Yes. You can use any which you want.
Auto merged new post submitted 18 hours 42 minutes later
33. Improved Collision Detection
In 469e greatly improved collision detection, which prevent appear "invisible walls" on complicated geometry.
For example, on terrain, like in video. However, this glitch can be on any geometry with any actors (not only vehicles), except squared, axis-aligned geometry.
In video I first try pass glitched area on 469d client with server 469d and fail.
Second attempt with 469e client on 469e server - no glitch at all.
And third try - 469d client on 469e server - glitch appear only locally, so I can pass it with some efforts, after server correct my position.
Auto merged new post submitted 36 minutes later
34. Server Browser now try detect fake players on servers (in same way as XConsole do). If numbers not match, count which server try report will appear in brackets:
35. Server Browser now show count of spectators on server, and total count of spectators on all servers:
36. Server Browser now show more info about server, and players:
Auto merged new post submitted 38 minutes later
37. ScriptRays restore stripped code
ScriptRays allow restore code from packages even if it stripped or obfuscated.
Code restored in form which allow compile it back. However sometimes can need be some manual adjustment, before code can compile back.
ScriptRays can be used not only for restore code, but also for investigate what actually code do, for track bugs or study assembly for optimize it.
Auto merged new post submitted 7 minutes later
38. Adjust Editor Code Font Size
Now editor allow adjust size of font in code editor. This can be done via INI or simple by hold Ctrl and rotate mouse wheel.
Changes preserved after editor reload.
New features and changes of upcoming patch 469e
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Re: New features and changes of upcoming patch 469e
You do not have the required permissions to view the files attached to this post.
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Re: New features and changes of upcoming patch 469e
Nice for older people. But: It also affects the "Actor Text View" window, and there is no possibility to adjust font size.
"If Origin not in center it be not in center." --Buggie
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Re: New features and changes of upcoming patch 469e
Well, it share font size. So what used in editor will used in float text windows as well. If need change there - adjust in editor.
Auto merged new post submitted 7 hours 13 minutes later
39. Load protected packages in editor
Now possible load in editor packages, which designed for run on client or server, but crash editor on attempt open it.
That allow decompile code of such packages. For restore code or inspect it.
Auto merged new post submitted 12 minutes later
40. ScriptRays can be used for determine exact location where happen error, by offset from the log.
For example next one:
Let's take offset 02D9:
1. Open Dissassembly for Botpack.Bot. 2. press Ctrl+F and enter what we search: 3. Ensure we in proper place (state and function name is match): 4. goto offset 02D9: 5. by code near match assembly and source code: 6. Determine error code location from error message and offset:
Auto merged new post submitted 12 hours 4 minutes later
41. Relative Reorder Brushes
New feature of 469e which allow you change order of brushes very precisely.
This allow fix or improve complicated BSP.
Now you can add brush in exact position, so it will overlap with other brushes in proper order.
Auto merged new post submitted 7 hours 13 minutes later
39. Load protected packages in editor
Now possible load in editor packages, which designed for run on client or server, but crash editor on attempt open it.
That allow decompile code of such packages. For restore code or inspect it.
Auto merged new post submitted 12 minutes later
40. ScriptRays can be used for determine exact location where happen error, by offset from the log.
For example next one:
Code: Select all
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:0091) Accessed None 'Enemy'
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:0099) Accessed None 'Zone'
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:012E) Accessed None 'Enemy'
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:02D9) Accessed None 'Enemy'
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:0350) Accessed None 'Enemy'
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:03EA) Accessed None 'Enemy'
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:05F2) Accessed None 'Enemy'
ScriptWarning: ST_TFemale1Bot CTF-XV-BloodGulchV6.ST_TFemale1Bot1 (Function Botpack.Bot.TacticalMove.PickRegDestination:0621) Accessed None 'Enemy'
1. Open Dissassembly for Botpack.Bot. 2. press Ctrl+F and enter what we search: 3. Ensure we in proper place (state and function name is match): 4. goto offset 02D9: 5. by code near match assembly and source code: 6. Determine error code location from error message and offset:
Auto merged new post submitted 12 hours 4 minutes later
41. Relative Reorder Brushes
New feature of 469e which allow you change order of brushes very precisely.
This allow fix or improve complicated BSP.
Now you can add brush in exact position, so it will overlap with other brushes in proper order.
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Re: New features and changes of upcoming patch 469e
42. Improved Path Builder
Improved path builder in 469e build clear paths.
Also it make air paths as well.
Auto merged new post submitted 2 minutes later
43. Instant Rebuild Changed Paths
In 469e you can rebuild only changed paths, which goes pretty fast even on huge maps, where full rebuild paths goes too long.
