New features and changes of upcoming patch 469e

Discussions about UT99
Buggie
Godlike
Posts: 3114
Joined: Sat Mar 21, 2020 5:32 am

Re: New features and changes of upcoming patch 469e

Post by Buggie »

Well, I expect that happen in next 2 months or less.   
Auto merged new post submitted 4 hours 48 minutes later
60. Box Selection can start anywhere

In 469e when you do Box Selection, Editor not start do random actions, if you accidentally start selection at actor or brush.

In 469d (first part of video) that make problem, since you need find empty place for start box selection. And if you forget that, random things can happen.

In last part of video I show how it act in 469e.


Auto merged new post submitted 5 hours 13 minutes later
61. Mouse Cursor at Box Selection end

In 469e mouse cursor will appear where you end selection. not where you start as be before. That feature optional and can be turn off in the ini file.

In first part I show how it be on 469d and before.
On last part how it act in 469e.

Such feature prevent you move mouse in real-world, since cursor not teleports back, where selection started.


Auto merged new post submitted 7 hours 22 minutes later
62. Properly Duplicate Movers on KeyPos not Zero

469e able properly duplicate movers, if they not on KeyPos zero.

In first part I show how it be in 469d. Mover positions ruined.

In last part, on 469e, I show how it act in 469e.


Auto merged new post submitted 10 hours 8 minutes later
63. Measure size or distance via Box Selection

in 469e you can measure size or distance via Selection Box.


Auto merged new post submitted 5 hours 56 minutes later
64. Select vertices for edit in 3D viewport

In 469e you can select brush vertices for edit, in 3D viewports as well.


Auto merged new post submitted 10 hours 33 minutes later
65. Select non-coplanar surfaces and brushes with them

In 469e you can easy select all non-coplanar surfaces and all brushes to which belong these surfaces.

That allow easy track and fix broken brushes, which can ruin BSP otherwise.

User avatar
Barbie
Godlike
Posts: 2911
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: New features and changes of upcoming patch 469e

Post by Barbie »

I get dizzy when I see such a brush. :omfg:
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
Hbgr
Average
Posts: 38
Joined: Thu Oct 19, 2023 2:44 am

Re: New features and changes of upcoming patch 469e

Post by Hbgr »

I would love to able to use curved surfaces like this, but i know the engine has problems with it.
Is there any way these non-coplanar surfaces can be allowed in a map without causing problems with the BSP? The textures seem to render fine, but im guessing the main issue is when other brushes cross these curved planes.
Buggie
Godlike
Posts: 3114
Joined: Sat Mar 21, 2020 5:32 am

Re: New features and changes of upcoming patch 469e

Post by Buggie »

Then Tessellate them. Such surface is broken muat be not used. Want curved surface - make curve surface, not broken one.
Proper curved surface use few (or a lot) triangles.   
Auto merged new post submitted 11 minutes later
66. Proper Render Meshes in Ortho Viewports if Camera Far Away

In 469e Editor render meshes in 2D viewports properly, not matter how far your camera located.

In first part of video I show how it be before. You barely can recognize what mesh where, since it LOD morphed, like it be far away on screen, and too small, for detail matter.

In last part I show hoe act 469e in such case,

Such fix allow easy operate with meshes and actors on big maps.


Auto merged new post submitted 7 hours 13 minutes later
67. Can hide Event Lines

In 469e you can hide event lines in editor, if they annoy you.

Before it be not possible, and make really messy view on some maps, where a lot events.


Auto merged new post submitted 9 hours 7 minutes later
68. Show Skew and Angle for Texture Align

In 469e Editor can show skew and angle for selected surface, so you can how some tricks done in exists maps.


Auto merged new post submitted 9 hours 30 minutes later
69. Mover Show Polys now properly show texture align

In 469e fixed broken display of texture align when you use Mover - Show Polys.

In first part I show how it be before, on example of 469d.

In last part - how it act now in 469e.

Now you can properly align surfaces on complicated movers via Show Polys.


Auto merged new post submitted 5 hours 16 minutes later
70. Added Horizontal+ FOV mode

In 469e added Horizontal+ FOV mode, which make FOV of screen calculated more suitable for widescreen resolutions.


Auto merged new post submitted 7 hours 50 minutes later
71. New Console Commands

In 469e you can easy change teams or switch from player to spectator or vice-versa, via new console commands: RED, BLUE, GREEN, GOLD, SPEC, PLAY.

