Hellscrag wrote:The Underflow is a fascinating idea. It conjures up some terrific mental images. In reality, though, using 1998 Unreal tech I wonder if it would really have looked that great!
Various maps' environments/terrain weren't even made with the editor but I suppose it was probably going to have the same quality as of Serpent Canyon and maybe Bluff.
As for the Hub I linked the thread with some test maps. You need to put ?push and ?pop at the end of the teleporter URLs. For example, let's take FHub5/Nagomi. The teleporter to Nexus must have its URL ending with ?push.
Now all the status of FHub5 is saved in Game0.usa file when you touch the teleporter to Nexus; this data is carried over throughout Nexus but also throughout Nexus End. Since there are two maps you have to go through, you need to use ?peer (that same mysterious ?peer used in Unreal retail maps) in the teleporter URL to Nexus End so the saved data is still carried on (this can be chained infinitely throughout maps, always using the ?peer command).
Now at the end of Nexus End, you touch the teleporter which leads you FHub5. This teleporter URL must end with ?pop. The teleporter will basically load game0.usa - a "save file" of FHub5 as you've left it when you entered Nexus. The feature works perfectly in this case and you can go through Aztec and get the same results.
There are limitations so far:
- Needs likely custom gametype to make the HUB system work online.
- Decals aren't saved over but it doesn't matter. Some of the 227 features just crash the system instead but you can turn them off.
- Loading the "hub" map kills the game0.usa file. On the long run it doesn't matter because you are in the Hub map, but afterwards if you load your game in the non-hub map for some reason (i.e. Nexus End) and end that map, the teleporter won't work because game0.usa was deleted.
Needs some investigation but at this point it's not necessary anymore making new Hub system like what was done for Legacy.