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== Version 6.00 [10-31-2014] Discussion ==

For public discussion of all things EXU2.

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 03 Jun 2016, 20:07

Ok, i think it's time for it.
YO, why?

Here is a opinion:

OKAY, better do something to the EXU2 package?
OMG, the file is damn huge!

Hey, i got a idea, that might be useful for the project. (probably not.)
Make EXU into separate files.
Something like this:
EXU.u (Includes inventory and other shit, gametypes... that stuff)
EXUPawn.u (THIS FILE MUST BE DAMN HEAVY, 600 god damn monsters, you know, download this if you want to play with MonsterSpawn, the campaign or if you want to make some subclasses, like the G59 stuff, probably this might also include the overlays and that pawn stuff, probably even the projectiles, but let's not make the things hard to control.)
Batshit Insane (Downloading the campaign is optional, lol, because the file size of the maps are fucking heavy, what if they just want to PLAY BOTMACHES? :P )
Jigoku.u (This extra package... nothing to talk about it.)
FXBPawn.u (for insane people who wants to get reckt, yo yo Sun Barrel Slith is at HOME)


Why this?
Eh, the file is very heavy, people is not going to download anything, i think that's the reason why no much people wants to download this thing, well, IDK.
The file takes a lot to download in servers, i think that's the problem.
So put separate files so that people can download a part of it, since they want to do a certain thing, for example, they just want to play botmatches, THEY DON'T WANT TO PLAY THE CAMPAIGN.
OK, EXU2 with separate files might make conflicts in the code. (I HOPE NOT.)
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 07 Aug 2016, 19:28

Hey look! I made the translator slightly less awful!

http://i.imgur.com/ltsdsTt.jpg
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 07 Aug 2016, 19:42

holy ****, that looks cool, but the phone ruins it IMO, this is not 21th century.
The "Windows" Translator looks a bit too huge, i don't think this can fit in 640x480. Lol

Great work anyway. :)
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 07 Aug 2016, 19:44

Resolutions below 1024x768 are unsupported. It's 2016 for fuck's sake. Everyone should be running UE1 games at 1920x1080 by now!
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 07 Aug 2016, 19:44

Buff Skeleton wrote:Hey look! I made the translator slightly less awful!

http://i.imgur.com/ltsdsTt.jpg


But what will you call the operating system? And when can we buy one of the phones? :lol:

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 07 Aug 2016, 19:49

lol. Also I basically just GIS'd for "rugged smartphone" to find something vaguely tough-looking, then did some photoshopping. This was the base image: http://stage.astronrough.com//wp-conten ... des_v2.png

No idea if that phone is any good, but it looks like it runs on Android, so if you want a phone that can survive being run over by a truck, that's probably not a bad place to start!
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 07 Aug 2016, 19:54

Just what I need for that peace-of-mind during my morning highway calisthenics routine.
(Nice work with the photoshopping)

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 10 Aug 2016, 03:07

http://i.imgur.com/Ck1VJ0T.jpg

Shrunk the default scale to 1.5x instead of 2x. Still fits an assload of text. And I also exposed five variables you can configure yourself:

TranslatorScale
TransOffsetX
TransOffsetY
TransTextOffsetX
TransTextOffsetY

These will be in EXU.ini, and this means you can resize and reposition the translator's position however you please. If I feel saucy enough, I might make the screen background swappable as well by making it a separate texture. Only downside: you can't change the text size or font. There's not really a good way to do it without making a ton of font factory entries. UE1's font handling shit suuuuucks.

But this should handle the oddball cases out there who still use an ungodly tiny resolution.
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 25 Sep 2016, 16:25

Crazy stuff of everyday that nobody else does :P

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 28 Oct 2016, 10:47

http://www.mediafire.com/file/y3q5y0yeq ... Player.zip

Looks like SpEcTra_7 made a Skaarj Warrior playermodel. I hope someone ends up making EXU skins for it some day. I would If I could, but of course, I dunno how.
I have needs.

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 28 Oct 2016, 18:56

UTNerd24 wrote:http://www.mediafire.com/file/y3q5y0yeqe8rbz2/SkWarriorPlayer.zip

Looks like SpEcTra_7 made a Skaarj Warrior playermodel. I hope someone ends up making EXU skins for it some day. I would If I could, but of course, I dunno how.


This is awesome! Thanks for the heads up. I can totally try doing some EXU-based skins for this model tonight.

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 29 Oct 2016, 00:48

Not sure if this is fixed yet but the SK6 and the Screamer can only be selected throughout mouse wheel.
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 23 Dec 2016, 20:18

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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 24 Dec 2016, 03:45

Overwhelming! 8)
IMO, the primary fire's gore should have gore trails, to not make it to look too simple.

So, after all, all weapons will end by dealing over 7 times of damage because of its extra effects. :lol: \o/
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Subject: Re: == Version 6.00 [10-31-2014] Discussion ==

Post Posted: 24 Dec 2016, 04:05

Yeah, I started off with trails, but they were way too big so I took them out. But then realized that no trails makes the gore really hard to spot, so I added them back but reduced the size by about half. The problem with blood trails is the effects typically are a bParticles mesh, and changing the scale doesn't affect the size of the mesh there, but the size of the individual particle textures. So it's tough to make it look right while not being too stupid. I think I got a good balance now, though.
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