Unreal Tournament Extension Pack

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Michael_TSM
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Unreal Tournament Extension Pack

Post by Michael_TSM »

http://www.moddb.com/mods/unrealtournam ... nsion-pack

I searched for this on the forums and didn't find it so I apologise if this is old news.

It's an SDK Extension Pack for Unreal Tournament that provides/will provide lots of updates to the Unreal 1 engine, it also suggests on the Moddb page that it could be ported to DX 1.
Allot of the features look interesting, could it possibly be useful for the HDTP?

The grass generator would be nice, especially on Liberty Island.
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Post by Phasmatis »

That's very interesting, I hadn't seen that before.

If everything can be converted over, I imagine HDTP would love to use it.
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Post by Jetsetlemming »

Physics engine!?
Those completion percentages look real damn good. :O Hope it gets Deus Ex'd when it's done.
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Post by Jonas »

Ooh better keep an eye on that.
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Post by Mr_Cyberpunk »

WoW! that is impressive, it looks similar to the stuff DX:R was trying to implement. Could be very useful.
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Post by that guy »

What I don't understand is that they seem to be replacing just about everything so what is its association with unreal?
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Post by Michael_TSM »

I'm quite sure that Epic Games has not released all the code for any of their unreal based games, meaning that it's impossible to replace all the code.
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Post by Akerfeldt »

They have released the header files for the engine related libraries(engine, core, whatever) and both headers and source for the renderers(OpenGLDrv, D3DDrv, etc) for Unreal 1 and UT. So they can technically replace the code in the renderers, but they can't "replace" the engine code.
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Post by EER »

If the headers are released for the engine stuff, it would be technically possible to reimplement all functions with your own custom code. Note: *possible* does not equal *feasible* or *it's a good idea to do so*.
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Post by DaveW »

Michael_TSM wrote:I'm quite sure that Epic Games has not released all the code for any of their unreal based games, meaning that it's impossible to replace all the code.
They released something, the guys at OldUnreal have only just been able to program patches because of *something* EpicGames released.
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Post by Jonas »

Yeah it's been done. Nick has overridden several native functions for TNM, and Jim's DX ogg player does something similar.
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Post by Peppigno »

Jonas wrote:Yeah it's been done. Nick has overridden several native functions for TNM, and Jim's DX ogg player does something similar.
OMG :shock:

So, is it possible to get a public release of yours modified SDK... :?: :?:
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Post by Jonas »

We haven't modified the SDK, we've just written some custom dll's and such. It's all for TNM-specific features, nothing I think anybody else will want to use. Except the UI fix, but we've already released that. Jim's ogg player is publically available, just ask over on the DXE forums or something.
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Post by Peppigno »

So, how is possible adds software bloom and other effects???
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Post by DDL »

Presumably by entirely rewriting the renderers used, or by a really hacky method (see below).

Bloom is really just a (ugly) way of adding edge blurring to brighter colours: there's already a really horrible (but nonetheless effective) bloom hack for some of the later unreal builds that essentially places a scriptedtexture across your field of view, and renders the entire scene to that texture, with accentuated blur on brighter areas. Sort of like holding a photo of a scene in front of a security camera: the end view is basically the same.

Can't see that particular method working in unreal 1, what with the strict 8-bit colour maximum on all textures (scripted or not), but something similar might be possible.
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