New features and changes of upcoming patch 469e

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Hitman
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Re: New features and changes of upcoming patch 469e

Post by Hitman »

Great work all who was involved in this :gj:

Is there a way to give the players an option to install a version of 469 when they join a server, and then send it like an update? like the window that comes up for install ACE.
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Re: New features and changes of upcoming patch 469e

Post by Hbgr »

By the way, one nice feature to add when editing movers in real-time would be to see the lighting on both the mover and its surrounding polys based on brush and world key settings.
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Re: New features and changes of upcoming patch 469e

Post by Buggie »

Hitman wrote: Wed Aug 21, 2024 11:58 am Is there a way to give the players an option to install a version of 469 when they join a server, and then send it like an update? like the window that comes up for install ACE.
Theoretically you can write native mod for NPLoader. However it not good idea. NPLoader able install files, not replace files which be use. So this not possible update the game from the game itself.
Also this can break game UT install if something goes wrong. So better not mess with this stuff.   
Auto merged new post submitted 9 minutes later
Hbgr wrote: Wed Aug 21, 2024 2:09 pm By the way, one nice feature to add when editing movers in real-time would be to see the lighting on both the mover and its surrounding polys based on brush and world key settings.
Unfortunately that not possible. Currently real-time movers render as meshes. Which mean some limitations. Like different selection of surfaces for example.
Same goes for light. Light for meshes render differently. It use goraud lighting. So for not mess users, there no light.
For ability render same as in game, need add surface, which is destructive operation for BSP and can't be done on incomplete BSP.
So there can't be any light for real-time movers.
For work with light you still need use Show Polys as before. And this is destructive operation, which need rebuild level after, for remove this temporary brushes.
Also we improved this thing:

23. Mover Show Polys and preview added/subtracted brushes improved and now show surfaces in much more cases.

However I want note: This feature work on BSP, and if BSP dirty or broken results can be bad. So this preview by definition can produce bad results. Such things is inevitable.   
Auto merged new post submitted 11 hours 55 minutes later
24. Show Mover Path

New feature which allow you see whole path of mover by keyframes.

Map: MH-PUZZLES2010-[THUNDERBOLT]Updated

If THUNDERBOLT can use this tool, possible he will adjust hover boat little better for the end of the loop :-D


Auto merged new post submitted 21 hours later
25. Fine Adjust Shadows

New feature, allow fine adjust shadows (lightmaps) for each from 4 possible levels.
Also improved light building system fix dark random places and take in account texture scale.
And build much faster.

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Re: New features and changes of upcoming patch 469e

Post by Hbgr »

Buggie wrote: Thu Aug 22, 2024 11:16 pm
Hbgr wrote: Wed Aug 21, 2024 2:09 pm By the way, one nice feature to add when editing movers in real-time would be to see the lighting on both the mover and its surrounding polys based on brush and world key settings.
Unfortunately that not possible. Currently real-time movers render as meshes. Which mean some limitations. Like different selection of surfaces for example.
Same goes for light. Light for meshes render differently. It use goraud lighting. So for not mess users, there no light.
For ability render same as in game, need add surface, which is destructive operation for BSP and can't be done on incomplete BSP.
So there can't be any light for real-time movers.
For work with light you still need use Show Polys as before. And this is destructive operation, which need rebuild level after, for remove this temporary brushes.
Oh that sucks ...
Buggie wrote: Thu Aug 22, 2024 11:16 pm New feature, allow fine adjust shadows (lightmaps) for each from 4 possible levels.
Also improved light building system fix dark random places and take in account texture scale.
And build much faster.
Holy mackerel! :o Thats impressive! These shadows will be baked in at build, and for gameplay?
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Re: New features and changes of upcoming patch 469e

Post by Buggie »

Hbgr wrote: Fri Aug 23, 2024 5:55 pm These shadows will be baked in at build, and for gameplay?
Yes. Those shadows bake into maps and used during game. And by old clients too.

Also I forget show what mean "uniform shadows".

26. Uniform shadows.

Make shadows match across level. If not set, light build in old-fashion.

Here examples:
scr_1724432340.png
scr_1724432353.png
Here you can see property of textures - floor texture scaled.
scr_1724432432.png
scr_1724432405.png
scr_1724432376.png
So without "Uniform shadows" walls not match to floor.
scr_1724432514.png
Here with "Uniform shadows" (I increase shadows for it be better visible):
scr_1724432555.png
scr_1724432570.png
   
Auto merged new post submitted 5 minutes later
27. Better Builder make less Nodes and more clean BSP

BSP builder got fixes, so now it work more properly.
Map build make more clean BSP and produce less Nodes, which increase FPS on complicated maps.


Auto merged new post submitted 29 minutes later
Here sshots of what mean more clean BSP (old internal tests):
scr_1724434862.png
scr_1724434924.png
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Re: New features and changes of upcoming patch 469e

Post by darkbarrage99 »

Buggie wrote: Fri Aug 23, 2024 6:45 pm
Hbgr wrote: Fri Aug 23, 2024 5:55 pm These shadows will be baked in at build, and for gameplay?
Yes. Those shadows bake into maps and used during game. And by old clients too.

