new UED 2.2 !

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new UED 2.2 !

Postby Radi » Mon Feb 24, 2014 9:56 pm

Hi, look what Smirftsch from oldunreal preparing for us, another version of UED working both for U1 and UT.
He doing it secretly until today and should release it within a few days!
You do not believe how many changes were made to make live easier for mappers.

Image

list of most important changes:
-Dot's c++ particle emitter totally reworked (~20% faster) and working online
-totally new BSP tree building, basically should be no more HOMs and ICHs
-improved BSP view: now, any 'broken' nodes flickering to spot them easier
-ability to create semi-solid substracted brushes
-new zone portals that can be enormous huge and do not impact on framerate
-static mesh support as in 2.1 for UT, now static meshes can build own light-maps so they might look as normal BSP surfaces.
-volumetric light can now be used without need to set bFogZone=true and decals now are displayed correctly
-node limit disabled, basically on benchmark map with 256428 nodes, everything working nicely
-new material: emmisive
-support for D3D10 with bump mapping (a little slowly by now)
-reworked projector shadows, now pawns/vertex meshes can cast realistically dynamic shadows based on the lights of vicinity
-movers can now have a 16 frame-keys
-two new UED buttons: 'rebuild changed geometry only', 'rebuild changed lights only'
-multiple vertex selection in 3D view

and many others! stay tuned :D
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Re: new UED 2.2 !

Postby UnrealGGecko » Mon Feb 24, 2014 10:33 pm

Well lock me in a jar and call me a pickle........ :mrgreen:
If this is true, I'm... I'm... Downloading... yeah really REALLY downloading :rock: . Wishing good luck to Smirftsch. :thuup:

Also why is it in the Off-Topic section? It works for UT so...
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Re: new UED 2.2 !

Postby Chamberly » Mon Feb 24, 2014 10:45 pm

Wow, I can't wait to see! I wonder if it would be easier for new mappers? ;)
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Re: new UED 2.2 !

Postby Torax » Mon Feb 24, 2014 10:47 pm

Holy shit
This is totally awesome

EDIT
Does it means that will be supported stuff that is allowed in Unreal 227?

Will follow this thread to wait for downloads
Unreal. Alter your reality..forever...
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Re: new UED 2.2 !

Postby Radi » Mon Feb 24, 2014 10:52 pm

GEx wrote:Also why is it in the Off-Topic section? It works for UT so...

because.... hmmmm I dont know. probably UED goblin knows :loool:

These new semisolid substract brushes do not make any cuts as I know ! wow
they are white:
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Re: new UED 2.2 !

Postby KingJosh » Mon Feb 24, 2014 11:22 pm

very good news, maybe in future maps i will no longer have to fight bsp errors :D
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Re: new UED 2.2 !

Postby Sp0ngeb0b » Tue Feb 25, 2014 12:51 am

A map created with the new editor will always require its custom packages/libaries, wouldnt it?
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Re: new UED 2.2 !

Postby Feralidragon » Tue Feb 25, 2014 1:48 am

<checks "new UED 2.2">
<thinks => oh great... another great editor I *cannot* use since it's probably for U227, let's see what interesting features it comes up with though....>
.
-
_
did... you.. say.... UT support????
No more BSP errors? Static meshes?

Image

I hope you're not shitting us, if that kind of release is what I think it is, then it just made my next project to be FULLY realizable with a LOT less effort than I expected, and it couldn't have come at a better time as I bring closure to my own mod and I am getting ready to start my other one.
The only thing that pulled me off from U227 and UEd2.1 was the fact that they were made for Unreal (which has serious implications in my next project), but if those all work properly in UT, I am going to certainly overuse them. :satan:
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Re: new UED 2.2 !

Postby Chamberly » Tue Feb 25, 2014 1:52 am

LOL^ wow. Can I watch you make some stuff out of uED in youtube? I'd like to watch something. Don't have to make a tutorial... xD
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Re: new UED 2.2 !

Postby Radi » Tue Feb 25, 2014 2:20 am

Ferali, just DONT STOP working on your mod now :D dont delete files or something ok ? :D .
@Chamberly: Im not allowed to and I poor at showing things so you must just wait :p
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Re: new UED 2.2 !

Postby Chamberly » Tue Feb 25, 2014 2:21 am

Radi wrote:Ferali, just DONT STOP working on your mod now :D dont delete files or something ok ? :D .
@Chamberly: Im not allowed to and I poor at showing things so you must just wait :p


I meant when it is released... <3
:loool:
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Re: new UED 2.2 !

Postby Radi » Tue Feb 25, 2014 2:59 am

Why :p ? You dont know how to make maps ?
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Re: new UED 2.2 !

Postby Acid.OMG » Tue Feb 25, 2014 4:17 am

Why wasnt this out when I made CTF-Spaced.... Gues I will have to do it with the new Warpzones =D
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Re: new UED 2.2 !

Postby Tim-_- » Tue Feb 25, 2014 4:23 am

Smirftsch is the man. He and the 227 team at oldunreal have made so many improvements to this old engine. I can't wait to try out this editor! Even if it doesn't work 100% with UT, I'm sure it would be better to develop most of a map in 2.2 and then import it into UT's original editor.
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Re: new UED 2.2 !

Postby Dr.Flay » Tue Feb 25, 2014 5:17 am

Finally!
The queue to suck Smirftsch's dick starts here :rock:

I have discovered a few compatibility issues already using 2.1, and I can tell you we will need a list at some point.
The main problems start to happen when you use functions that are not in UEd2 and are rendered during play.

A simple example;
The creation and editing of geometry and brushes is not normally a problem, as that is rendered into the map as a finished brush.
Remember, once a map is rendered you can delete all the brushes and geometry, and the map will still work.

However decorations, actors and effects are rendered during play, and require the knowledge of any used commands or triggers etc.
Some things will break the map, and others will just be ignored by UT.
In UEd2 you can set the display size of a deco or model with 1 value, but in UEd2.1 you can use 3 values XYZ.
UT ignores the new values and displays the deco at the original size.

Unreal 227 comes with the new audio renderers, so you get extra EFX audio options attached to actors and as a specific Zoneinfo actor.
To have this Zone actor in UEd2, you need to get the Oldunreal renderers and add EditPackages=ALAudio to your UT ini

Any functionality added to the engine as an external file (like the renderers) can also be added to UT.
The functions added to the main engine are things you have to be more careful with.

Right I'm off to Oldunreal.... um.. anyone got any mouth-wash ?
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