Large Mappack (No name yet)

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Master_Unreal

New Member
Dec 1, 2010
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Yeah, it didn't come soon Lol

Because 227g has been released, the new UED 2.1 has moved me to start developing with that instead of 225, 225 can barely handle my maps anymore without crashing due to the editor being crap in general. However conversions to 225 will be made when another episode is complete.
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
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You can just convert them back using MC and resave under 225 editor (to avoid certain warning messages) before releasing them. Also better do paths rebuild under 225 again, I found out that the paths get screwed up sometimes when building under 227. But don't use any of the new 227 features, like the new texture types, like the oscilators rotators etc. However scaling etc works right and is compatible. Just don't use any of the new actors and when making new actors better make them under 225, there can be conflicts if you make the new actors under 227, like certain functions conflicting and then the map won't load. Just to warn you.
 

Master_Unreal

New Member
Dec 1, 2010
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Oh no, I never planned on using many of the new 227 effects. The way I'll do it is use some of the new effects, but not in an excessive or "hard to reproduce with 225" manner, things like Static Meshes, I'd just make the mesh in ued itself and reimport it, but since I still have the brush file, I'd be able to take all those out and simply add them as brushes before exporting to 225. Things like rain and such might be used (can be a bit laggy for me sometimes)
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
If you use the effects it won't be compatible again, although there are standalone particle generators avaiable for Unreal, like that of Raven for example. But it is mostly native, those ones. So I don't think it is recommended for online use. You may want to keep the compatibility to max.
 

Master_Unreal

New Member
Dec 1, 2010
39
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Lol tbh I don't like the particle generators, at least some forms of it, they just dont look right and for me they can cause some lag. Mostly I'll just be using static meshes and weather effects

What I'll be doing is at the completion of each episode, I'll dump all the maps in a separate folder, such as MUPack225 for example, and just take out the 227 effects and replace them with things 225 will accept (For rain or weather I will just use brushes, etc) It's a bit of work but this way it will work for everyone. 227 users get something, 225 users get something, I get something by not using a crap editor Lol
 

Leo(T.C.K.)

I did something m0tarded and now I have read only access! :(
May 14, 2006
4,794
36
48
Yeah, but there are also weather effects compatible with Unreal, non native. Turboman used them for example in his firestorm in early devolepement, I forgot who made it but they were optimized well. They were taken from a downloadable mod, but as I said I forgot the original source of those effects.

I kinda hate when there are existing multiple versions of one mappack, but that's your decision.
 

Exus Tecius

like diamonds in the sky
Sep 24, 2003
1,839
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Visit site
whats it with the QuakeMPak ? can you tell or show us more pls ?
sounds interesting to me.
 
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