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suggestion for 227g?

Report bugs, read about fixes, new features and ask questions about the Unreal 227 patch here. Place comments and commit suggestions.
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oZ
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suggestion for 227g?

Post by oZ »

default setting

do uplink true

default  console, umenu, i see a few people not knowing about this setting like myself just found out about it and have been preaching the word lol.
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oZ
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Re: suggestion for 227g?

Post by oZ »

please? : )


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GreatEmerald
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Re: suggestion for 227g?

Post by GreatEmerald »

I think UMenu will be default for UGold installations, that is, 227g final.
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Marzanna
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Re: suggestion for 227g?

Post by Marzanna »

Default setting for Linux:
LinuxConsoleKey=192(186 by default)
Please, make it 192.
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Victor Delacroix
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Re: suggestion for 227g?

Post by Victor Delacroix »

Enable another package remap: If S3TC=true, then the game tries to load S3UnrealShare.utx file before loading default UnrealShare textures. This would solve the problem of creating and using S3TC textures in the future.
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GcSkaarj
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Re: suggestion for 227g?

Post by GcSkaarj »

In this new version, if it is possible, please, try to add some of this requests:

- To have Fog and details textures at the same time.

- To have an attenuation/fade effect when you cross from a fog area to a non-fog area, for prevent the abrupt change (like the SunFadeTimeScale parameter in the SunLightCorona actor)

- To see fog only in the zones that have fog in their parameters.

- To see multiple DistantFog zones at the same time, in other words if you are in a blue fog room, and you cross to a second room that have red fog, when you are in the blue fog room, and you look to the red one, the fog is blue in both rooms.

Thanks
Last edited by GcSkaarj on Sat Mar 06, 2010 4:05 am, edited 1 time in total.
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Smirftsch
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Re: suggestion for 227g?

Post by Smirftsch »

- To see fog only in the zones that have fog in their parameters. ?
But well, fog has its limitations and if it would be so easy to just "add it" I would have done it already. We just have certain limitations in the Engine so some things maybe have to stay "as is".
Sometimes you have to lose a fight to win the war.
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.:..:
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Re: suggestion for 227g?

Post by .:..: »

- To see multiple DistantFog zones at the same time, in other words if you are in a blue fog room, and you cross to a second room that have red fog, when you are in the blue fog room, and you look to the red one, the fog is blue in both rooms.
Thats already is in; set one or both zones to have "bZoneBasedFog".
Last edited by .:..: on Sat Mar 06, 2010 9:32 am, edited 1 time in total.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Pyro
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Re: suggestion for 227g?

Post by Pyro »

When loading a .U package , maybe point out in the log where its loaded?
Image
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GcSkaarj
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Re: suggestion for 227g?

Post by GcSkaarj »

- To see fog only in the zones that have fog in their parameters. ?
But well, fog has its limitations and if it would be so easy to just "add it" I would have done it already. We just have certain limitations in the Engine so some things maybe have to stay "as is".
Well, as Dot´s says, with the parameter bZoneBasedFog you can solve a lot of my requests, (multiple color fogs at the same time, and see fog only in the DistantFog zones).

I understand that work with a old engine is really hard for add new features, because it have their limitations, so some things perhaps will be never be available.

It seems that one of the most difficult things about the fog is the detail texture issue, but I don't know why, in certain angles you can see the fog and the detail textures at the same time, perhaps there is a way to enable both things from that point, like this picture:
(in the middle of the 1° frame, the column doesn't have detail texture, and in the 2° it have)

Image

Thanks, and congratulations for the hard work that you have done.
Last edited by GcSkaarj on Sat Mar 06, 2010 3:41 pm, edited 1 time in total.
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.:..:
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Re: suggestion for 227g?

Post by .:..: »

To make this clear, detail texture can not be rendered in same time as fog on a surface. On that screenshot you don't see fog on the surface with the detail texture. As soon as you step back to a distance where it will apply even a small piece of fog on it, the detail texture will vanish.

If it really is annoying, disable detail textures.
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
Skw

Re: suggestion for 227g?

Post by Skw »

Can't wait for 227g.

Suggestion: Release it.
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oZ
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Re: suggestion for 227g?

Post by oZ »

haha yes
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: suggestion for 227g?

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Patience, guys... ;) Rushing just makes things worse.
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oZ
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Re: suggestion for 227g?

Post by oZ »

yes i know, patience will perfect 227g.
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Gizzy
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Re: suggestion for 227g?

Post by Gizzy »

Can't wait for UnrealED 2.1 too!
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Pyro
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Re: suggestion for 227g?

Post by Pyro »

Can't wait for UnrealED 2.1 too!
Its awesome 8-)
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Gizzy
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Re: suggestion for 227g?

Post by Gizzy »

Implement the unusable buttons in the UnrealED 1.0 mesh browser (Polygon view etc.....)
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Marzanna
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Re: suggestion for 227g?

Post by Marzanna »

Add int's search path to Unreal.ini
http://www.oldunreal.com/cgi-bin/yabb2/ ... 1263920229
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creavion
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Re: suggestion for 227g?

Post by creavion »

Instead of opening a new thread, I`ll post it here (although I told Smirftsch already about that here now)
1. Wanted you to remember to think about this addition in this menu here (at least you told me I should remember you about that again)
Image
2. "Lighting Only" Mode in UED?
An example shot from NyLeve "Dynamic Lighting":
Image
And this would be "Lighting only":
Image

(to fake that effect I simply replaced all textures with a small white only texture)
I see various advantages if that would be included:
It helps a lot of to light out a map, if you are searching for the right colour ranges. At least I have problems with that. If you texture an outdoor themed map with GenEarth textures you maybe know that specially those rock textures are rather dark and can fudge the real lighting in the map. It also helps to find wrong lighted surfaces or even unlighted/black ones.
UT99.org Community Mappack 2:
http://www.ut99.org/utr/infopage.html
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Narune
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Re: suggestion for 227g?

Post by Narune »

Is that menu from version 227g?



Instead of opening a new thread, I`ll post it here (although I told Smirftsch already about that here now)
1. Wanted you to remember to think about this addition in this menu here (at least you told me I should remember you about that again)
Image
2. "Lighting Only" Mode in UED?
An example shot from NyLeve "Dynamic Lighting":
Image
And this would be "Lighting only":
Image

(to fake that effect I simply replaced all textures with a small white only texture)
I see various advantages if that would be included:
It helps a lot of to light out a map, if you are searching for the right colour ranges. At least I have problems with that. If you texture an outdoor themed map with GenEarth textures you maybe know that specially those rock textures are rather dark and can fudge the real lighting in the map. It also helps to find wrong lighted surfaces or even unlighted/black ones.
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Smirftsch
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Re: suggestion for 227g?

Post by Smirftsch »

yep.
Sometimes you have to lose a fight to win the war.
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