New features and changes of upcoming patch 469f

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Barbie
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Re: New features and changes of upcoming patch 469f

Post by Barbie »

Hbgr wrote: Mon Apr 13, 2026 5:56 am What i could REALLY use are SIN, COS, and TAN.
As I've noticed in the video, the result of the calculation is stored in the property field, not the formula. So you will see 0,8660254037 instead of =sin(π/3) afterwards.
"If Origin not in center it be not in center." --Buggie
Buggie
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

Hbgr wrote: Mon Apr 13, 2026 5:56 am What i could REALLY use are SIN, COS, and TAN. It would make it so much easier to create structures based on circular or polygonal rotations of brushes.
Cn you provide examples, please? Maybe even video.
Hbgr
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Re: New features and changes of upcoming patch 469f

Post by Hbgr »

No video but recently i had to create a semicircle of bannisters to use as railing. I created a single segment of a bannister and the connecting rail, in hopes of just making a circle of connected segments by duplicating it with a pivot at the centerpoint of the semicircle.
It became apparent they wouldnt connect with a simple rotation, as it was a weird number of degrees i'd have to turn it to line up connected.
If i could determine the actual number of degrees to turn the brush based on its length, i could have solved it. Or if i could determine the exact XY location to place the segment, i could just "eye" the rotation amount.

Trig functions would have helped immensely here, as well other similar construction problems needing angles based on length.
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Re: New features and changes of upcoming patch 469f

Post by Buggie »

Did you try use array tool for that?



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Re: New features and changes of upcoming patch 469f

Post by Buggie »

47. Export CTF-EternalCave to UT2004 v3374

With "Move dependencies tool" from v469f, you can on easy port maps to UT2004, since it able open .utx files from UT99.
The map itself ported via T3D format.

All easy and can be done in few minutes.

Steps:
0. Open EternalCave in 469f editor.
1. Move all dependencies (Sound and Textures only!) to MyLevel.
2. Save map with different name.
3. Restart editor.
4. Open saved map.
5. Move all MyLevel dependencies (Sound and Textures only!) to EternalCaveRes package.
6. Save map with different name (just in case).
7. Save EternalCaveRes as .utx package.
8. Export map as t3d.
9. Move EternalCaveRes.utx to Textures folder of 2k4 3374
10. Open EternalCaveRes.utx as Texture package in 3374 editor.
11. Import t3d.
12. Build map.
13. Run it.
14. Can add flags, items, set default game type, etc.

If UT2004 crash on import T3D - try switch all viewports to wireframe.
Or wait next preview of 3374, that issue already fixed.

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Re: New features and changes of upcoming patch 469f

Post by Buggie »

48. Fast Update Huge Props List

In 469f editor when expanded huge list of props there no lag anymore.

You can see how laggy it be before on 469e.

If open array with more then 1024 items, it will be much worse, even from that.

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Re: New features and changes of upcoming patch 469f

Post by Buggie »

49. Filter textures by type

In 469f you can filter textures by type in texture browser.

That allow you fast find and choose nice textures for animated effects.

Not only for exact use, but also as example what can be done for your own textures.

When you hold Shift, click toggle all other types.

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Re: New features and changes of upcoming patch 469f

Post by Buggie »

50. Show mesh as Particle System in Mesh Browser

In 469f you can view any mesh as particle system in mesh browser.

That allow you tune and preview really cool effects.
Like magic flame bleed from sword or magic aura around player.

Most cool examples appear more to end of the video.

Double click on mesh in viewport open props for camera actor, where I alter texture for particle system.

Such stuff completely compatible with 436 and can be used safely.


Auto merged new post submitted 19 hours 27 minutes later
51. Fast build paths for 5000 NavigationPoints

In 469f we add multithreading for build paths in the editor.
Which allow now build paths in 6 seconds, which take before 72 seconds.

Which is quite important for upcoming port of Onslaught game mode.
In this video I built paths for ONS-Torlan.

469f also able handle unlimited amount nav points for search paths.
Default limit is 10 000 points, but you can change it in ini file at any time.

Prior 469, limit will be 1000 points. Prior 469f it be 2000.