however is now that such things like the bandage, which have no lightsource around are completely black and show with this behavior the "bad light mapping" in many maps because it was never taken care about "realistic" lighting.
We changed it again a bit for the new build because of some complains, but I think this will require some more discussions then how to solve this...
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 2:02 pm
by Turboman.
I love the game without specular, yes true the effects sometimes are undesirable, but generally i think it gives meshes alot more natural look of its surroundings. It gives meshes some use in level design, now meshes can be used as a substitute for level geometry because they don't crap out like jello anymore.
Doesn't 227 have the specular=# option for texture import in ucc? i'd suggest to use this variable atleast on some objects (like inventory items and such), and allow mappers to disable specular on their meshes.
oh, my first post of 2010: happy new year!
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 5:26 pm
by Jâçkrâßßit
I also noticed this problem when converting Seven Bullets (for UT) to Unreal 227. The first Skaarj that gets shot by the scoutship in the map is almost entirely black. Maybe some tweaks to the code can improve the issues with lighting but also keep the new method?
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 8:03 pm
by Smirftsch
Thats the good question. No idea yet.
The intention was never to change the game, just to fix things. Fixing some things however discovers new problems, like here. So the decision is often either to leave things as they are, to use hacks which could again cause problems some day later or to accept that the fix causes problems for the better good...
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 8:11 pm
by Jâçkrâßßit
Unreal:
UT:
Big difference... obviously the UT version looks much better. I'd recommend some hacks or something. Not quite understanding how taking specular lighting out of the engine is for the better good either...
edit: I read some of the previous posts and I see that it helps show meshes off better regarding their surroundings in the levels actual lighting scheme. While I agree with that, I think something needs to be done to consider single frame things that are not moving with the map which should have the specular lighting option. This Skaarj you see here is involved in a cut-sequence and only moves his weapon. he stays still in the level otherwise. Perhaps a bUseSpecular option for actors? Them maybe some hack to fix things like the bandages in 227 so they are given that property and still being backward compatible.
Because I am converting this pack, I could easily change that skaarj's properties to bUseSpecular to true and then it would look right.
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 8:38 pm
by Smirftsch
well, the "real" fix would be to rework lighting in the maps, but will see what we can do
Also realtime shadows if ever implemented would suffer from the often unattended lighting in the maps- while its really no surprise, since it was never really needed to make realistic lights...
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 9:05 pm
by []KAOS[]Casey
I noticed the distance for a light to effect a brush is much shorter than an actor. Perhaps simply increasing the distance that actors get effected by lights could help?
Re: 227f missing "bandages"?
Posted: Sun Jan 03, 2010 9:12 pm
by GreatEmerald
Unreal:
Oh really? Then why is the Skaarj holding a ShockRifle and you have the (> console, instead of the small green lettered one?