Making UT2007 more mod friendly

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Glacian

SquirrelKing
Nov 11, 2004
38
0
0
39
Waltham, MA
Of all the features I'd like to see in UT2007, an updated code base for the Pawn class and various physics modes (walking, falling) is at the top of my list. First of all, the way it is now, it's totally unintuitive, bearing little resemblence to reality, and has so many cheap hacks baked into the code (like Z being hardcoded as up for most things) that workarounds take for-frikkin-ever. Even worse is the fact that the code for the physics modes is not at all accessible, and it was never released to the public by epic, so if you want to do something fun like wall-walking, you're stuck trying to work around Phys_walking or fiddling with Phys_spider. ANYWAY, I'd just like to see the damn thing overhauled and replaced with more consistent, friendly, moddable code.
 

UTIMER

U4E coder
Mar 5, 2004
25
0
0
37
utimer.pcplayground.com
Well the new engine has Novodex so its pretty likeley that the physics are beeing updated ;) .
Funny how we in the U4E team had a short discussion about this very subject, and the first thing to come out was that we would like a more powerfull Uscript. Beeing able to attach your own functions to events: Victem.attachEvent(myFunction,"onDeath"); to set an example of what we mean by that...
 

Nereid

・ ω ・
Apr 15, 2003
1,843
0
36
35
Vancouver
I keep wanting to be able to implement the idea of people walking on walls and ceilings with gravity and all set individually. (No, PHYS_Spider doesn't count.)

Oh well. The movement system will probably be implemented in a similar way to UT/UT2004. I see no reason for Epic to change that.
 

Sir_Brizz

Administrator
Staff member
Feb 3, 2000
26,020
84
48
Making UScript more powerful is a hard choice because it comes at the expense of performance to have code that executes post-processor.