CTF-RiversBend]And[

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truije15
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Re: CTF-RiversBend]And[

Post by truije15 »

How could I remedy the online crashing and the invisible trees? :|
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Re: CTF-RiversBend]And[

Post by UnrealGGecko »

medor wrote:You ate in 16 bit ?
[WinDrv.WindowsClient]
WindowedColorBits=32
FullscreenColorBits=32
give your render seetings
No, 32 bit.
I can't give my render settings atm, but I'll double check Raynor's tutorial.
truije15 wrote:How could I remedy the online crashing and the invisible trees? :|
You can ignore that invisible tree thing. Since noone else is having that bug, it probably means that the problem is on my end. :noidea
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Re: CTF-RiversBend]And[

Post by papercoffee »

UnrealGecko wrote: I can't give my render settings atm, but I'll double check Raynor's tutorial.
truije15 wrote:How could I remedy the online crashing and the invisible trees? :|
You can ignore that invisible tree thing. Since noone else is having that bug, it probably means that the problem is on my end. :noidea
What render do you use?
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Re: CTF-RiversBend]And[

Post by UnrealGGecko »

OpenGL. Like I said, probably some setting that I typed incorrectly or something like that. :oops:
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Re: CTF-RiversBend]And[

Post by UT99.org »

medor wrote:save your ut.ini and try this

Code: Select all

[OpenGLDrv.OpenGLRenderDevice]
ZRangeHack=False
UseVSync=False
FrameRateLimit=190
Translucency=False
VolumetricLighting=False
ShinySurfaces=False
Coronas=False
HighDetailActors=True
DetailTextures=False
FastTranslucency=1
VertexLighting=0
UseTNT=False
Translucency=1
UseVertexSpecular=1
UseTrilinear=False
UseS3TC=True
LODBias=0.000000
MaxAnisotropy=0
SupportsLazyTextures=1
GammaOffset=0.420000
NumAASamples=2
UseAA=False
SwapInterval=0
UseVertexProgram=False
UseCVA=False
UseMultiDrawArrays=True
UseSSE=2
AAFilterHint=0
TexDXT1ToDXT3=False
DynamicTexIdRecycleLevel=100
UseTexPool=True
UseTexIdPool=True
BufferClippedActorTris=True
SinglePassDetail=True
ColorizeDetailTextures=False
DetailClipping=True
UseDetailAlpha=True
NoFiltering=False
UseFilterSGIS=False
Use4444Textures=False
UseAlphaPalette=True
UsePrecache=True
AlwaysMipmap=True
ShareLists=True
UseMultiTexture=True
MaskedTextureHack=False
MaxTMUnits=0
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Re: CTF-RiversBend]And[

Post by Spectra »

Just tried the map.
I am really impressed. I have a small advise. Put some BlockAll Actors near top of Bases and at the edge of those cliffs.

Btw is the map Public. I mean anyone can open and edit your Map??
truije15
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Re: CTF-RiversBend]And[

Post by truije15 »

Thanks! Yeah I forgot to throw block alls in the right places. I'm just finishing up my finals this week so I'll be able to do more to this one but yeah I'd be fine with anyone wanting to edit it. The base brushes are still in the map for further editing cause they're just one brush(which is why I kept them really simple, wasn't sure how complex a single brush should be before it causes problems).
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Re: CTF-RiversBend]And[

Post by Spectra »

Thanks. I just made a small edit in your map.
Added a huge corona up in the corner for sunlight effects.
Attachments
KrAOgYN.png
wCCclvi.png
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Re: CTF-RiversBend]And[

Post by Hellkeeper »

It's really, REALLY huge. Yous hould make it smaller.
I'd even recommend taking a look at the SunlightCorona actor from Unreal227: it's basically a corona you put in the skybox. Its size vary depending on the camera angle: it's huge when you look directly at it, small if it's only on the side of your screen. It would be less intrusive, I think.
You must construct additional pylons.
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Re: CTF-RiversBend]And[

Post by Spectra »

I tried to make it smaller and it was looking very unrealistic. So I am not going to change it.
Will SunlightCorona work in UT Editor??
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Re: CTF-RiversBend]And[

Post by papercoffee »

With such a huge corona in your field of view is the red team in a disadvantage (the human player of course)
"I can't see shit, captain"
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Re: CTF-RiversBend]And[

Post by Hellkeeper »

Rocky wrote:Will SunlightCorona work in UT Editor??
Not ouf of the box, you'll have to copy its code and maybe ask for help on OU (I have 0 scripting skills, so I don't know how much work it entails).
You must construct additional pylons.
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Re: CTF-RiversBend]And[

Post by Spectra »

papercoffee wrote:With such a huge corona in your field of view is the red team in a disadvantage (the human player of course)
Before playing in this map. Type "preferences" in the console. Go to your Renderer settings and Coronas = False and then set it back to True for other maps.
Now there is the advantage for human players. :highfive:
papercoffee wrote:"I can't see shit, captain"
Well, never heard such words like "captain" from the bots.
Let me correct this: "I can't see shit, Red Leader"
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Re: CTF-RiversBend]And[

Post by Dr.Flay »

Reminds me of riding towards the sun in the evenings. Being on a motorbike you don't have those flaps to shade your eyes.
I like it.

If you are looking to add realness, then the abuse of the corona actually works well as the sun glaring in your eyes, and you would now be squinting in real-life.
People have used "coming out of the sun" as a combat advantage for thousands of years.

Choosing the time of day to match your positioning would often be the decisive factor in a battle.
I think the size of the map, skybox and corona could be balanced.
It could be very effective in a Domination or Assault map.
Imagine that sun and corona in a dessert or Egypt theme map.

Modern games tend to add glare as you look at the sun or sky, so I think it is a matter of context.
As pointed out in a CTF match it would bias things for 1 team, unless the sun is at the side of the layout.
The sun could be used to give certain sniping or ambush points an advantage.
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Re: CTF-RiversBend]And[

Post by Tim-_- »

The corona version will be my new favorite map because then I could have an excuse every time I lose!
The sun was in my eyes!
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