Alright, that's more or less the difference I've been seeing. Intentional then. Yay.
I may alter the default to match, actually. Provided I can math right.
Search found 144 matches
- Mon Jul 15, 2013 12:58 am
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
- Sun Jul 14, 2013 7:16 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
Another thing of note: the scope view with the new textures seems to be of a decidedly wider aperture than stock. Is that on purpose or did I just mess up on math?
- Sun Jul 14, 2013 5:44 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
This thread has a good summary of a bunch of them. WARNING: possible spoilers. The game is complicated enough that the mentions there shouldn't spoil much, but it can still happen.A Future Pilot wrote:What kind of unresolved bugs are present in the original game?
- Sat Jul 13, 2013 11:52 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
At least until Y|yukichigai is done updating Shifter. Seems to me that he is almost done with that anyway, so you might just want to stick around a little for that. Working on it. I just need to figure out how I'm going to address the MJ12 bug. Also I added a new feature: lootable containers. I'm s...
- Fri Jul 12, 2013 5:45 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
Two questions:
1) Does this affect the UNATCO Troop mesh?
2) How dissimilar are the UNATCO and MJ12 meshes?
Might be able to do a doesn't-look-as-bad workaround by swapping to the UNATCO mesh with MJ12 textures overlaid when the MJ12 troops enter the sitting state.
1) Does this affect the UNATCO Troop mesh?
2) How dissimilar are the UNATCO and MJ12 meshes?
Might be able to do a doesn't-look-as-bad workaround by swapping to the UNATCO mesh with MJ12 textures overlaid when the MJ12 troops enter the sitting state.
- Wed Jul 10, 2013 4:51 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
I could totally make them revert back to the old mesh when they sat down. Srs.
- Wed Jul 10, 2013 12:58 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
It allows the user to enable/disable the new character models on a per-character basis. It allows for more customization plus it's a workaround for the MJ12 bug. I might be able to "borrow" bits of code for that, yes. First I just need to get all of this stuff in place and working. And what MJ12 bug?
- Wed Jul 10, 2013 9:34 am
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
I hadn't even looked into it yet. Because I'm lazy, what does it do?bjorn98009_91 wrote:Will Shifter include the "HDTP settings" menu item?
- Tue Jul 09, 2013 7:07 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
I was thinking of something like that, except unfortunately multiskins is a collection of overrides. It's not updated automatically from the mesh, best I can tell. Same with Skin, Texture, etc. etc. Bah, it's okay. I'm missing out on two relatively small portions of the massive massive chunk of stuf...
- Tue Jul 09, 2013 3:30 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
Ah. Well poo. Sounds like its required then. The maddening part is that I can load meshes which then reference that utx file by default, and the textures will load on the mesh just fine. I used that for a few things already. That doesn't make the textures themselves directly accessible though for wh...
- Tue Jul 09, 2013 12:08 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
I don't actually have a UTX. All the optional textures I have are stuck in a .U which I can dynamically load.
Actually, why are your animated textures all in a .utx instead of a .u? If it was in the latter I think DynamicLoadObject would work on it. Is there something a utx has over .u?
Actually, why are your animated textures all in a .utx instead of a .u? If it was in the latter I think DynamicLoadObject would work on it. Is there something a utx has over .u?
- Tue Jul 09, 2013 3:21 am
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
That would make HDTP mandatory for running Shifter then I think. Exec Obj Load is a compiler command.DDL wrote:Preload the entire package via an exec obj load?
- Mon Jul 08, 2013 6:16 am
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
Yeah it looks like I can't dynamically import the spark and flame effects for the new flares. It probably also means I can't update the flame effects for the flamethrower either, sadly. DynamicLoadObject is a great function but apparently it demands that what is loaded is in a .u file. A .utx simply...
- Sun Jul 07, 2013 9:25 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
Wow ! I thought I was a ‘stick-in-the-mud’ gamer, but jeez ! You’ve beaten me by a country mile. Heck ! This is almost Guinness Book-like ! :mrgreen: By the way I never had the chance to thank you for Shifter. This is the time I guess. Cheers for your dedication and good luck for the next version. ...
- Sun Jul 07, 2013 9:06 pm
- Forum: HDTP Discussion
- Topic: HDTP beta
- Replies: 612
- Views: 461568
Re: HDTP beta
Alright, I can't find any good tutorials on envmapping in Unreal 1/Deus Ex. Someone got a link? I don't even know the syntax I'm looking at using.