CTF-RiversBend]And[
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Re: CTF-RiversBend]And[
No, 32 bit.medor wrote:You ate in 16 bit ?
[WinDrv.WindowsClient]
WindowedColorBits=32
FullscreenColorBits=32
give your render seetings
I can't give my render settings atm, but I'll double check Raynor's tutorial.
You can ignore that invisible tree thing. Since noone else is having that bug, it probably means that the problem is on my end.truije15 wrote:How could I remedy the online crashing and the invisible trees?
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Re: CTF-RiversBend]And[
What render do you use?UnrealGecko wrote: I can't give my render settings atm, but I'll double check Raynor's tutorial.You can ignore that invisible tree thing. Since noone else is having that bug, it probably means that the problem is on my end.truije15 wrote:How could I remedy the online crashing and the invisible trees?
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Re: CTF-RiversBend]And[
OpenGL. Like I said, probably some setting that I typed incorrectly or something like that.
My work for UT99: Counter-Strike VP, MaleOne+ (now updated), FemaleOne+ and the FemaleTwo220 voicepacks DM-XC-NaliTreeV2 (from the 2012 Xmas Contest mappack), DM/DOM-20AC-CastleGeorgeV3 (from the 20th Anniversary Contest mappack), DM-UFFO, DM-WreckingBall, (NEW!) CTFM-Sundial
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Re: CTF-RiversBend]And[
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[
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??
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??
Re: CTF-RiversBend]And[
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[
Thanks. I just made a small edit in your map.
Added a huge corona up in the corner for sunlight effects.
Added a huge corona up in the corner for sunlight effects.
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Re: CTF-RiversBend]And[
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.
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[
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??
Will SunlightCorona work in UT Editor??
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Re: CTF-RiversBend]And[
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"
"I can't see shit, captain"
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Re: CTF-RiversBend]And[
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).Rocky wrote:Will SunlightCorona work in UT Editor??
You must construct additional pylons.
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Re: CTF-RiversBend]And[
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.papercoffee wrote:With such a huge corona in your field of view is the red team in a disadvantage (the human player of course)
Now there is the advantage for human players.
Well, never heard such words like "captain" from the bots.papercoffee wrote:"I can't see shit, captain"
Let me correct this: "I can't see shit, Red Leader"
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Re: CTF-RiversBend]And[
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.
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[
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!