Little bit more friendly Unreal ED

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Little bit more friendly Unreal ED

Postby ~ô¿ô~Nobody~ » Tue May 02, 06 8:26 pm

ok guys, i dunno if you still work with the unrealED1
but i still do it (because UED2 is even more unreliable) and it always pissed me off, that it just offers to save the maps as *.unr

yesterday i was finally tired of it and modified the editor's executeable in this way that its default save/load map ending is *.dx and not *.unr

if s'one cares i'll try to do the same with the unrealEd 2 hax for DX

Cheers, ~[A]Nobody~
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DeusExEd.zip
UnrealED AKA DeusExED
(231.62 KiB) Downloaded 553 times
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Postby Bob » Tue May 02, 06 11:00 pm

A good idea actually. I don't use the editor much anymore, but a UED2 version would be appreciated.
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Postby Gishank » Fri May 05, 06 2:49 pm

Great tool!!!
But, it just seems the same as normall UED.
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Postby ~ô¿ô~Nobody~ » Fri May 05, 06 6:10 pm

KLOP! #-o

it IS the normal UED
but i fixed the issue where the editor just offers to load/save maps with the unr extension (beside the *.* one) instead of a dx extension :!:
so now you can load/save maps easily with the dx extension how it should have been since its release

PS: i'm kinda disappointed that here exists such a lack of interest :cry:
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Longc[A]t wrote:I still think Dae is a russian spambot.

~[A]Daedalus~ wrote:There will be a day when my patience goes away and you, along with all who rant with you, will get banned.

ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
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Postby Allan » Fri May 05, 06 6:27 pm

Well, i'm sure glad that someone finally made the Unreal Editor properly support saving of DeusEx Files. Good Job Nobody :D
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Postby DarkKnight » Fri May 05, 06 6:44 pm

~[A]Nobody~ wrote:KLOP! #-o

it IS the normal UED
but i fixed the issue where the editor just offers to load/save maps with the unr extension (beside the *.* one) instead of a dx extension :!:
so now you can load/save maps easily with the dx extension how it should have been since its release

PS: i'm kinda disappointed that here exists such a lack of interest :cry:


People don't usually get excited about small things like this untill they are subjected to having to do it a few hundred times. :/

Doesn't mean this is any less cool though. :gj:
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Postby ~ô¿ô~Nobody~ » Fri May 05, 06 7:09 pm

ty :D
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~[A]Daedalus~ wrote:There will be a day when my patience goes away and you, along with all who rant with you, will get banned.

ô¿ô¥[GODZ]¥NOCHANC wrote:I can ban any one I want ANY time I want. You have no rights here.
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Postby MrBlackDX » Fri May 05, 06 7:18 pm

Maybe if some other things could be redone, like simply converting the mover class into the DeusExMover class, so you dont have to select DeusExMover

But yeah, its good you have done it mate
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Postby Cozmo » Fri May 05, 06 7:22 pm

Noo!
I LIKE THE BUGGY MOVER CLASS! :D
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Postby MainMan » Fri May 05, 06 9:23 pm

MrBlack wrote:Maybe if some other things could be redone, like simply converting the mover class into the DeusExMover class, so you dont have to select DeusExMover

But yeah, its good you have done it mate

NO. I use all types of mover. (Mover, DeusExMover, BreakableGlass/Wall, and custom movers of my own). It is fine the way it is.
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Postby Magus » Mon May 08, 06 1:55 pm

No, that'd be good. He's not suggesting make the Mover class obsolete (Given that DeusExMover is a subclass of Mover, it'd be impossible to remove without completely recoding Deus Ex), he instead says that the 'Create Mover' button defaults to the 'DeusExMover' class as opposed to the 'Mover' class it descends from.
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Postby MrBlackDX » Mon May 08, 06 3:22 pm

Magus wrote:No, that'd be good. He's not suggesting make the Mover class obsolete (Given that DeusExMover is a subclass of Mover, it'd be impossible to remove without completely recoding Deus Ex), he instead says that the 'Create Mover' button defaults to the 'DeusExMover' class as opposed to the 'Mover' class it descends from.


yeah...

i kindof meant MainMans tbh, but thats much better duder, im not exactly the worlds most knowledgable mapper, i didnt realise 'Mover' was still used for DX
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Postby Andrievskaya Veronika » Sun Mar 11, 07 6:32 am

I've modified unrealEd.exe from UED2 for DeusEx, so now instead Direct3D it uses OpenGL.

For what? This will allow previewing huge textures in UED2 correctly (they blurred if larger then 512x512)
Note: you should have new OpenGL renderer for UT, put OPenGLDRV.Dll to your UED2 folder.

Also, UED2 switches to OpenGL faster then to Direct3D.
OpenGL/Software rendering mode can be switched using context menu of viewport :)

you can take modified UnrealEd.exe here:

http://veronika.ucoz.com/UnrealEd.zip

just put it to your UED2 folder.
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Postby Karkian » Wed Mar 28, 07 2:15 am

i made i first map ever with unrealED 1 its called RTKM_Smuggler_AdvanceFuture you can get it at the RTK Forums:

z6.invisionfree.com/rtkclan

:D
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Postby Kaiden » Wed Mar 28, 07 6:22 pm

Quit advertising your clan/maps, especially in a section that doesn't involve it!
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Postby Gishank » Wed Mar 28, 07 7:07 pm

~[A]Kaiden~ wrote:Quit advertising your clan/maps, especially in a section that doesn't involve it!



What about reviving near enough a year old topics?
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Postby Karkian » Thu Mar 29, 07 2:39 am

fine then :D
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Postby ~¤Hit[+]Män¤~ » Thu Mar 29, 07 4:38 am

i always use unreal ed 1
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Postby Kaiden » Thu Mar 29, 07 4:40 pm

Mandalore wrote:
~[A]Kaiden~ wrote:Quit advertising your clan/maps, especially in a section that doesn't involve it!



What about reviving near enough a year old topics?


Wannabe mod! :wink:

Also, I didn't revive it, as this topic was revived on...Sun Mar 11, 2007 5:32pm, by an update, then Garman posted. :roll:
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Postby Karkian » Fri Mar 30, 07 2:49 am

What's this about? im sorry i advertised okay :D
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