UnrealTournament Extension Pack

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War_Master

Member
May 27, 2005
702
0
16
I'm pretty sure that they might have gotten stuck on Replication issues. I do too, and I always get frustrated or quit my projects when I don't get it working like I want it to... it sucks to be a perfectionist! That's why I understand the guy, taking a break and taking care of his personal life in the mean while until the spark gets shiny again and continue his work harder than before.

My believe is that he wants to release his mod as completely finished and well tested to the fullest so there won't be a need of a fixed version or patch. I also take my time with my mods and take breaks from them as I go.

The reason I needed the Shader/Combiner was for my Quake3 weapon mod because 3-4 weapons have skins that use shaders for the effect and since he mentioned that he was able to make one, I could have used it in my mod for an alike effect to the ones in Quake. At the moment with my mod, I'm stuck with it too because for some reason the meshes glitch when they get imported into UT and can't figure out why MilkShape is doing that. So, I'm gonna be patient for a release if he does go back to finishing his mod but if I finish mine first, I will have to do my best without it... no biggy.
 
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FXD|Shadow

Mad Man, really
Ok... *Suprise* - I'm back, really.

I already continued working on it for like 5 days and finished Beam Emitters for example completely. The main task, as described at the moddb page, is currently to finish all the Particle Engine Stuff.

So... sorry to upset you, I understand your reactions, but first... comes Real Life (no I never owned a Rocket Launcher) and it took/takes all of my time. And yes it's my decision to start/end this project, you should be happy that there's someone mad like me offering all this for free.

You can also expect a huge update within the next days/week !
 
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BlackCheetah

New Member
Jan 22, 2008
743
0
0
:( Teh BlackCheetah almost took over the world... anyway you are back :eek: I guess now all the attention is back on you :(
 

War_Master

Member
May 27, 2005
702
0
16
Good to see that you're back, Shadow. Now, is there a chance I can take a look at the Shader/Combiner to see if it will work out with my weapon mod?
 

FXD|Shadow

Mad Man, really
Yes I would give it to you, but since many packs are linked together it would require a huge load of data. I cannot just send you the file with the revamped Weapons and stuff. Other than that it would be foolish: it's not yet optimized and I want to make it native too !

But I can promise you: It'll work with any weapon you want, you just have to subclass my base class, nothing more...

//edit: oh.. and who teh fukk tagged this thread as "awesomeness gets always removed" ?
 
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GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
This needs restickying.
Welcome back, and I hope you won't disappear again :)
By the way, how would you code it in native? The headers were released only for U1 AFAIK. Plus, that would need a new DLL file.
 

Raven

Member
Jan 17, 2004
147
0
16
41
turniej.unreal.pl
Headers are released for many UnrealEngine 1 games (DeusEx, U1, UT, Rune, etc). And yes, compiled code is in form of a new dll bounded to .u file. You can extend any class and all you need to do in most cases is just use Super:: to execute code from base class. But sometimes you need to use UObject::StaticLoadClass to load class and ConstructObject to create it. After you get used to it, it's quite fun :).

As for environment, I'm using Visual Express 2008 for most of my coding and Visual C++ 6.0 for few projects. I've modified headers so they work with VC++2008 in most of the cases but sometimes I just can't compile project with new compiler (like OpenGL) so I'm forced to use VC++6.0.
 
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FXD|Shadow

Mad Man, really
This needs restickying.
Welcome back, and I hope you won't disappear again :)
By the way, how would you code it in native? The headers were released only for U1 AFAIK. Plus, that would need a new DLL file.

Headers are released for many UnrealEngine 1 games (DeusEx, U1, UT, Rune, etc). And yes, compiled code is in form of a new dll bounded to .u file. You can extend any class and all you need to do in most cases is just use Super:: to execute code from base class. But sometimes you need to use UObject::StaticLoadClass to load class and ConstructObject to create it. After you get used to it, it's quite fun :).

As for environment, I'm using Visual Express 2008 for most of my coding and Visual C++ 6.0 for few projects. I've modified headers so they work with VC++2008 in most of the cases but sometimes I just can't compile project with new compiler (like OpenGL) so I'm forced to use VC++6.0.
Umm yes, raven said it already (thanks mate), I'm not extending the engine as is, I'm coding completely new stuff from scratch, it's the only way, you know just coding a new render device isn't enough, it's just the "vessel" to realise new stuff, thus extra dll files bound to their u-package counterparts

and thanks @ all for the nice welcome back ;D

oh yes, and this should go sticky again..
 
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Raven

Member
Jan 17, 2004
147
0
16
41
turniej.unreal.pl
Shadow, can you contact .:..:, your stuff will perfectly fit also 227 patch. It'll be so cool to see this stuff also in Unreal 1 :).
 
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FXD|Shadow

Mad Man, really
So, you can C++ something out of nowhere? Like, a renderer from nowhere? If so, that means we could get an OpenGL renderer for Unreal II...
no.. you missunderstood me, my renders are based on existing ones, I meant the additionally added completely new features are from scratch and the additional rendering code

Shadow, can you contact .:..:, your stuff will perfectly fit also 227 patch. It'll be so cool to see this stuff also in Unreal 1 :).
yes I often thought about a port to unreal, definitly worth to effort, but at first comes UT



//WTF: did two posts vanish from this thread I tried to reply to ? (two posts of today, by iSenSe and GreatEmerald)
 
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GreatEmerald

Khnumhotep
Jan 20, 2008
4,042
1
0
Lithuania
Don't forget to keep us updated with changelogs and such. It's always good to hear that something's happening (and what is happening), and it's hard to keep track of changes in the ModDB profile. Plus, that will motivate yourself to continue.