What feature do we want to see in UnrealED2?

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

Post by EvilGrins » Thu Nov 07, 2019 3:48 am

A cup holder.

For my drink while I'm editing maps.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
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Re: What feature do we want to see in UnrealED2?

Post by papercoffee » Thu Nov 07, 2019 6:14 pm

EvilGrins wrote:
Thu Nov 07, 2019 3:48 am
A cup holder.

For my drink while I'm editing maps.
Build it in your UEd.

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

Post by Feralidragon » Thu Nov 07, 2019 9:32 pm

EvilGrins wrote:
Thu Nov 07, 2019 3:48 am
A cup holder.

For my drink while I'm editing maps.
This is quite easy to do... do you still have a CD/DVD drive in your PC?

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

Post by EvilGrins » Fri Nov 08, 2019 1:25 am

Feralidragon wrote:
Thu Nov 07, 2019 9:32 pm
EvilGrins wrote:
Thu Nov 07, 2019 3:48 am
A cup holder.

For my drink while I'm editing maps.
This is quite easy to do... do you still have a CD/DVD drive in your PC?
I'd have to stand the tower back up... seems like too much work.
http://unreal-games.livejournal.com/
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medor wrote:Replace Skaarj with EvilGrins :mrgreen:
Smilies · viewtopic.php?f=8&t=13758

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

Post by PrinceOfFunky » Fri Nov 08, 2019 3:16 am

30) A way to set pivots to rotate actors around;
"Your stuff is known to be buggy and unfinished/not properly tested"

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

Post by Barbie » Fri Nov 08, 2019 5:41 am

PrinceOfFunky wrote:
Fri Nov 08, 2019 3:16 am
30) A way to set pivots to rotate actors around;
Or at least that the editor does not change the third coordinate if you set the pivot in a 2D view.

Background: if I create a swinging door, I set the pivot point in top view to an edge of the mover. This works fine, but the Z coordinate is far away from the mover then. I have to correct that by editing the T3D version of the mover.
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Re: What feature do we want to see in UnrealED2?

Post by Red_Fist » Fri Nov 08, 2019 6:50 pm

Maybe use a grid of 1 , one. :noidea
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OwYeaW
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Re: What feature do we want to see in UnrealED2?

Post by OwYeaW » Fri Nov 08, 2019 9:31 pm

when rotating a mover in ued, let the keypoints be rotated as well

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

Post by Tyr » Sat Nov 09, 2019 12:41 am

OwYeaW wrote:
Fri Nov 08, 2019 9:31 pm
when rotating a mover in ued, let the keypoints be rotated as well
^ this

Plus: A proper terrain tool. I hate terrain editing. :mad2:
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Re: What feature do we want to see in UnrealED2?

Post by PrinceOfFunky » Sat Nov 09, 2019 5:12 pm

Red_Fist wrote:
Fri Nov 08, 2019 6:50 pm
Maybe use a grid of 1 , one. :noidea
Sometimes brushes are not snapped to the 1x1 grid.


31) Give the possibility to give keypoints to each vertices of a mover?
"Your stuff is known to be buggy and unfinished/not properly tested"

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

Post by OwYeaW » Fri Nov 22, 2019 2:00 pm

no idea if this issue is only on my side; when i have a viewport with more than (rough guess) 1280 pixels in height every actor thats displayed as a sprite will become invisible

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

Post by PrinceOfFunky » Fri Nov 22, 2019 8:45 pm

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.
"Your stuff is known to be buggy and unfinished/not properly tested"

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

Post by Tyr » Sat Nov 23, 2019 2:10 am

The editor freezes if i run it in a maximized window at 3440 x 1440 when i'm flying around in the 3D window and be too close to a sprite (like a light actor). I have to kill it via the task manager then the following error occurs:

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I can avoid it by resizing the width of the editor window to roughly 2500 x 1440.
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Re: What feature do we want to see in UnrealED2?

Post by PrinceOfFunky » Mon Dec 09, 2019 3:03 am

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 available for UT;
35) Being able to teleport actors to a location instead of moving them towards it (including the Camera);
36) If a viewport has been maximized with the "Maximize viewport" button and UnrealEd has been minimized, the button won't work anymore (unless resetting the viewports through View>VIewports>Configure;
37) Pasting or duplicating an actor messes up the location;
38) A "Make Current" button like the one in the RMB Context menu for actors for surface's textures;
39) When opening the Surface's properties panel there's a bug that doesn't let us switch tabs the first time we try it;
40) Trying to view Botpack.TrophyFemale1 mesh in the Mesh viewer will crash the editor (for some reason it happens with every mesh I make too);
41) Separate Game keybindings and Editor keybindings please: viewtopic.php?f=5&t=13663;
42) Being able to save the position of the camera when saving the map, so that it is restored when loading the map;
"Your stuff is known to be buggy and unfinished/not properly tested"

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

Post by ClimateChange » Tue Dec 10, 2019 4:43 am

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Last edited by ClimateChange on Sat Jan 11, 2020 6:39 pm, edited 7 times in total.

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