That allow easy make paths for huge maps, and immediately check the results of changes.
Auto merged new post submitted 16 hours 20 minutes later
44. Select Surfaces by Fill
In this example I show how Select Surfaces by Fill work. I recreate terrain textures.
You need just make desired area surround with other textures. And after you can easy select all inside and change texture or do what ever you want.
That tool can be use for different goals. Another usage - select all same texture in one place and replace or align at once, for example.
Auto merged new post submitted 18 minutes later
45. Select Surfaces by Fill One Step
Next new feature is complement for iterative selection surfaces like Select Surfaces by Fill. It allow make only on one step of iterations.
Which allow you select surfaces partially, as you need.
Also in this example illustrate use Select Surfaces by Fill for simple replace texture in one chitinous area. OFC it can be used for any surface operation - align, scale, change flags and so on.
One Step can work with other iterative selections as well.
One Step can be used on big brush, like huge cylinder, for select few adjacent surfaces.
Improved path builder in 469e build clear paths.
Also it make air paths as well.
Auto merged new post submitted 2 minutes later
43. Instant Rebuild Changed Paths
In 469e you can rebuild only changed paths, which goes pretty fast even on huge maps, where full rebuild paths goes too long.
That allow easy make paths for huge maps, and immediately check the results of changes.
Auto merged new post submitted 16 hours 20 minutes later
44. Select Surfaces by Fill
In this example I show how Select Surfaces by Fill work. I recreate terrain textures.
You need just make desired area surround with other textures. And after you can easy select all inside and change texture or do what ever you want.
That tool can be use for different goals. Another usage - select all same texture in one place and replace or align at once, for example.
Auto merged new post submitted 18 minutes later
45. Select Surfaces by Fill One Step
Next new feature is complement for iterative selection surfaces like Select Surfaces by Fill. It allow make only on one step of iterations.
Which allow you select surfaces partially, as you need.
Also in this example illustrate use Select Surfaces by Fill for simple replace texture in one chitinous area. OFC it can be used for any surface operation - align, scale, change flags and so on.
One Step can work with other iterative selections as well.
One Step can be used on big brush, like huge cylinder, for select few adjacent surfaces.
Last edited by Buggie on Fri Aug 30, 2024 3:46 pm, edited 1 time in total.
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Re: New features and changes of upcoming patch 469e
Im just constantly amazed at all the changes that are being made to this OLD piece of software (UED2)!
If you keep this up @Buggie , it's gonna be a better tool than the most recent Unreal Editor!
With all these changes, the UnrealEd manual is gonna need to be rewritten!
If you keep this up @Buggie , it's gonna be a better tool than the most recent Unreal Editor!
With all these changes, the UnrealEd manual is gonna need to be rewritten!
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Re: New features and changes of upcoming patch 469e
46. Fixed show same values in actor properties.
Look at location of this 4 trees - they share same Y and Z, but not X.
469d: 469e:
Auto merged new post submitted 3 minutes later
47. Sound browser show info about sounds.
The sound browser now shows the bit depth, frequency, and number of channels in each sound sample
Auto merged new post submitted 20 hours 16 minutes later
Difference in performance
FPS on D3D9: 469b vs 469c vs 469d vs 469e
Tiles:
469b - 469c
469d - 469e
469b
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
1525 frames rendered in 59.94 seconds. Min 7.54 Max 58.52 Avg 25.43 fps.
469c
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
3612 frames rendered in 59.98 seconds. Min 8.55 Max 154.86 Avg 60.21 fps.
469d
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
3621 frames rendered in 59.99 seconds. Min 10.93 Max 130.42 Avg 60.35 fps.
469e
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
4693 frames rendered in 59.98 seconds. Min 37.12 Max 178.44 Avg 78.23 fps.
Auto merged new post submitted 5 hours 16 minutes later
Difference in performance
FPS on OpenGL: 469b vs 469c vs 469d vs 469e
Tiles:
469b - 469c
469d - 469e
469b
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
2377 frames rendered in 59.97 seconds. Min 11.96 Max 111.36 Avg 39.63 fps.
469c
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
4185 frames rendered in 59.99 seconds. Min 14.57 Max 143.78 Avg 69.76 fps.
469d
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
4294 frames rendered in 59.99 seconds. Min 16.98 Max 140.44 Avg 71.57 fps.
469e
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
5694 frames rendered in 59.99 seconds. Min 48.78 Max 182.13 Avg 94.90 fps.
Auto merged new post submitted 3 minutes later
Difference in performance
FPS on XOpenGL: 469b vs 469c vs 469d vs 469e
Tiles:
469b - 469c
469d - 469e
469b
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
2046 frames rendered in 59.96 seconds. Min 9.40 Max 93.16 Avg 34.11 fps.
