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Subject: [u1] Unreal Patch 227h now released
Post Posted: 05 Jun 2011, 15:03
- OldUnreal Staff
- Posts: 135
- Joined: 07 Oct 2008, 10:36
Post Posted: 05 Jun 2011, 17:12
It's a lighting problem, but its not really a lighting issue, its caused because the origin of the body is insight the world geometry .
Basically its a map issue which could have been easily avoided. 227g/h is just a bit more sensitive to such mistakes as it handles many things more accurate (in this case ighting visibility was changed center of render bounding box rather than actor location).
That's very sad for old maps, but fortunately this happens only in very rare situations. So new maps can benefit from it with "little losses".
Besides, lighting itself wasn't changed, except specularity, which made meshes unlit partially even if there was no light source at all. Now the lighting is there more accurate too as it only displays light which is actually really there.
Of course this can be taken as disadvantage or even "bug" if you wish, but there are a few things in which we suffer from "the sins of the past" just for fixing bugs, like this one above.
- Gilded Claw
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- Location: Riding my bicycle from the highest hill in Sydney to these forums
Post Posted: 06 Jun 2011, 02:26
And only idiots know everything
- Skaarj Scout
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- Buff Skeleton
- Posts: 4132
- Joined: 15 Dec 2007, 00:46
Post Posted: 05 Jan 2012, 22:15
TheIronKnuckle wrote:You could take it a step further and start patching individual maps? Break compatibility across versions, I wouldn't care. Although I'm sure a great many others would....
Would probably make more sense to add a legacy boolean that toggles between the new lighting system and the old one, but I'm not sure if it's worth the extra work.
- Skaarj Berserker
- Posts: 449
- Joined: 02 Feb 2010, 12:55
Post Posted: 06 Jan 2012, 01:28
jammer64 wrote:Guys, a problem here. Framerate is really low especially when I see more geometry. When I look up in the sky, framerate is normal. It didn't happen with previous 227 I use Direct9 renderer and GeForce 450GTS.
Are your shadows set to Ultra-High res? If so, change it to blob or low-res ones. If that doesn't fix it, reset your renderer's settings to default or try switching to a different one (Like OpenGL)
- News Editor
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Post Posted: 06 Jan 2012, 01:46
I am the Unreal archivist and historian. If you have something from the past of Unreal that I don't have, do tell.
- Skaarj Berserker
- Posts: 425
- Joined: 25 Sep 2008, 07:25
Post Posted: 06 Jan 2012, 08:42
Code: Select all
function SendPlayer( PlayerPawn aPlayer, string URL )
local GameRules G;
if ( GameRules!=None )
for ( G=GameRules; G!=None; G=G.NextRules )
if ( G.bHandleMapEvents && !G.CanCoopTravel(aPlayer,URL) )
// hack to skip end game in coop play
if ( left(URL,7) ~= "endgame")
Level.ServerTravel( "Vortex2", False);
if ( left(URL,11) ~= "extremeDGen")//change to fixed map instead
Level.ServerTravel( "EXTREMEDarkGen", True);
Level.ServerTravel( URL, true );
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