http://forums.beyondunreal.com/showthread.php?t=203080
Leo(T.C.K.) wrote:The HUB system worked in Unreal all ALONG! I noticed this while browsing log/comments that around march 1998 this was implemented. The mysterious ?peer at the end of a level teleporter forces the linear transition.
But there were two other... ?push and ?pop
?pop on itself can restart the hub, but when used together in a hub it works miracles. As I couldn't test this myself UB did all the practic research trying this out in a game.
He used the zora's beta conversion maps since they are largely unaltered and dont use custom scripts for hubs. fhub4 has been used as showcase. I'll summon UB shortly..
EDIT: we did some testing with zeurkous on his machine ourselves because his curiosity won over him and he ran unreal after a long time. If all three ?push ?peer and ?pop are used it works well. There can be multiple pushes but not multiple pops. the saves game#.usa are kept until loadgame occurs or ?load= simply.
Myself/UBerserker wrote:I tested this on UT. It works on 227 only if you turn off pawn and decoration shadows, otherwise it crashes when "pushing" (tested by jetv435, thanks!).
http://www.mediafire.com/download/qxht2 ... esting.zip
http://www.mediafire.com/download/q0bs3 ... etaStuff.u
Hopefully I've put there all necessary files.
I have used FHub4 & Soledad and FHub5 & Nexus+NexusEnd & Aztec as showcases. The feature itself works perfectly but there seems to be limitations. Loading in the "hub" map deletes the Game#.usa file that contains the map's status as you've left it; technically it doesn't matter but if you load the game in FHub4 once and then load in Soledad - now Soledad's teleport won't work because the game#.usa file is deleted.
I suppose this won't likely work in Coop, sadly. However this just came out so we have all the time to experiment with the system.
Well, fuck.