469c
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
3433 frames rendered in 59.98 seconds. Min 14.08 Max 146.74 Avg 57.23 fps.
469d
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
2858 frames rendered in 59.98 seconds. Min 12.05 Max 139.74 Avg 47.64 fps.
469e
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
4782 frames rendered in 59.98 seconds. Min 38.99 Max 165.20 Avg 79.71 fps.
Auto merged new post submitted 8 minutes later
48. Transform Permanently Not Break Texture Alignment
On 469e you can transform brushes permanently without ruin texture alignment on them.
In first part of video I show how it be on 469d.
In last part - how it work on 469e.
Look at location of this 4 trees - they share same Y and Z, but not X.
469d: 469e:
Auto merged new post submitted 3 minutes later
47. Sound browser show info about sounds.
The sound browser now shows the bit depth, frequency, and number of channels in each sound sample
Auto merged new post submitted 20 hours 16 minutes later
Difference in performance
FPS on D3D9: 469b vs 469c vs 469d vs 469e
Tiles:
469b - 469c
469d - 469e
469b
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
1525 frames rendered in 59.94 seconds. Min 7.54 Max 58.52 Avg 25.43 fps.
469c
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
3612 frames rendered in 59.98 seconds. Min 8.55 Max 154.86 Avg 60.21 fps.
469d
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
3621 frames rendered in 59.99 seconds. Min 10.93 Max 130.42 Avg 60.35 fps.
469e
D3D9Drv.D3D9 (90 fov @ 1920x1080x32 Fullscreen) on fps1
4693 frames rendered in 59.98 seconds. Min 37.12 Max 178.44 Avg 78.23 fps.
Auto merged new post submitted 5 hours 16 minutes later
Difference in performance
FPS on OpenGL: 469b vs 469c vs 469d vs 469e
Tiles:
469b - 469c
469d - 469e
469b
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
2377 frames rendered in 59.97 seconds. Min 11.96 Max 111.36 Avg 39.63 fps.
469c
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
4185 frames rendered in 59.99 seconds. Min 14.57 Max 143.78 Avg 69.76 fps.
469d
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
4294 frames rendered in 59.99 seconds. Min 16.98 Max 140.44 Avg 71.57 fps.
469e
OpenGLDrv.OpenGL (90 fov @ 1280x720x32 Windowed) on fps1
5694 frames rendered in 59.99 seconds. Min 48.78 Max 182.13 Avg 94.90 fps.
Auto merged new post submitted 3 minutes later
Difference in performance
FPS on XOpenGL: 469b vs 469c vs 469d vs 469e
Tiles:
469b - 469c
469d - 469e
469b
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
2046 frames rendered in 59.96 seconds. Min 9.40 Max 93.16 Avg 34.11 fps.
469c
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
3433 frames rendered in 59.98 seconds. Min 14.08 Max 146.74 Avg 57.23 fps.
469d
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
2858 frames rendered in 59.98 seconds. Min 12.05 Max 139.74 Avg 47.64 fps.
469e
XOpenGLDrv.XOpenGL (90 fov @ 1280x720x32 Windowed) on fps1
4782 frames rendered in 59.98 seconds. Min 38.99 Max 165.20 Avg 79.71 fps.
Auto merged new post submitted 8 minutes later
48. Transform Permanently Not Break Texture Alignment
On 469e you can transform brushes permanently without ruin texture alignment on them.
In first part of video I show how it be on 469d.
In last part - how it work on 469e.
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Re: New features and changes of upcoming patch 469e
Are there specific reason why you would want to use XOpenGL over OpenGL?
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Re: New features and changes of upcoming patch 469e
No. Test both and pick what you like. Same as for D3D11 and ICBIND.
Results can be different on different hardware.
Auto merged new post submitted 14 hours 28 minutes later
49. Vertex Edit Brush not ruin Texture alignment on whole brush
In this example I show how it be before (469d or before) - any edit of any vertex of brush, ruin alignment of textures of whole brush, which make near impossible use that tool on huge complicated brushes with custom texture align. Or re-align it each time, when do vertex edit of such brush.
Now, starting from 469e, edit on vertex not break texture align on whole brush. All stay same as before. OFC on polygons which include edited vertex can be changes, but there no way avoid such. And other areas left unaffected, as should.
Auto merged new post submitted 9 hours 44 minutes later
50. Improved Light builder not make dark marks for bright corners surfaces
Results can be different on different hardware.
Auto merged new post submitted 14 hours 28 minutes later
49. Vertex Edit Brush not ruin Texture alignment on whole brush
In this example I show how it be before (469d or before) - any edit of any vertex of brush, ruin alignment of textures of whole brush, which make near impossible use that tool on huge complicated brushes with custom texture align. Or re-align it each time, when do vertex edit of such brush.