Also I forget show what mean "uniform shadows".

26. Uniform shadows.

Make shadows match across level. If not set, light build in old-fashion.
Spoiler
Here examples:
scr_1724432340.png
scr_1724432353.png
Here you can see property of textures - floor texture scaled.
scr_1724432432.png
scr_1724432405.png
scr_1724432376.png
So without "Uniform shadows" walls not match to floor.
scr_1724432514.png
Here with "Uniform shadows" (I increase shadows for it be better visible):
scr_1724432555.png
scr_1724432570.png


27. Better Builder make less Nodes and more clean BSP

BSP builder got fixes, so now it work more properly.
Map build make more clean BSP and produce less Nodes, which increase FPS on complicated maps.
Spoiler
  Here sshots of what mean more clean BSP (old internal tests):
scr_1724434862.png
scr_1724434924.png
this is really some really incredible stuff! ya know at first i was thinking, what more could be done with 469e? I'm floored. bravo!

at this rate, nightdive will never remaster ut99 :lol:
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Re: New features and changes of upcoming patch 469e

Post by Buggie »

darkbarrage99 wrote: Fri Aug 23, 2024 7:56 pm i was thinking, what more could be done with 469e?
Actually a lot things.
We still have 450 open issues (and 1101 closed):
https://github.com/OldUnreal/UnrealTour ... hes/issues

Here you can see issues assigned by patches:
https://github.com/OldUnreal/UnrealTour ... milestones

for 469e addressed 175 + 62 = 237 issues as for now.

However some stuff closed without create issue, so real count of fixes and changes/features much more.   
Auto merged new post submitted 22 hours 12 minutes later
28. Rebuild Movers

New feature, which allow rebuild movers from editor in one click.
Allow apply your changes to collision model of mover.

Do not forget rebuilt light after that.

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Re: New features and changes of upcoming patch 469e

Post by Buggie »

Another example of rebuild movers feature:


29. Build map much faster

Here you can see example, as rebuild time of complicated map decreased in 3.6 times: from 108 seconds into 30 seconds.

First try is going on 469d. Next one on 469e preview.

Also as you can see, 469e produce less nodes from 469d. Which mean more FPS.


Auto merged new post submitted 7 minutes later
30. Restore camera location.

Now camera location restore where it be on save map, when you open map. Which allow you continue work on map in exact same place where you be last time.
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Re: New features and changes of upcoming patch 469e

Post by Barbie »

UnrealEd v469e Test 666:
UnrealEd-v469e-Test 666.jpg
Whow!
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Re: New features and changes of upcoming patch 469e

Post by Buggie »

Yes. Editor now detect such stuff and ask you for fix permanently. However if you even say "no" ("cancel" just cancel map build), it still be tessellated, but only internally. Source remain unchanged.
This will lead to ability make thing which look as Escher pictures:
scr_1724437627.png
scr_1724437648.png
scr_1724437716.png
Such allow build maps without some bugs, which triggered by such surfaces in previous versions of the editor.   
Auto merged new post submitted 6 minutes later
31. Ability select non-coplanar surfaces, for easy find them.
scr_1724612898.png
scr_1724612970.png
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Re: New features and changes of upcoming patch 469e

Post by Shrimp »

That's a game changer for detailed brush work!
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Re: New features and changes of upcoming patch 469e

Post by darksonny »

Barbie wrote: Sun Aug 25, 2024 7:53 pm UnrealEd v469e Test 666: UnrealEd-v469e-Test 666.jpg
Whow!
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Re: New features and changes of upcoming patch 469e

Post by Hbgr »

Sone of these changes seem high-end, and im wondering: 469e is still gonna be usable on Windows 7, right?

I was gonna make a request for better reflections, but that may not be workable except for more recent Windows machines/graphics cards.
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Re: New features and changes of upcoming patch 469e

Post by Buggie »

Hbgr wrote: Mon Aug 26, 2024 4:02 pm469e is still gonna be usable on Windows 7, right?
Yes, 469e completely support Windows 7. All video above actually recorded on Windows 7. (Maybe except second one about Edit movers).   
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32. Show Texture Grid

New feature Show Texture Grid allow you temporarily render whole world with one texture (which can be customized). And use it as 3D grid for properly align textures on level geometry.

Also this very handy for place items (inventory, decoration) in specific spots, with keep them on same distance from the wall, or be on one line etc.

Same can be used for place PathNodes as well. With Texture Grid easy keep proper distance between placed nodes.

Sometimes actual textures too bright, too dark, too monotonic or just unreliable for use in actions above.Texture Grid can help there as well.

With patch come default Texture Grid, located in System folder as .png file. You can use it or replace with own version. Texture can be changed also in runtime, just for this editor run, as show in the video.

Last edited by Buggie on Fri Oct 11, 2024 9:54 am, edited 1 time in total.
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Re: New features and changes of upcoming patch 469e

Post by Hbgr »

The unrealed grid texture will help immensely, esp. specifying a default image. (That "bubbling nausea" thats been there from the beginning shouldve been replaced a long time ago!)

I do this already when i begin creating a new map. I use a special numbered colored grid to help me line up textures:
DefaultTexture_065050.png
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