Re: ◄► Unreal Tournament v469a Patch Release ◄►
Posted: Thu Oct 08, 2020 5:47 am
Yeah... again: go to GitHub...
And again: Me one, NO, I won't go anywhere for one thing, as Leo specified already and Perhaps at GitHub are not needed other 3000 accounts only for ONE thing, UT99.ORG is an UT community not GitHub.
And UT469 - Editing task - sometimes is crashing when ViewPort is switched at Top View from another "RT view" (where ambientsounds are audible) while I was trying to use some actor replacement with TrashLord (aka MapGarbage) which never crashed any UT-UGold Editor, but here was something about audio breaking or something like that. I'm not bother to recreate scenario and losing lasts map changes, I just switched Editor back to 440 + XC stuff and all was fine...
Of course, no one wants to add damaging things to newer patch - some features are extremely useful in Editor - RESPECT for them, but they do that out of will due to compilers and dependencies used for compiling + environment.
Some of these 469 audio drivers won't load - in "preferences" menu they trigger the same messages about un-existent procedures/functions which old UT never needed them. At a moment it comes to testing music - Editing Environment, after pressing stop button, music it's still running at slow volume in background - driver does not seems to stop when it should be STOPPED. It keep running music and... issue is coming up at Map-Switch when Level's Music is removed - Run-Time environment.
Editor-Log Window has already parameters saved in Main INI it doesn't need a duplicate configuration in UnrealEd.ini, it needs READING STUPID CRAP from there instead of making another file access.
bTwoWay is a parameter involved in CTF matches for AlternatePath and FLAG Carrier
And again: Me one, NO, I won't go anywhere for one thing, as Leo specified already and Perhaps at GitHub are not needed other 3000 accounts only for ONE thing, UT99.ORG is an UT community not GitHub.
And UT469 - Editing task - sometimes is crashing when ViewPort is switched at Top View from another "RT view" (where ambientsounds are audible) while I was trying to use some actor replacement with TrashLord (aka MapGarbage) which never crashed any UT-UGold Editor, but here was something about audio breaking or something like that. I'm not bother to recreate scenario and losing lasts map changes, I just switched Editor back to 440 + XC stuff and all was fine...
Of course, no one wants to add damaging things to newer patch - some features are extremely useful in Editor - RESPECT for them, but they do that out of will due to compilers and dependencies used for compiling + environment.
Some of these 469 audio drivers won't load - in "preferences" menu they trigger the same messages about un-existent procedures/functions which old UT never needed them. At a moment it comes to testing music - Editing Environment, after pressing stop button, music it's still running at slow volume in background - driver does not seems to stop when it should be STOPPED. It keep running music and... issue is coming up at Map-Switch when Level's Music is removed - Run-Time environment.
Code: Select all
Critical: UpdateMusic
Critical: UGalaxyAudioSubsystem::Update
Critical: UGameEngine::Draw
Critical: UWindowsViewport::Repaint
Critical: UWindowsClient::Tick
Critical: ClientTick
Critical: UGameEngine::Tick
Critical: UXC_GameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
bTwoWay is a parameter involved in CTF matches for AlternatePath and FLAG Carrier
NOBODY can see it directly without ADVANCED ACTOR EDITING (Why Not ??) - it should be accessible normally - you should allow FULL OPTION at CTF mapping in XXI century, and... remove that dumb thing LevelInfo -> TimeDilation from plain Editing option - that's not for mapping or mappers, it just ruins old net games set in classic game setup.CTFFlag wrote: for ( N=Level.NavigationPointList; N!=None; N=N.nextNavigationPoint )
if ( N.IsA('AlternatePath') && (AlternatePath(N).bTwoWay || (AlternatePath(N).team == Holder.PlayerReplicationInfo.team)) )
{
if ( AlternatePath(N).bTwoWay && (AlternatePath(N).team != Holder.PlayerReplicationInfo.team) )
TotalWeight += 4000;
TotalWeight += AlternatePath(N).SelectionWeight;
}
selection = TotalWeight * FRand();