New features and changes of patch 469, which already here

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Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

26. Example of fixing errors after rebuilding a level

Map used in this example: Unreality-09-Tygron

First, I joined the polygons, since that usually resolves most problems.
Select all (Ctrl+A) and join polys — without force merge.

Second, I found a broken brush and tried fixing it with force merge. This helped, but did not fully solve the problem.

Finally, I made the problematic brush semisolid, which stopped it from breaking the whole level.

These simple steps were enough to completely solve the map rebuild problems. They even improved FPS and produced a more stable BSP, since a few brushes with non-coplanar surfaces were fixed during the first rebuild.

darksonny
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Re: New features and changes of patch 469, which already here

Post by darksonny »

Buggie wrote: Fri Sep 12, 2025 1:11 am 26. Example of fixing errors after rebuilding a level

Map used in this example: Unreality-09-Tygron

First, I joined the polygons, since that usually resolves most problems.
Select all (Ctrl+A) and join polys — without force merge.

Second, I found a broken brush and tried fixing it with force merge. This helped, but did not fully solve the problem.

Finally, I made the problematic brush semisolid, which stopped it from breaking the whole level.

These simple steps were enough to completely solve the map rebuild problems. They even improved FPS and produced a more stable BSP, since a few brushes with non-coplanar surfaces were fixed during the first rebuild.

@Barbie hey, look at this feature, this could help you fixing maps! :)
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Barbie
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Re: New features and changes of patch 469, which already here

Post by Barbie »

darksonny wrote: Fri Sep 12, 2025 8:17 am @Barbie hey, look at this feature, this could help you fixing maps! :)
This is how it looked here like with a "normal" rebuild:
Unreality-09-Tygron-rebuild.jpg
I tried several changes in the build settings but with few success. Then I asked Buggie if such can be solved - answer is above. :tu:
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darksonny
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Re: New features and changes of patch 469, which already here

Post by darksonny »

Barbie wrote: Fri Sep 12, 2025 10:17 am
darksonny wrote: Fri Sep 12, 2025 8:17 am @Barbie hey, look at this feature, this could help you fixing maps! :)
This is how it looked here like with a "normal" rebuild: Unreality-09-Tygron-rebuild.jpg
I tried several changes in the build settings but with few success. Then I asked Buggie if such can be solved - answer is above. :tu:
What map are you trying to reconstruct? I can't recognize it lol
Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

darksonny wrote: Fri Sep 12, 2025 10:30 am What map are you trying to reconstruct? I can't recognize it lol
Barbie wrote: Fri Sep 12, 2025 10:17 amUnreality-09-Tygron-rebuild.jpg
darksonny
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Re: New features and changes of patch 469, which already here

Post by darksonny »

Buggie wrote: Fri Sep 12, 2025 11:12 am
darksonny wrote: Fri Sep 12, 2025 10:30 am What map are you trying to reconstruct? I can't recognize it lol
Barbie wrote: Fri Sep 12, 2025 10:17 amUnreality-09-Tygron-rebuild.jpg
true, the name its in the title bar, lol Ill have to change my glasses :facepalm:
Buggie
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Re: New features and changes of patch 469, which already here

Post by Buggie »

27. Move Mesh Positions and Arrange Actors in Perfect Circles

In 469e, the Array Tool got even more powerful!

Now you can move actors while keeping their meshes perfectly in place — ideal for repositioning objects, fixing meshes that disappear on older clients, or cleaning up map geometry.

You can also use the Array Tool to place actors in a perfect circle or arc, great for creating decorative layouts, symmetrical structures, or even circular barriers using BlockAll actors.

All of this makes editing and designing new maps faster, cleaner, and more creative than ever!