Runtime 2226.20.01 Issues

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Xmp

The Original XMP
Aug 30, 2004
3
0
0
41
London, UK
I'm a new user to the runtime and I've just downloaded 2226.20.01 from UDN. I seem to have run into a few issues however.

1. Lighting seems to be screwed up? Is this a known issue or is it me? I've been going through http://www.planetunreal.com/architectonic/first_level.html and no matter what I do to my light it doesn't want to light all four walls. Usually 2 end up lit and the rest including floor and ceiling are completely black. (tried increasing lighting radius to 1024 with no effect) I'm guessing this is more likely being due to a completely "n00bish" mistake by myself rather than the runtime but just thought I'd check.

2. I keep getting a EM_runtime version mismatch when attempting to "open runtimemaster.epicgames.com:7777" and also on the 8888 port. Is this just that Epic haven't gotten round to updating their server? Or have I screwed up? (my install is fairly vanilla right now, haven't had much chance to fiddle yet.)

3. Is there any chance of an official or unofficial mailing list or irc chat room being formed. Something a bit more realtime than forums could be useful to the community?

Log of light rebuilding. Just thought I'd add this in case it might help someone figure out if it's me messing up here.

Cmd: LIGHT APPLY
Log: Found 1 zones
Log: Polys: 6 -> 6
Log: Nodes: 12 -> 6
Log: Points: 8 -> 8
Log: Vectors: 11 -> 11
Log: bspBuildBounds: Generated 5 bounds, 60 hulls
Log: BuildZoneInfo: 0 ZoneInfo actors, 0 duplicates, 0 zoneless
Log: Portalized: 0 portals, 0 zone portals (0 fragments), 1 leaves, 6 nodes
Log: Lightsource Light5: 1 leaves
Log: Time = 44.613440 msec per light
Init: Input system initialized for LightingViewport
Log: Opened viewport
Log: Enter SetRes: 128x128 Fullscreen 0
Log: Using back-buffer format 22(32-bit)
Log: Using depth-buffer format 75(32-bit)
Log: Creating IME context.
Localization: No localization: UnrealEd.General.Product (int)
Log: Closed viewport
Log: UModel::Illuminate: 0 rays, 0.449053 seconds
Log: Illumination: 1.908724 seconds
Log: Allocating 65536 byte dynamic vertex buffer.
Log: Allocating 16384 byte dynamic index buffer.
 
Last edited:

K Castle

Dried Frog Pill Dispenser
As for (1), if this is sunlight you're talking about, you need to set the ambient brightness in your Zoneinfo (it's the first thing in the list under ZoneLight). For an outdoor setting I set the sunlight's light brightness to 180 and the ambient brightness to 90. I get the best lighting results by setting the sunlight direction just slightly off from square.
 

Xmp

The Original XMP
Aug 30, 2004
3
0
0
41
London, UK
Alas it's not sunlight. It's the plain vanilla light class that's causing me problems. The light will light walls on the other side of a room but not walls right next to it or the floor or ceiling as if it's directional? I thought vanilla light shouldn't be directional? I've checked the properties of the walls, which I had just created, no speciallit or anything like that.
 

K Castle

Dried Frog Pill Dispenser
I fired up UnreadEd and played around with a light in a basic room. It's true. If you put a light right up against a wall, the wall isn't lit properly. That's just one of the little quirks of the system -- I don't think you can do anything about it. You just have to put your light slightly away from the wall. That's not really any big deal, because you don't actually see the origin of the light in the map. It's not really possible to tell that the real source of the light is actually slightly away from the brush or static mesh.