User avatar
Barbie
Godlike
Posts: 2911
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: New features and changes of upcoming patch 469e

Post by Barbie »

Is black now also a zone color? (Area is accessible in game.)
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
Buggie
Godlike
Posts: 3114
Joined: Sat Mar 21, 2020 5:32 am

Re: New features and changes of upcoming patch 469e

Post by Buggie »

No. But if you use dark render, then some colors can look enough dark for you think it is black.
scr_1725785910.png
scr_1725785930.png
scr_1725785947.png
scr_1725785976.png
scr_1725785991.png
scr_1725786006.png
Also it depends from game brightness as well. I use 1.0 (max) in this example. Possible you use lower value. In such case all colors be more dark.   
Auto merged new post submitted 3 minutes later
btw, even on your sshot I see it is not black. ColorCop tool say it is #10020F.
You do not have the required permissions to view the files attached to this post.
User avatar
Barbie
Godlike
Posts: 2911
Joined: Fri Sep 25, 2015 9:01 pm
Location: moved without proper hashing

Re: New features and changes of upcoming patch 469e

Post by Barbie »

I used "Software" as renderer and choosing another one turned out that the "black" is a dark violet.
Buggie wrote: Sun Sep 08, 2024 10:07 am btw, even on your sshot I see it is not black
Monty Python - my legs are grey.gif
You do not have the required permissions to view the files attached to this post.
"If Origin not in center it be not in center." --Buggie
Buggie
Godlike
Posts: 3114
Joined: Sat Mar 21, 2020 5:32 am

Re: New features and changes of upcoming patch 469e

Post by Buggie »

72. Enlarge map without floating Inventory in air

In 469e you can specify base point, from which happen location scale. This prevent ground items goes in air, since their location count not from center, but from lowest point.

Such feature configurable and you can choose what point use - bottom, top or center.

In first part of video I show hoe it be in 469d, when enlarge map make inventory goes in air.

In last part - how 469e act.


Auto merged new post submitted 6 hours 12 minutes later
73. Proper texture Align on Revolved Shape

In 469e when you use 2D editor for make revolve shape, it make proper align on that shape.

In first part you can see how it be in 469d.

And last one - how in 469e.

User avatar
papercoffee
Godlike
Posts: 10507
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: New features and changes of upcoming patch 469e

Post by papercoffee »

73. Proper texture Align on Revolved Shape
Ok wow ...that's an extreme time saver :tu:
Hbgr
Average
Posts: 38
Joined: Thu Oct 19, 2023 2:44 am

Re: New features and changes of upcoming patch 469e

Post by Hbgr »

That is a HUGE timesaver! I can spend upwards of an hour trying to line up the textures on a curved 16-sided pipe!

I think im gonna stop working on my current map until 469e comes out. There are just too many helpful features added to UnrealEd. 😎
Buggie
Godlike
Posts: 3114
Joined: Sat Mar 21, 2020 5:32 am

Re: New features and changes of upcoming patch 469e

Post by Buggie »

Well if you think it is good, just wait little more, we have what surprise you definitely :D
User avatar
papercoffee
Godlike
Posts: 10507
Joined: Wed Jul 15, 2009 11:36 am
Personal rank: coffee addicted !!!
Location: Cologne, the city with the big cathedral.

Re: New features and changes of upcoming patch 469e

Post by papercoffee »

What I really would look forward to is making the portal-zones more intuitive. :mrgreen:
Buggie
Godlike
Posts: 3114
Joined: Sat Mar 21, 2020 5:32 am

Re: New features and changes of upcoming patch 469e

Post by Buggie »

74. Ability tessellate shapes (or no) from 2D Editor

In 469e in 2D editor you can control tessellate base shape or no.


Auto merged new post submitted 2 hours 23 minutes later
Hbgr wrote: Mon Sep 09, 2024 4:11 am That is a HUGE timesaver! I can spend upwards of an hour trying to line up the textures on a curved 16-sided pipe!

I think im gonna stop working on my current map until 469e comes out. There are just too many helpful features added to UnrealEd. 😎
If you actual active mapper - consider join to beta test group for get early access to 469e and provide useful feedback in return, while use it.
Instructions here: viewtopic.php?p=148685#p148685
Hbgr
Average
Posts: 38
Joined: Thu Oct 19, 2023 2:44 am

Re: New features and changes of upcoming patch 469e

Post by Hbgr »

I wouldnt mind testing, but i dont do Discord.🤓
Man_With_No_Body
Average
Posts: 31
Joined: Sun Feb 06, 2022 2:16 pm

Re: New features and changes of upcoming patch 469e

Post by Man_With_No_Body »

Buggie wrote: Mon Sep 09, 2024 4:46 am ...we have what surprise you definitely...
"surprise" is related to this, did you find a solution? https://ut99.org/viewtopic.php?p=121635#p121635

And why color value of the 1st. zone always blue (RGB 41,56,124; HEX:29287C). It´s hardcoded?
blue_zone.png
You do not have the required permissions to view the files attached to this post.