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[u227i] Unreal: Resurgence Part 1

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Annetteblue
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 10 Oct 2015, 05:36

I have both, too.

User avatar AlCapowned
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Subject: Re: [u227][ut] Unreal: Resurgence Part 1

Post Posted: 11 Oct 2015, 08:39

I think 227 would be fine, too.

User avatar evilgrins
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 21 Oct 2015, 23:54

Saw this won't be for ut99 anymore, notice on Moddb, but was wondering (hope hope hope) will the monsters still be playable under ut99?

Really wanna use them in MonsterHunt.

User avatar AlCapowned
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 22 Oct 2015, 00:12

I would have to release a separate pack that keeps only the monsters without anything that needs 227, but it wouldn't be hard. I can do that.

User avatar Delacroix
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 27 Oct 2015, 19:11

Why can't it be for Unreal Tournament? From what I know, Shadow's UT Community SDK does support Static Meshes so maybe you could give it a shot.
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User avatar AlCapowned
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 27 Oct 2015, 19:15

Isn't the SDK's static mesh system very different from 227's? I think it needs its own render and some special class placed into every map that uses it. That would probably prevent compatibility.

User avatar Delacroix
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 08 Nov 2015, 00:30

Yeah, compatibility would go byebye, but you'd still have UT99 playerbase as audience.
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User avatar AlCapowned
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 08 Nov 2015, 13:35

From what I remember, maps that ever used static meshes in 227 can't be opened in UT's editor, even when the static meshes are removed beforehand. It probably wouldn't be worth the trouble to switch to UT at this point, even if we wanted to.

Out of curiosity, why the fixation on UT all of the sudden? The RtNP Episodes are 227 only, right?

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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 08 Nov 2015, 15:17

I'd advise you not to bother with UT compatibility. It sometimes falls difficult to non-developers to see the difficulties and time requirements involved in certain decisions; maintaining two separate versions of the project would be hell, for sure, especially if you're not willing to part with 227 comfort features like static meshes. I'd rather see you chug along at a decent pace and enjoy what you're doing, rather than put up with an additional workload that may dampen your enthusiasm. :)
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 09 Nov 2015, 17:12

I'm definitely sticking with 227. My maps use some particle emitter features that aren't available in the UT conversion, static meshes, and the maps couldn't be open with UT anyway. I'm not happy about alienating the UT playerbase since I also like being able to play maps in UT, but at this point the maps I'm working on need static meshes in order to reach the size and scope that I really want, and the BSP isn't as much of a problem as it used to be because of static meshes.

I don't want to give up 227's useful features since it makes the problem areas a lot more tolerable for me to work with.
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User avatar Delacroix
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 09 Nov 2015, 23:58

It's not fixation and I don't intend to pester you about it. Apologies if I sounded that way as I didn't intend to. I just had the - maybe erroneous - feeling that you are maybe thinking that UT compat. is something that you're sacrificing and are sad to see it go. If it isn't the case, more power to 227-only. I was merely suggesting a solution to keep UT compat. in the loop.
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UTupi
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 24 Feb 2016, 10:51

Any news on Resurgence? Really looking forward to this. :)

And I'd like to comment on the "227" thing. The lowercase letter should really be included every time, because some packs require 227h/i instead of merely 227g, and 227i for me breaks some old packs that worked fine with 227g. (Optimally 227i should already have been designated 228 or maybe a new 230-series, but there you go, might be some contractual spaghetti with Epic about engine version naming.) Let's be extra punctual and specify which 227 is being talked about, it'll be helpful to everybody. :)

With that off me chest, really looking forward to this. 8)

User avatar Teridax
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Subject: Re: [u227] Unreal: Resurgence Part 1

Post Posted: 24 Feb 2016, 22:24

Since everyone else has other commitments or real life stuff going on, I think I'm the only one doing mapping for the pack at the moment. I'm getting closer to finishing map 2b, so then I'll move on to the next maps; the two intros, map 1, 2, 3, and 4 are mostly (if not completely) done.

I updated the thread title with the version included.
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Subject: Re: [u227i] Unreal: Resurgence Part 1

Post Posted: 14 Mar 2016, 16:16

Hopefully this mappack will see the light of the day, I have very high hopes for it.
Didn't notice actually it got separated in two parts.
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Doublez-Down
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Subject: Re: [u227i] Unreal: Resurgence Part 1

Post Posted: 16 Mar 2016, 13:17

Teridax seems to still be diligently working on stuff. I don't even have Unreal on my computer right now. With a full time job part time school, and a 10-month old, it's tough to find any time to map.
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