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Posted: 07 May 2010, 22:20
by UArchitect
link updated because i typed shivaxy instead of shivaxi in the readme

seriously maun, my bad, dont hate my ass!

Posted: 07 May 2010, 22:23
by Buff Skeleton
lol megasuckload, the hell's wrong wit'choo nyukka! Just because it's the only place that will host your horseporn for you that doesn't mean you need to use it for everything








:>

Posted: 07 May 2010, 22:30
by UArchitect
jetv435 wrote:there was something called sindri or something and an EXU.u verson called demonic sindri that appears to produce lightning effects for skyboxes in particular. That would be really neat to have in combination with this.


ill consider bundling some presets in a seperate package when i release uelite

like this: http://vimeo.com/11563255

Posted: 07 May 2010, 23:03
by Raven
Looks badass - damn awesome work :tup:

Posted: 16 May 2010, 21:18
by Jet v4.3.5
I wanted to ask about the LazyWeapon thing. I was wondering how many and what options could be set up with this, along with how flexible your weapons classes could be. In other words, how many settings could we change in properties before we would absolutely need additional code, and, depending on how flexible it is, how easy is it for someone generally clueless about code like me to make a weapon like the contact beam or any of the other special weapons included it EXU2 that have been made with the LazyWeapon system?

Another thing I'm worried about is the projectiles and effects. Generally, will there be something like that for projectiles with LazyWeapon or will we have to go about that on our own the old-fashioned way?

P.S. (This post is getting rediculous) What about a LazyHUD? Image

Posted: 18 May 2010, 17:08
by UArchitect
waff used to be clueless about code and was absolutely pissed off about weapon code, lazyweapon solved 66.6% of his weapon related problems..or was it 99.9...i can never remember
possibly the biggest benefit to the lazyweapon platform is that it provides a consistent and stable weapon base, it also fixes a few rare bugs in tournamentweapon and lifts certain limitations

originally lazyweapon came from dark territory because i was tired of tedious and repetitive weapon code and needed some kind of standardized system

the version used in exu2 is a little outdated and mostly gets new bugs fixes
originally it was designed to primarily handle projectile weapons but with some new updates it natively handles tracehit and melee weapons

for a while now i have been working on one with more features than the one featured in exu2 which should allow creation of more complex weapon types
theres a lot of things to list so i wont bother listing everything right now, if you have any specific questions about what it can and cant do then feel free to ask
ill take this as an opportunity to gather suggestions as well

i might also be interested in beta testers for the latest version at some point
if this interests you then hit me with a pm
try to include what you hope to use it for and what features you want/expect from it


jetv435 wrote:Another thing I'm worried about is the projectiles and effects. Generally, will there be something like that for projectiles with LazyWeapon or will we have to go about that on our own the old-fashioned way?

if your asking if theres a lazyprojectile, then yes there is but its in an untested development phase

jetv435 wrote:What about a LazyHUD?

what? go out there and make a lazyhud? with those things running around? you can count me out!

Posted: 21 May 2010, 20:38
by jackrabbit
Is there any way I could get a link for map scaler? I'm in the process of converting SP-AHellDay to Unreal 227 and want to scale it down a bit to give it a more classic doom feel.

Posted: 21 May 2010, 22:48
by UArchitect
jackrabbit wrote:Is there any way I could get a link for map scaler?

ill see about getting the current mapscaler uploaded, in the mean time i believe someone mentioned an external app for scaling maps in the useful utilities thread somewhere

on an unrelated note, the following new features will hopefully be available in the new lazyweapon:

"proper" melee weapon support

beam weapons (including sweeping/sustained beam fire)

charging weapons

powerups support? (dp-style), this might complicate things just a tiny bit so dont count on it

non-broken reloading

combo firemodes

really experimental, allows the weapon to function differently if both fire modes are held or depending on which firemode you held first, and possibly in the future might allow different weapon functionality when you tap a key than when holding a key down

Re: UA's Scripts

Posted: 26 May 2010, 06:22
by UArchitect
map scaler is up... provided "as is"

just...dont ask...really, ill make a few additions to the script at a later date

Re:

Posted: 27 May 2010, 19:31
by Shivaxi
UArchitect wrote:link updated because i typed shivaxy instead of shivaxi in the readme

seriously maun, my bad, dont hate my ass!


lol...iss coo'

Re: UA's Scripts

Posted: 09 Jun 2010, 05:02
by Jet v4.3.5
What does projected brush do?

Re: UA's Scripts

Posted: 10 Jun 2010, 01:23
by UArchitect
its for making rays of light and that sort of thing, im away from home but will get pics/vids of it in action when i return

Re: UA's Scripts

Posted: 10 Jun 2010, 04:55
by redeye
sorry.....OFFTOPIC

I started a thread that never shown up and just have one question.

If I make a new class, saves it in mylevel , make another and another, OR these could be all seperate .U files.

My question is, how do they put piles of .U's in one file, I just don't get it, how can it even be done or how is it done.
I am sure botpack.u is not one class.

thanx,

Re: UA's Scripts

Posted: 10 Jun 2010, 05:50
by Buff Skeleton
Thery're .uc files, which are basically text files, and then compiled with UCC.exe into a .u file.

Re: UA's Scripts

Posted: 10 Jun 2010, 11:24
by UArchitect
you can use ucc... or if you dont know how to use ucc you can create your classes in unrealed

right click a class in the class browsr>create subclass, just choose the same package name and then save the package when you are done and all your classes will be in that package, you can continue to add more to it

when creating packages in unrealed you cant delete classes from your package though, ucc is the best tool for package creation