Just sayin duke nukem forever uses that engine just modified
stexes007 7 months ago
@stexes007 it uses unreal engine 2....
TheOverlord47 6 months ago
@TheOverlord47 No, Duke Nukem Forever uses a highly modified version of the first Unreal Engine.
TheBetaTube 2 weeks ago
Simply, but complicated with tags and so time-consuming.
You must be very patient ;)
Good work .
QBQBBoss 11 months ago
I have goosebumps. o.o
SeanRoaix 1 year ago
So, basically you traced a Hit function for every trigger light. If the function have found an obstacle in the way to the light, the light is off. If it didn't, the light's on, and it's brightness depends on the vsize from the 'light casting' actor.
Something like that, right?
Qtittb 1 year ago
if only they had thought of this back in 1999
kyonmanaka 1 year ago
@kyonmanaka nobody would have been able to play with those features back then :D
Cobac 1 year ago
UnRealTime... doesn't that defeat the purpose?
jk
TheFXGuy 1 year ago
wow, realtime shadows in the UT1 editor!? from 99!? nice
0SoulFox0 1 year ago 9
@0SoulFox0
Unreal 1 Engine is excellent, still love Unreal's graphics, beautiful
dronespace 10 months ago
@ichiman14
makrodispatcher is same, but has no 8 events but 1000 :) simple dispatcher subclass..
DaewonCZ 1 year ago
Damn, man. It just blowed up my mind! You're a real master!
...how did you make that beauty?
BmikroB 1 year ago 2
Ah, damn, crazy.
So, there are just 360 static trigger lights which you turn on and off depending on the "source" light object... Right?
Qtittb 2 years ago
You're very creative, man.
The whole idea is very smart.
LymphoCiteT 2 years ago
wow, stunning.
PyroSGU 2 years ago
Just sayin duke nukem forever uses that engine just modified
stexes007 7 months ago
@stexes007 it uses unreal engine 2....
TheOverlord47 6 months ago
@TheOverlord47 No, Duke Nukem Forever uses a highly modified version of the first Unreal Engine.
TheBetaTube 2 weeks ago
Simply, but complicated with tags and so time-consuming.
You must be very patient ;)
Good work .
QBQBBoss 11 months ago
I have goosebumps. o.o
SeanRoaix 1 year ago
So, basically you traced a Hit function for every trigger light. If the function have found an obstacle in the way to the light, the light is off. If it didn't, the light's on, and it's brightness depends on the vsize from the 'light casting' actor.
Something like that, right?
Qtittb 1 year ago
if only they had thought of this back in 1999
kyonmanaka 1 year ago
@kyonmanaka nobody would have been able to play with those features back then :D
Cobac 1 year ago
UnRealTime... doesn't that defeat the purpose?
jk
TheFXGuy 1 year ago
wow, realtime shadows in the UT1 editor!? from 99!? nice
0SoulFox0 1 year ago 9
@0SoulFox0
Unreal 1 Engine is excellent, still love Unreal's graphics, beautiful
dronespace 10 months ago
@ichiman14
makrodispatcher is same, but has no 8 events but 1000 :) simple dispatcher subclass..
DaewonCZ 1 year ago
Damn, man. It just blowed up my mind! You're a real master!
...how did you make that beauty?
BmikroB 1 year ago 2
Ah, damn, crazy.
So, there are just 360 static trigger lights which you turn on and off depending on the "source" light object... Right?
Qtittb 2 years ago
You're very creative, man.
The whole idea is very smart.
LymphoCiteT 2 years ago
wow, stunning.
PyroSGU 2 years ago