It's a bypass of the serialization crash in unrealed, it doesn't crash just gives an "ok" box. I tried to hex the first 256 box to work, since it was only "missing" 1 byte, but I assume now that WoT uses a different datatype in MyLevel that's purposely 1 byte smaller, so unless I figure out which datatype that's changed it has to be fixed in a crash bypass. It's not implemented in g yet, it's a temp Core.dll.
Is this the approximate settings that you used in WoT?
http://www.klankaos.com/buildsettings.png
I don't know what the Portals slider is default on unrealed 1, but this produces a lower node count than when imported. 4890 built like this, and 5021 directly from WoT.. I would not be surprised if Legend came up with a similar fix that we did for bsp building.
Speaking of that, where were the BSP holes so I can see if they're fixed on g builder as well?
Is this the approximate settings that you used in WoT?
http://www.klankaos.com/buildsettings.png
I don't know what the Portals slider is default on unrealed 1, but this produces a lower node count than when imported. 4890 built like this, and 5021 directly from WoT.. I would not be surprised if Legend came up with a similar fix that we did for bsp building.
Speaking of that, where were the BSP holes so I can see if they're fixed on g builder as well?
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