Visit our Discord community hangout and have a real-time talk with the regulars, and keep track of UnrealSP.org developments.
Development on a new site is currently in-progress.
Until then, site contents are available on the Legacy site!
Additionally, newer content written by our staff is available in a temporary subforum.
We sincerely apologize for the delays in recreating the site.
Moderator: Buff Skeleton
Post Posted: 13 Oct 2012, 15:02
jaypeezy wrote:So, the only bug I've noticed. And this might just be a problem with my graphics or something, but a few of the blood spray decals don't seem to be set as masked, so they show up as black squares with the blood splat in the middle. It doesn't really happen so often, though.
Post Posted: 13 Oct 2012, 16:45
shawnd123 wrote:jaypeezy wrote:So, the only bug I've noticed. And this might just be a problem with my graphics or something, but a few of the blood spray decals don't seem to be set as masked, so they show up as black squares with the blood splat in the middle. It doesn't really happen so often, though.I don't think I encountered that problem yet, I'm using OpenGL here. The decals are looking gorgeous, btw. Such a bloody beauty.
Post Posted: 13 Oct 2012, 18:02
Post Posted: 13 Oct 2012, 18:40
Post Posted: 13 Oct 2012, 21:26
Waffnuffly wrote:What errors do you get with D3D10?
Post Posted: 13 Oct 2012, 22:42
Post Posted: 14 Oct 2012, 00:37
Waffnuffly wrote:EUEUEUEUUUGGH don't use the stock D3D renderer, that is by far the worst. At least use OpenGL if not EXUOpenGL.Are you sure you have the latest DirectX installed? I can't think of any other reason Direct3D would just outright crash.
Post Posted: 14 Oct 2012, 01:23
Post Posted: 14 Oct 2012, 06:11
Post Posted: 14 Oct 2012, 18:02
jaypeezy wrote:Another thing I noticed is that, in Deathmatch, if players/bots use the hellgun secondary on eachother it does no damage at all.
Post Posted: 14 Oct 2012, 22:29
Post Posted: 14 Oct 2012, 22:45
Post Posted: 15 Oct 2012, 12:01
Post Posted: 15 Oct 2012, 13:49
Post Posted: 15 Oct 2012, 17:24
Gizzy wrote:In the first map (VRikers) when you go down the corridor where the wire hangs down and damages the player, It's invisible for me, but I can still hear it buzzing and it damages me.
UBerserker wrote:ShockTrooper/Command are bugged when they die in the water. They explode but their body is still there with their last animation frozen.
By the way can you deactivate the Hell Hoes throughout Triggers
Also regarding the EXUScriptedTriggers... are they supposed to repeat events? I mean, I need to have an Event retriggered after xx time. Setting BLoopScript=False, LoopDelay=time I need, Script=The event(?) - Is the EXUScriptedTrigger good for that? Unless the Dispatcher is good enough but I want to use EXU actors.
Boss Tags? Do those still require specific textures with the written Boss Name?
Return to “Excessive Unreal 2”
Users browsing this forum: No registered users and 0 guests