Those decos
Posted: Sun Nov 12, 2017 8:49 am
As we know so far when map uses some sort of decorations this usually heads in two ways:
1) map is more beautiful;
2) ugly crap happens when you don't see center of mesh;
However, I think something is different when map is more empty and... decorations are there only if we are playing it - in Clients Only - because client is the dude with display not server, else map has nothing by default - which means in Editor that Level looks poor decorated but in game looks better.
By toying around some spelling problem from some ZoneInfo which is not replicated to clients I went to attack client side without replication because other attempts were without success. Here I not only solved spelling problem (Zone-Name) but I went to test some decorations spawned ONLY in Client. If I could figure properly, I think these decorations added in run-time are visible all the time because are... client related things and nothing comes from server at this point, only client has them, as the decals. By turning around I did not see them vanished when client's viewport is out of their center. I have to setup a few more "BIG THINGS" to see if these are indeed visible all the time. If these are about to be "full visible" then I think from now on my crapped maps will have a different setup. So to speak if map can operate a self decorating process only in client, probably decorations are not going to be vanished at random in hoping to not wrong.
If this option is a good thing then I will go busy to create a package with a few things which can be used by "coder-mappers", or given the idea they can do this by themselves without help.
As usual - secrets are not secrets I was writing some tweaker and paths completer for map Krogaar (dated 2005 on my repository) which spams client with one of PrecipitationGenerator-s mainly useless, the other one can be fixed as it is. There is replaced "traitment" with treatment and so on...
Thanks for watching (ooops reading - youtube flaw) !
Edit: Future planning
Builder helper (my last trash) which is giving script routines to copy in UC by using Copy-Paste perhaps will be more useful for creating decorations like those original bStatic ones which will never spawn but ones which can be spawned. Add decoration, select it, push button, entire script is logged ready to be used in any sort of other package.
Hey, you will not inject stupid advertising in maps, right ? Of course you will, players must be bugged until everyone will leave UT...
1) map is more beautiful;
2) ugly crap happens when you don't see center of mesh;
However, I think something is different when map is more empty and... decorations are there only if we are playing it - in Clients Only - because client is the dude with display not server, else map has nothing by default - which means in Editor that Level looks poor decorated but in game looks better.
By toying around some spelling problem from some ZoneInfo which is not replicated to clients I went to attack client side without replication because other attempts were without success. Here I not only solved spelling problem (Zone-Name) but I went to test some decorations spawned ONLY in Client. If I could figure properly, I think these decorations added in run-time are visible all the time because are... client related things and nothing comes from server at this point, only client has them, as the decals. By turning around I did not see them vanished when client's viewport is out of their center. I have to setup a few more "BIG THINGS" to see if these are indeed visible all the time. If these are about to be "full visible" then I think from now on my crapped maps will have a different setup. So to speak if map can operate a self decorating process only in client, probably decorations are not going to be vanished at random in hoping to not wrong.
If this option is a good thing then I will go busy to create a package with a few things which can be used by "coder-mappers", or given the idea they can do this by themselves without help.
As usual - secrets are not secrets I was writing some tweaker and paths completer for map Krogaar (dated 2005 on my repository) which spams client with one of PrecipitationGenerator-s mainly useless, the other one can be fixed as it is. There is replaced "traitment" with treatment and so on...
Thanks for watching (ooops reading - youtube flaw) !
Edit: Future planning
Builder helper (my last trash) which is giving script routines to copy in UC by using Copy-Paste perhaps will be more useful for creating decorations like those original bStatic ones which will never spawn but ones which can be spawned. Add decoration, select it, push button, entire script is logged ready to be used in any sort of other package.
Hey, you will not inject stupid advertising in maps, right ? Of course you will, players must be bugged until everyone will leave UT...