Search found 647 matches

by Shadow
Sun Jul 17, 2016 10:44 pm
Forum: Mutators
Topic: real world weapons that can be added as a mutator?
Replies: 8
Views: 2159

Re: real world weapons that can be added as a mutator?

Oh and dont forget night's edge, that mod has some decent realistic weapons too
by Shadow
Sun Jul 17, 2016 10:42 pm
Forum: Discussions
Topic: XC_Engine [20] - XC_Core [7b] - XC_IpDrv
Replies: 1066
Views: 219583

Re: XC_Engine [18] - XC_Core [6] - XC_IpDrv

Higor, I just saw that you're working on some movement/encroachment code, I was about to rewrite some movement hardcoded funtions for the SDK. As it's still not ready (yeah I know..) to be released I would give you that particular part of code.. so it's at least not coded for nothing. Basically I ju...
by Shadow
Wed Jul 13, 2016 6:21 pm
Forum: Misc | Off-Topic
Topic: WoT on Windows 10?
Replies: 9
Views: 3569

Re: WoT on Windows 10?

Someone could export it's assets and map content via Wot-ED and import it into UT, the only thing that won't work then would be the native video support for the cutscenes
by Shadow
Thu Apr 21, 2016 6:39 pm
Forum: Coding, Scripting
Topic: VisualUC++
Replies: 3
Views: 1202

Re: VisualUC++

Never heard of that. I'm always coding with Visual Studio or Notepad no matter if C++ or Unreal Script
by Shadow
Mon Mar 07, 2016 2:02 pm
Forum: Mapping
Topic: How to do rounded brushes in UE1?
Replies: 5
Views: 959

Re: How to do rounded brushes in UE1?

Use the cylinder brush builder with around 12 to 24 sides - it won't give you a perfect edgeless round shape, but you'll get really close to it

Image
by Shadow
Sat Feb 13, 2016 5:04 pm
Forum: Mapping
Topic: Animated, Fire, Wet textures
Replies: 19
Views: 7030

Re: Animated, Fire, Wet textures

Well the potential is almost limitless. It was epic's version of cpu-based early "shader system", unfortunetly most of the code is written in asm (assembler) and I know shit about asm. Especially when I think of the wettextures and icetextures it was a first try by epic to do texture combiner effect...
by Shadow
Wed Jan 20, 2016 5:43 pm
Forum: Mapping
Topic: Animated, Fire, Wet textures
Replies: 19
Views: 7030

Re: Animated, Fire, Wet textures

FireTextures surely has some high potential to create some smart texture fx
by Shadow
Mon Dec 14, 2015 7:16 pm
Forum: Coding, Scripting
Topic: Questions about Canvas
Replies: 13
Views: 2303

Re: Questions about Canvas

2. renderoverlays is called by the pawn that owns that weapon, if that weapon is currently the active weapon - renderoverlays on any actor is called automatically if it's the current viewtarget of the playerpawn simulated event RenderOverlays( canvas Canvas ) { if ( Weapon != None ) Weapon.RenderOve...
by Shadow
Wed Dec 09, 2015 7:03 pm
Forum: Single Player Maps and Unreal Exports / Imports
Topic: INIsDragons
Replies: 51
Views: 15530

Re: INIsDragons

OFF: Unreal has been updated because Smirftsch has the 1 and only licence for the Unreal source. What can happen if somebody have the UT99 source? Im really corious about this. everything Hahaha... yeah ...this would be very great. I talked with Flak about a release of the source ...but all she cou...
by Shadow
Wed Dec 09, 2015 4:00 pm
Forum: Single Player Maps and Unreal Exports / Imports
Topic: INIsDragons
Replies: 51
Views: 15530

Re: INIsDragons

Forum|User wrote:OFF:
Dr.Flay wrote:Unreal has been updated because Smirftsch has the 1 and only licence for the Unreal source.
What can happen if somebody have the UT99 source? Im really corious about this.
everything
by Shadow
Thu Dec 03, 2015 12:53 pm
Forum: Coding, Scripting
Topic: Deleting list items within an Iterator
Replies: 15
Views: 3310

Re: Deleting list items within an Iterator

doing stuff like this would be better in c++ code, iterators are slow and a mess concerning the pawn list: epic's intention was to have a fast list of items (creatures in this case) with a manageable count of elements (100+), linked lists are slower with many elements (1000+) - that's why the actor ...
by Shadow
Mon Nov 23, 2015 7:41 pm
Forum: Coding, Scripting
Topic: Opposite of New()?
Replies: 7
Views: 1399

Re: Opposite of New()?

Oh.. my bad, it was about uscript -_-
by Shadow
Mon Nov 23, 2015 6:24 pm
Forum: Coding, Scripting
Topic: Opposite of New()?
Replies: 7
Views: 1399

Re: Opposite of New()?

UObjects are destroyed with the function YourObject->ConditionalDestroy(), Actors are destroyed with with ULevel->DestroyActor(yourActor*)
by Shadow
Sun Nov 01, 2015 10:33 pm
Forum: Modifications
Topic: Unreal Tournament 99 Ultimate WIP
Replies: 148
Views: 56308

Re: Unreal Tournament 99 Ultimate WIP

Nephew9999 wrote:res of flags is over 1024..

may be the index img is wrong must check the pal index

thanks for your comments.. ill release the resources soon (weapons models and textures)
ok, well so it's the shity ability to render masked textures.. I have to release something soon
by Shadow
Wed Oct 28, 2015 1:19 pm
Forum: Modifications
Topic: Unreal Tournament 99 Ultimate WIP
Replies: 148
Views: 56308

Re: Unreal Tournament 99 Ultimate WIP

Looks good - especially the conversion of the weapon models and the hud are felicitous, and no one's to blame for shity render's mask textures.. what's the resolution of the flag skin anyway?