ividyon will never get this done, will he.

[u227i] Unreal: Resurgence Part 1

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UBerserker
Nali Priest Nali Priest
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 18 Jan 2014, 16:43

So awesome!
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User avatar AlCapowned
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 26 Jan 2014, 21:31

Thanks!

I'm thinking about a larger version of this HUD to for people who play at high resolutions. It would be an optional feature like 227's large translator. Does anyone know what might be a good size for the icons? The current icons are 32x32, and I think the panel texture I used from Mine.utx is 128x128. Would something like 64x64 be appropriate, or should things be even bigger? Should I even try to go through with a feature like this?

Edit: New inventory and creature information/screenshots added to the second post.

UBerserker
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 26 Jan 2014, 22:03

Oh my god the Arachnids!
I really didn't expect you'd also put in the stingrays. Honestly I'm kinda tired to go underwater and expect the same damn creatures to fight, so that's cool.
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User avatar Xanious
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 27 Jan 2014, 04:21

This is actually really cool! I hope you finish this.
"Anything's a quote if you try hard enough. Wait, shit!"

User avatar evilgrins
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 27 Jan 2014, 21:19

Noticed the new monsters in the first post. Will you be adding more?

User avatar AlCapowned
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 31 Jan 2014, 03:57

Probably not. The new mercenaries aren't going to be prominently featured in the pack, the slith variations aren't different enough, and the razorfly is only going to have a more detailed fly skin (as far as appearances go). While there will be more than what's shown on the post, I don't think they need to be there.

Edit: Shot of the Skaarj translator. How is it as far as the readability of the text goes?


User avatar makemeunreal
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 31 Jan 2014, 07:25

It looks neat. As for the readability, it's fine I guess.
"They let us go about our business here, but it is a farce. I know that they are watching us, controlling us. I believe that this once safe haven is as deadly as the surface planet below."

User avatar Carbon
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 02 Feb 2014, 00:17

Readability is more than good....maybe even a bit big. Then again, it will scale down a bit with 16:9 and 16:10 resolutions.

User avatar AlCapowned
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 14 Feb 2014, 14:44

The optional larger HUD is mostly complete. It takes up a lot more space than the normal HUD on lower resolutions, but it scales very nicely.

800x600:
[spoiler][/spoiler]

1600x1200:
[spoiler][/spoiler]

I'm wondering, am I posting too many updates?

User avatar Mister_Prophet
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 14 Feb 2014, 19:43

There is no such thing as too many updates....unless all you do is post updates and never any content :)

Al, you and the team keep doing what you're doing with this, this looks great :tup:
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User avatar GamesHarder
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 08 Mar 2014, 14:27

Awesome! I wait for his expense very much! :)

User avatar Teridax
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 06 Apr 2014, 03:09

Update:

I added some new screenshots to the first post. We've been making some decent progress over the last few days.

Resurgence will now be using particle effects from U227 and .:..:'s C++ particle emitter for UT. Use of certain 227 features will be limited to preserve compatibility with the UT version.
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User avatar AlCapowned
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 08 Apr 2014, 20:32

A release is still a long way off, but I was wondering about how we should handle it. There are going to be files exclusive to Unreal, files exclusive to UT, and files used by both games. I see two options:

1. Release separate archives for the Unreal and UT versions.
2. Release a single archive with all of the required files for both versions, and instructions on which files to use. I think it would be set up along the lines of Unreal/System, UT/System, and Both/Maps/Textures/etc.

#1 would be more confusing for some people, but it would be convenient for people who have both games.
#2 would be less confusing, and also less convenient for people with both games, but it would be easier for those who only have one game or plan on installing it on for one game.

We're leaning towards #2, but I'd like to know your thoughts.

User avatar SteadZ
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 08 Apr 2014, 21:15

I'd go for #1, I never really like having to extract stuff seperately - just one *Click!* of the extract button is the way me likes it :D.

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SZ
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UBerserker
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Subject: Re: [u227][ut] Resurgence Pt. I

Post Posted: 08 Apr 2014, 21:42

"Unreal227" and "UT" archives in a single archive.
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