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| UT Mods/Mutators UT - Mods and Mutators Discussion |
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#1 |
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Wyrocznia
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UT99 Extension Pack
A Extension Pack has been released, containing many new script and graphic stuff. The Extension Pack is partitionated in different Editions (Basic/Plus/Pro) due to content that isn't finished yet.. From time to time there'll be future updates improving the new features. For more information check out the official Moddb Page for that. I uploaded the files on my private webspace until the files @ moddb are still in unauthorized state..
UT99 Extension Pack Basic Edition [Zipped Archive] UT99 Extension Pack Basic Edition [Zipped UMOD]
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Do what thou wilt shall be the whole of the law. |
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#2 |
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UP Regular
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Finally!!!
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#3 | |
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Wyrocznia
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Quote:
and the future editions will be even better!
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Do what thou wilt shall be the whole of the law. |
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#4 |
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UP Regular
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oh man i've been waiting for this for years!
![]() too bad i dont have a computer at the moment. but i cant wait to lay my hands on this!
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nixors.net | the chosen one | nix @ bt | nix @ dev #tdmpickups @ irc.gameradius.com |
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#5 |
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Insane to the end
Join Date: Apr 2005
Location: Lost inside the mental institution
Posts: 193
Downloads: 318
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Very nice
![]() The footstep sounds will surely add to the athmosphere of the maps. grat stuff, will check it out asap. It's much appriciated that people take the time to still develope this old game, i guess a classic never dies? ![]() |
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#6 |
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Wyrocznia
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yo guys, glad you like it so much!
I'm already working on the first update (emitters have to be fixed.. ) and starting the Plus Edition. The Pro Edition will be a huge kick in the balls of all who underrate UT99.. with the new Mesh System you'll be able to draw a scene with ~10000-15000 polys smoothly.. ![]()
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Do what thou wilt shall be the whole of the law. |
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#7 |
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Cajun
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This seems interesting for sure, but I haven't keep up with this. I downloaded it the other day, not knowing much about it. Is this for mappers? Does this work online? What performance hit will the engine take for using this? Could you tell use a little about it?
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}-{ostile If you can't dazzle them with brilliance, baffle them with bull****! My deviant Art Tweak your UT graphics & sound to the max |
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#8 |
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Pain killer
Join Date: Oct 2002
Location: ChingonLand
Posts: 225
Downloads: 18
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I tried this out and noticed a few things.
--The effects do use a lot more memory than a simple coded effect that came with the game. It spawns more and look really nice as they do in ut2k4 but it is still slowing down performance the same way as if I was to code a custom effect making it do exactly the same as this Emitter. --I also noticed that the particles are affected by bsp cuts? I got the smoke effect that came in the package into a rocket and when it flew by a wall the particles spawned sideways after passing that wall which seemed to be a bsp cut area. I saw this same problem with one of my effects that grows with a tick the same way the smoke effect does. Now, it makes me wonder if that can be prevented or if it is one of those ugly bugs the engine has related to bsp in maps. Ok, the rest I didnt check because I had no clue what all those options do in the other classes plus I didnt know what they were for, what they do, or how to use them. Maybe you can add a tutorial on how to use and set up the emitters with examples from those seen in ut2k4 that can be done with this system as well as the other classes, which im really curious about. Also, I need to know if a ShockBeam and a RocketSmokeRing can be done with this emitter system and if so, how? If those emitters worked in UED2.0 like they do in UED3.0 would be a whole lot easier since people can change properties and run a test in the editor to see what the effect does without having to run them in a game. If this feature is added I would use this system for future mods since it will be a lot easier to perfect your effects the way you want them to and to check their performance much easier. One more thing, you say you will update this mod. If by that you mean mismatching the file by updating it and still keep the same file name, then I will not use this at all and hope noone else does. I really dont like going thru the trouble of replacing mismatching files and having people do the same with my mods/maps. When you release something it is better to make sure your mod is completely tested and working correctly before releasing it for the public to use. Otherwise, you should let know that it is only a beta. Wouldnt you think so?
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Feel the pain and take it like a man! Last edited by War Master; 10-21-2007 at 10:24 AM. |
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#9 |
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Handling the Undead
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Hopefully updating means adding new effects in seperat files so that there won't be mismatches. Otherwise the package will become close to useless as you force developers AND mappers to keep up and always have the newest version.