Now, starting from 469e, edit on vertex not break texture align on whole brush. All stay same as before. OFC on polygons which include edited vertex can be changes, but there no way avoid such. And other areas left unaffected, as should.
Auto merged new post submitted 9 hours 44 minutes later
50. Improved Light builder not make dark marks for bright corners surfaces
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Re: New features and changes of upcoming patch 469e
Bless you! I had a map i gave up on because of inexplicable dark patches on surfaces with both High Shadow Detail + Bright Corners checked. It failed when using a high radius light source using Non-incidence lighting. (It was supposed to be outdoor lighting.)
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Re: New features and changes of upcoming patch 469e
51. More viewports presets
Auto merged new post submitted 34 minutes later
52. Add actors on mover surface
Now you can very easy add actors to mover surface, like on regular BSP one.
That very handful for place LiftCenter on lifts.
Also this can be used for place some actors, which must be attached to movers.
Auto merged new post submitted 10 hours 16 minutes later
53. Select Brushes by Surfaces
New feature of 469e, which allow you select brushes, by selected surfaces which can help in many cases:
- You can now easy figure to which this surface belong.
- You can know which surface created by which brushes in complicated geometry.
- You can easy reach brushes for alter flags on brush, which propagate to all surfaces of this brush, so can't be cleared in usual way, per surface, since on rebuild, this flags return back to surface.
Auto merged new post submitted 4 hours 52 minutes later
54. Properly Rotate Unproportionally Scaled Textures
469e able properly rotate unproportionally scaled textures.
In first part I show how it happen in 469d.
And in last part how it properly do 469e.
Auto merged new post submitted 4 hours 52 minutes later
55. With ImageMagick Editor can import a lot different image formats:
Auto merged new post submitted 8 minutes later
56. Builder Detects Non-coplanar Surfaces
New feature of 469e - builder detect non-coplanar surfaces and ask you to tessellate them.
But even if you refuse do so, during build will be applied internal tesselation, instead of make broken BSP. Source brushes will remain unchanged, and you will ask again, if this brush not be fixed.
Auto merged new post submitted 11 hours 21 minutes later
57. Undo and Redo work with Vertex Edit
With 469e you can easy rollback any vertex edit action, if something goes wrong.
Auto merged new post submitted 34 minutes later
52. Add actors on mover surface
Now you can very easy add actors to mover surface, like on regular BSP one.
That very handful for place LiftCenter on lifts.
Also this can be used for place some actors, which must be attached to movers.
Auto merged new post submitted 10 hours 16 minutes later
53. Select Brushes by Surfaces
New feature of 469e, which allow you select brushes, by selected surfaces which can help in many cases:
- You can now easy figure to which this surface belong.
- You can know which surface created by which brushes in complicated geometry.
- You can easy reach brushes for alter flags on brush, which propagate to all surfaces of this brush, so can't be cleared in usual way, per surface, since on rebuild, this flags return back to surface.
Auto merged new post submitted 4 hours 52 minutes later
54. Properly Rotate Unproportionally Scaled Textures
469e able properly rotate unproportionally scaled textures.
In first part I show how it happen in 469d.
And in last part how it properly do 469e.
Auto merged new post submitted 4 hours 52 minutes later
55. With ImageMagick Editor can import a lot different image formats:
Auto merged new post submitted 8 minutes later
56. Builder Detects Non-coplanar Surfaces
New feature of 469e - builder detect non-coplanar surfaces and ask you to tessellate them.
But even if you refuse do so, during build will be applied internal tesselation, instead of make broken BSP. Source brushes will remain unchanged, and you will ask again, if this brush not be fixed.
Auto merged new post submitted 11 hours 21 minutes later
57. Undo and Redo work with Vertex Edit
With 469e you can easy rollback any vertex edit action, if something goes wrong.
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Re: New features and changes of upcoming patch 469e
As many features and refinements now as must be 470a already.
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- Godlike
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Re: New features and changes of upcoming patch 469e
58. Vertex Edit work in 3D viewports
In 469e you can edit or adjust vertices just in 3D view. Before that work only in 2D views.
Auto merged new post submitted 6 hours 17 minutes later
59. Vertex Edit with Move Camera
In 469e you can move vertices together with camera with hold Shift, instead of Ctrl. Work in 2D and 3D viewports.
In 469e you can edit or adjust vertices just in 3D view. Before that work only in 2D views.
Auto merged new post submitted 6 hours 17 minutes later
59. Vertex Edit with Move Camera
In 469e you can move vertices together with camera with hold Shift, instead of Ctrl. Work in 2D and 3D viewports.
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