Search found 1082 matches

by PrinceOfFunky
Sun Dec 15, 2019 10:34 pm
Forum: Who are you?
Topic: Here i am
Replies: 8
Views: 154

Re: Here i am

Welcome by me too .o.
by PrinceOfFunky
Fri Dec 13, 2019 9:22 pm
Forum: Mutators
Topic: Playable pong in a cabinet in-game
Replies: 2
Views: 47

Playable pong in a cabinet in-game



The more the game lasts, the faster the ball and the dumber the computer (player).
When you loose you get hit in-game and when you win you get some health in-game.
by PrinceOfFunky
Mon Dec 09, 2019 4:53 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 121
Views: 6756

Re: Unreal Tournament 469

39) Separate Game keybindings and Editor keybindings please: viewtopic.php?f=5&t=13663
by PrinceOfFunky
Mon Dec 09, 2019 4:51 pm
Forum: Mapping
Topic: WARNING For mappers (UnrealEd keybinding) (Possible bug)
Replies: 0
Views: 51

WARNING For mappers (UnrealEd keybinding) (Possible bug)

For 2 years I have had this problem I just figured out that the keybindings in User.ini are actually used in UnrealEd too, and I had "showall" binded to "B" key. Just tried with, instead of "showall", "set actor drawscale 5" and it is executed in the editor. Moral of the story: WHEN SETTING KEYBINDI...
by PrinceOfFunky
Mon Dec 09, 2019 3:09 am
Forum: General Discussions
Topic: Bunnytracks should have a way to move faster for non-cappers
Replies: 2
Views: 61

Bunnytracks should have a way to move faster for non-cappers

I'm not skilled in bunny tracks, when I play one online I usually use checkpoints, they helps me exploring the map but they have a limit and this limit is my skills, I can't explore and play just parts of the map cause I'm not skilled. I think players in bunny tracks should be given a way to move fa...
by PrinceOfFunky
Mon Dec 09, 2019 3:03 am
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 46
Views: 2667

Re: What feature do we want to see in UnrealED2?

32) Being able to start playing the map from a specified position instead than having to put a playerstart and remember to delete it before releasing the map; 33) Some values are not copied when duplicating an actor (like "Tag"); 34) It would be nice to be able to use the same renderings that are av...
by PrinceOfFunky
Sun Dec 08, 2019 10:21 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 121
Views: 6756

Re: Unreal Tournament 469

37) Infinite radius light? It would help mappers making realistic sunlight;
38) Camera to texture, or whatever to texture;
by PrinceOfFunky
Sun Nov 24, 2019 1:43 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 36
Views: 1733

Re: in-game radii view for triggers

lines cannot be drawn on the screen Yes, they can! Just use Bresenham's line algorithm and single pixel textures. (See the bottom of this post for an easier way!) Well, yes you can use projections but drawing pixels is surely not optimized for unrealscript, it will make the gameplay slower :/
by PrinceOfFunky
Sat Nov 23, 2019 1:54 pm
Forum: Coding, Scripting
Topic: in-game radii view for triggers
Replies: 36
Views: 1733

Re: in-game radii view for triggers

2 years later, does anyone know if drawing a wireframe cylinder with an actor's collision dimensions is possible like in this image: https://cdn.discordapp.com/attachments/328710483026771969/383788501147320332/unknown.png should be possible in some way right? via the HUD yea? Not with unrealscript,...
by PrinceOfFunky
Fri Nov 22, 2019 8:46 pm
Forum: Misc | Off-Topic
Topic: Mapping Contest duration (not really)
Replies: 2
Views: 137

Re: Mapping Contest duration (not really)

1 week: This way participants won't have much pressure and other people won't need to wait months to see the maps.
by PrinceOfFunky
Fri Nov 22, 2019 8:45 pm
Forum: Mapping
Topic: What feature do we want to see in UnrealED2?
Replies: 46
Views: 2667

Re: What feature do we want to see in UnrealED2?

My editor sometimes sets all the actors bHidden to False.
Also it rarely displays a blank(white) screen instead of any viewport, which can only be fixed by clicking on View>Viewport>Configure and then clicking Ok.
by PrinceOfFunky
Mon Nov 18, 2019 7:41 pm
Forum: Misc | Off-Topic
Topic: GREAT MOMENTS IN UNREAL TOURNAMENT HISTORY!
Replies: 18
Views: 592

Re: GREAT MOMENTS IN UNREAL TOURNAMENT HISTORY!

JimmyCognitti wrote:
Tue Nov 05, 2019 12:16 am
This is funny and at the same time depressing because it makes me realize I'm turning into a relic.
Image
https://unreal.fandom.com/wiki/Relics
Which one?
by PrinceOfFunky
Mon Nov 11, 2019 2:40 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 121
Views: 6756

Re: Unreal Tournament 469

This is the current list of changes. Keep in mind that the list is in no way final or complete: Release Notes We're still working on a lot of things, but we're making good progress. Dynamic arrays are now fully supported (UT v436 had only partial support for dynamic arrays). :D Does it mean we won'...
by PrinceOfFunky
Mon Nov 11, 2019 3:01 am
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 121
Views: 6756

Re: Unreal Tournament 469

36) There should be a class or a function in Mutator that handles damageTypes. For now if we want to create a custom death or damage we would need custom weapons and stuff. I think the function exists and... it's called TakeDamage where... can be written a lot of cheap hacks... Some classes do chec...
by PrinceOfFunky
Sun Nov 10, 2019 9:48 pm
Forum: General Discussions
Topic: Unreal Tournament 469
Replies: 121
Views: 6756

Re: Unreal Tournament 469

35) Custom iterators?
36) There should be a class or a function in Mutator that handles damageTypes. For now if we want to create a custom death or damage we would need custom weapons and stuff.