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www.Swanky.de.vu |
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#10 |
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UP Regular
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@Shadow, any of this stuff works online? ive always been looking for a script that would allow footsteps online (in a map)
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nixors.net | the chosen one | nix @ bt | nix @ dev #tdmpickups @ irc.gameradius.com |
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#11 |
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Wyrocznia
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Ok, first I'm really happy about the interests and questions all about!
Now to the questions, I'll answer all of them in detail: 1. It's mostly for advanced/experienced mappers, coders, developer teams 2. It works partially online, some stuff which doesn't use any complicated spawn and settings code should work online 3. performance: The only big performance issue are the emitters, if used not correctly and decently, but there're many performance settings like FOV-Check, Distance Culling, Line Of Sight Checks and Menu Performance Options.. The other extensions have no real performance hit, the new coronas and lensflares for example are nothing more then HUD-Icons.. Memory Usage increases mostly by using high-res Textures (everything over 512x512) 4. the fact that these new (emitter) effects are using more cpu and memory should be logical, look at these ugly unreal-smoke-generators, what do you expect, that new stuff uses less memory and performance O_o ?? I'm no magican, there're many performance settings, use them and place stuff with caution! it mostly slows down by using big sprites (engine bug I cannot fix!) or many sprites interacting with something (BSP) or having dynamic light or standing really close to an emitter effect (that's a problem of many particle systems, there's even a dropdown option for close-ranged-caused performance hits!) 5. how did the smoke particles pass the wall exactly!? there're many options for bsp-interaction, I think you meant the cutting of sprites while touching BSP, this can be fixed by setting SpriteBSPCutIntensity on a higher value 6. why didn't you just check the stuff, there's a "master-actor" called XTEffectActors.uc it's the mainclass for most of the extensions, there're spritebeams, the new coronas, lensflares and so on.. many of them have example classes, just add to map and enjoy 7. shock beam, smoke rings, everything is possible, I'm now working on good beam-emitters so next update and/or edition should contain this feature ![]() 8. shure is it easier if you could take a preview of the emitter functionality while using the editor, but this pack is completely UScript-Side, that means all those effects are "just" spawning or basing on simplier stuff, the particle system of UEngine2/2.x is a build-in-feature via native code inside the engine, mine is only an extension, an additional possibility to create such effects in UEngine1 too, there had been requests about a native c++ particle system in the past, but native code functions and classes aren't as good supported on Linux, Mac and Co. as it is on Windows, for me native coding should be the last way of adding a feature, because it just breaks multiple platform support, for heavy hardcoded features like the New Mesh System, Blur Shaders, Mp3/Ogg Support, Hardware Bloom and so on was NO other option.. 9. eeeeehh.. I thought updates and fixes would be good, every mod releases updates, every campaign, every mutator, every total conversion, the update will mostly contain one single file (The main U-Package, if there're fixes for the Basic Edition part), changed classes are changed in code, not in name, other stuff is additional in additional U-Package, and.. I dislike this assumption I didn't check the pack through before releasing it, I have to do it all alone, I checked it through and I can't find every ****in' bug.. shure it's beta, but again, how shall I find every single bug.. that's why I released it so people can probably find additional bugs I didn't recognize .. 10. I'm maybe going to write tutorials and pages @ uwiki //edit: updated version from 25.10.2007 (contains a testmap + some fixes) UT99ExtensionPack v1.01 [Beta] - File Archive (3.2 MB) UT99ExtensionPack v1.01 [Beta] - UMOD (3.2 MB)
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Do what thou wilt shall be the whole of the law. Last edited by FXD|Shadow; 10-25-2007 at 12:01 PM. |
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#12 |
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Registered User
Join Date: Nov 2007
Posts: 29
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whats ut99?????
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#13 |
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UP Regular
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its the original Unreal Tournament game which was released in 1999 thats why everone calls it UT99, also because there is UT2004 and UT3 now, what does this have anything to do with this anyways?
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nixors.net | the chosen one | nix @ bt | nix @ dev #tdmpickups @ irc.gameradius.com |
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