Search found 1290 matches
- 23 Jul 2022, 09:07
- Forum: Red Nemesis Public
- Topic: Savage Development Diary
- Replies: 40
- Views: 47504
Re: Savage Development Diary
Hey Proph, just wanted to stop by and say this looks great. I've been going back and playing some of the old classics lately - including Xidia Gold and Seven Bullets. They certainly were/are classics! I read your decision to drop Residual Decay and instead merge all your work into Savage Land, and I ...
- 06 Nov 2020, 07:27
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
I have updated the mod to version 3.1. Everyone should visit the Moddb page and grab the new version. This version includes fixes to the weapon positions, a new mod window to enable/disable the weapon position fix, MipMaps for the custom skins (so they don't look grainy from a distance), and tweaks ...
- 30 Oct 2020, 06:15
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3 [UT] [227]
Is 469 build safe to install without disrupting things compatible with 436?
EXU2 stuff don't seem to work so far, that means it also breaks G59 and Xeops. It'll probably break other mods.
Honestly, I would just use the NTcore 4gb memory patch instead of the 469 patch for now. That is what I am ...
EXU2 stuff don't seem to work so far, that means it also breaks G59 and Xeops. It'll probably break other mods.
Honestly, I would just use the NTcore 4gb memory patch instead of the 469 patch for now. That is what I am ...
- 29 Oct 2020, 01:41
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3 [UT] [227]
"4GB aware patch" should find it right away. It considered basically mandatory for modding stuff like Betheda open-world games where people frequently throw together tons of memory devouring mods (along with it's base demands being much higher than Unreal) and the game doesn't have it by default ...
- 29 Oct 2020, 00:53
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3 [UT] [227]
Does UT469 do anything extra to fix that or could you just apply the 4GB aware patch to the old UT exe?: https://ntcore.com/?page_id=371
Edit: Don't have any HD textures to "stress test" with but I applied this to the old UT exe and it seems to have worked fine.
Seriously, HOW did you find this ...
Edit: Don't have any HD textures to "stress test" with but I applied this to the old UT exe and it seems to have worked fine.
Seriously, HOW did you find this ...
- 28 Oct 2020, 21:07
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3 [UT] [227]
Pure gold! <3
What format textures are? I get occasional Virtual Memory Error so I guess they're not S3TC.
I'm guessing you are using the S3TC world textures on top of these? The format of the textures does not actually cause the crashes. It is the memory used by UnrealTournament.exe that causes ...
What format textures are? I get occasional Virtual Memory Error so I guess they're not S3TC.
I'm guessing you are using the S3TC world textures on top of these? The format of the textures does not actually cause the crashes. It is the memory used by UnrealTournament.exe that causes ...
- 28 Oct 2020, 08:51
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3 [UT] [227]
Thanks! I am also looking forward to seeing what your new project will be!Mister_Prophet wrote:This is awesome. Outstanding work LH!
- 26 Oct 2020, 20:16
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3 [UT] [227]
Oh wow, support for mods too? Very impressive!
I actually had a lot of the HD skins completed for various mods long ago (Deja Vu for example), but there was never any known way to actually get them to work in-game. I have since figured out how to code a mutator thanks to the help of yrex that can ...
I actually had a lot of the HD skins completed for various mods long ago (Deja Vu for example), but there was never any known way to actually get them to work in-game. I have since figured out how to code a mutator thanks to the help of yrex that can ...
- 26 Oct 2020, 19:58
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
Re: [Released] UT99 and Unreal HD Skins V3 [UT] [227]
So yeah, I have been sort of neglecting to post about the latest releases of my project over here at good ol' UnrealSP.org the last year or so... I didn't even make a thread about the last big V2 release, which had all the Unreal player skins, among many other improvements. Anyway, I hope everyone ...
- 26 Oct 2020, 19:53
- Forum: Project Presentation
- Topic: [Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
- Replies: 18
- Views: 21723
[Released] UT99 and Unreal HD Skins V3.1 [UT] [227]
Developer: Lightning Hunter
Status: RELEASED! [/size]
https://i.imgur.com/JGumhy3.jpg
_______________________________________________________________________________
https://youtu.be/bTF1fGzzeME
[sshot=400x225]https://i.imgur.com/9HyS982.jpg[/sshot][sshot=400x225]https://i.imgur.com/Ydf7tid ...
Status: RELEASED! [/size]
https://i.imgur.com/JGumhy3.jpg
_______________________________________________________________________________
https://youtu.be/bTF1fGzzeME
[sshot=400x225]https://i.imgur.com/9HyS982.jpg[/sshot][sshot=400x225]https://i.imgur.com/Ydf7tid ...
- 18 Jan 2020, 22:49
- Forum: Upcoming Maps Page
- Topic: [u1] [ut] FireStorm
- Replies: 918
- Views: 413479
Re: [u1] [ut] FireStorm
Hey Turbo, good to see you back! I only have one request if you continue with this: PLEASE honor your original goal to do a UT99 release in addition to the Unreal 227 release! Thanks. 

- 25 Jun 2019, 19:56
- Forum: Project Presentation
- Topic: [UT][U1] Mr. Paci's RyS (Lightning Hunter's Cut)
- Replies: 41
- Views: 33891
Re: [UT][U1] Mr. Paci's RyS (Lightning Hunter's Cut)
Hey UberPwnr, this project is still on hold for now. It was eating up too much time from my current busy schedule. Nowadays, the only stuff I ever do for gaming is minor (like updating my HD Skins pack, which is coming along nicely). Big projects like this will have to wait until I have a schedule ...
- 24 Jun 2019, 19:59
- Forum: Content Creation
- Topic: Replacing Player Skins with a mutator
- Replies: 0
- Views: 22865
Replacing Player Skins with a mutator
Edit: I have actually found a solution. I just needed to add 'PlayerPawn' to the classes in the code below, and I had to replace MultiSkins[0] instead of the skin itself (in case anyone finds this post and needs to perform this task themselves).
Can any coders out there help me with mutator code ...
Can any coders out there help me with mutator code ...
- 16 Mar 2019, 01:13
- Forum: Project Presentation
- Topic: [UT] Χέοψ DORADO -Final Ver-
- Replies: 101
- Views: 82510
Re: [UT] Χέοψ DORADO -Final Ver-
Hey guys, I know this issue came up a month ago - but I am going to release a version 2 of the HD Skins pack soonish that fixes the memory crash issue. As it turns out, the skins were using an astonishing amount of memory due to them being imported with "MipMaps" enabled. All I did was re-import all ...
- 29 Jun 2018, 20:45
- Forum: Content Creation
- Topic: Random Skins (code question)
- Replies: 5
- Views: 10583
Re: Random Skins (code question)
Blah, I'm a coding noob! That's why I stick to skins. :P
I had to do some further modifications to the code above for this to work though. This is how it it looks now, and all seems good so far:
function ModifyThing( Actor A )
{
if(A.Mesh != None)
{
//Brute
if( A.Mesh == LodMesh'UnrealShare ...
I had to do some further modifications to the code above for this to work though. This is how it it looks now, and all seems good so far:
function ModifyThing( Actor A )
{
if(A.Mesh != None)
{
//Brute
if( A.Mesh == LodMesh'UnrealShare ...