*No ShItHe. .. .
When I tested the demo I didn't see anything cool but a projector. (rest were already made once whit uengine 1). So i thought that the extension pack can't be really that good. After seeing these screenshots... I shouted the first 2 words that I wrote.
The demo didn't contain much well because it was just a preview, the code was mostly old stuff from pre-lsonp/lsonp times, features, contents and classes of the final version will be totally different compared to the demo. It'll be around 100 MB in size and currently contains over 900 Code Classes. You cannot expect full functionality and a wide range of features of a pack that is entitled as DEMO. You'll be totally surprised by the Possibilities (especially the new Render) of the Final SDK.
hmm could be
I also have to admit that it wasn't clever to put out a demo (in that state), many people are downloading it and then they expect something uber-h1ghleet sh*t boosting ut99 beyond state-of-the-art visuals...
hmm could be
I also have to admit that it wasn't clever to put out a demo (in that state), many people are downloading it and then they expect something uber-h1ghleet sh*t boosting ut99 beyond state-of-the-art visuals...
I downloaded the demo from somewhere not knowing it was a demo (think I got it from ut-files) and I thought it was pretty good. I noticed that a few more animations and projectors were added to the game.
I wonder what the final version would look like if you installed it with the new UTRP S3TC textures. Speaking of the retexturing project how did you edit the textures that were on the weapons? I think the guys working on the UTRP were having trouble (as in they don't know how to do that) with that.
hmm could be
I also have to admit that it wasn't clever to put out a demo (in that state), many people are downloading it and then they expect something uber-h1ghleet sh*t boosting ut99 beyond state-of-the-art visuals...
I downloaded the demo from somewhere not knowing it was a demo (think I got it from ut-files) and I thought it was pretty good. I noticed that a few more animations and projectors were added to the game.
I wonder what the final version would look like if you installed it with the new UTRP S3TC textures. Speaking of the retexturing project how did you edit the textures that were on the weapons? I think the guys working on the UTRP were having trouble (as in they don't know how to do that) with that.
thank you
well concerning the weapons I used simple overlayers to simulate texture-based pixelshaders/combiner-material stuff
well thank you, but LSoNP Times is not a Mod, LSoNP (short for: Lost Secrets of Na Pali) was a huge Total Conversion cancelled over year ago. Thus I said "LSoNP Times" the time during the development of LSoNP.
Damage Amplifier looks better than the ones used in Unreal Championship 2 and Unreal Tournament 2004 which is crazy because Unreal Tournament was released in November 1999 in direct competition to Quake III: Arena (the game that has arguably the purest form of deathmatch, but sucks at everything else).
it looks nice yeah, but look at it again from a clientside viewpoint
these new textures will be bigger for sure.. that means more time to download required.
now imagine a server with a map usin a lot of big textures on, even if it has redirect the download will take some 5 minutes or more
once standardized the prob is gone.. however it will take a while a whiiiiiiiiiiiiiiiiile for everyone to get in touch with it..peace
Needle + UT + Sex = Life and some Blood -_- banner made by myth
what the fuck.. september11 woke me up.
VRN|C-18 wrote:it looks nice yeah, but look at it again from a clientside viewpoint
these new textures will be bigger for sure.. that means more time to download required.
now imagine a server with a map usin a lot of big textures on, even if it has redirect the download will take some 5 minutes or more
once standardized the prob is gone.. however it will take a while a whiiiiiiiiiiiiiiiiile for everyone to get in touch with it..peace
well.. um I'm not using (many) high res textures, "everything" I'm doing is coding thousands new actor classes and new c++ code helping the make modding for UT Classic more comfortable, technologically further advanced and easier
it depends on third party developers how one will use the SDK, it doesn't ship with tons of 4096x4096 uberleet texes..
and.. UEngine 2.x Games have a shitload of huge texture packages too.. but there no one cares..
Wouldn't mappers (unless they're using custom-made textures) just use the lowest res textures possible for servers and the clients use either the S3TC or stock textures like they normally do?