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Messages - RC-1266

#1
Thanks for the help, I really appreciate this :D

I'm stuck in the first part though;
- how do I update the package?
- where can I find it back? :P
#2
It was modded DM. I've never been looking into creating a TD co-op, since you need at least 2 players to play (and test) it.
I can see the advantages though; pawns won't attack eachother when they're in the same team in TD, but they will in DM since it's one big free for all.
(Like in Coop_Crater,) I always bypassed that by switching their bValidEnemy property to false so they won't consider eachother a valid enemy. This meant that they would shoot through eachother in order to attack players and getting stuck while walking into eachother, which is why I never placed path nodes in maps I released.

I don't really get how the geonosians were able to follow me in Coop_Crater, I can only assume that they were taking huge side-step leaps to get to me. When they bunch up in groups following, you might see some of them die although you didn't deal damage to them; I think that's because they're performing melee attacks regardless of the distance they're to you and they'll cut their (for them invisible) fellow geonosians.

I never actually modded something; I only made maps, placed a huge bunch of pawns in them and toyed around a bit in their individual properties to give them weapons and specific items.
So I don't really get what you mean with bot controllers, subclasses, gameclasses and gamelines :P
#3
Star Wars Republic Commando Chat / Republic Commando Font
November 05, 2012, 03:55:13 PM
So... For years I've been looking for the in-game Republic Commando font (the one used for menus, objectives, number of grenades, chat, names of squadmates and players etc.).

Who's been browsing through UnrealEd's texture folders may have found the texture named OrbitBold24_PageA already, which is the first picture.
The name suggests that it's based off a font named Orbit Bold, and guess what, it is.
I found this out a few years ago already, and the Orbit Bold font was up for sale at Thirstype.com, a site selling fonts. Unfortunately, they wanted $50 for the font or $100 for the font "family", which included the Light, Medium, Bold and Stencil version from Orbit, which was slightly out of my price range.

However, I always liked the font. Thirstype.com no longer exists and the site you'll be redirected to, Vllg.com, no longer sells the font.

Therefore I don't feel bad for announcing I've recreated the font using the High Logic Font Creator evaluation version, an old PDF-file announcing the and giving examples of the Orbit fonts and the UnrealEd texture for reference.
Cost me a few hours, but it's pretty complete.

Here you go, have fun :D
#4
Wow thanks, that's enough to be busy with for quite a while ;D

But if I understand correctly, this only works in TD?

Edit: Only checked out the videos just now. There are some nice weapon mods in there! :O
#5
Quote from: frazscotland on November 04, 2012, 01:47:55 PM
Recently i got nu pc with windows 7  and also i experience this fatal problem even running in compatibility xp sp 3.
UNTIKING the textures  from filter seems to stabilise it from crashing but   stil How do you view the base textures  ??
Has anyone tried  to see if its runs properly on dual boot os with xp sp3  ??? :'(

Try to make UnrealEd run using your integrated graphics card, not the most powerful (probably nVidia/ATI card).
#6
I've recently been thinking about starting to make a few RC-maps that can be played as co-operative in Deathmatch-mode again.

I've been experimenting with it before (coop_crater: https://www.youtube.com/watch?v=Lq4yzu_zt2c) but the main issue for me was not being able to find a way to make enemies move and respawn properly.

The only way of making enemies respawn that I'm familiar with, is creating droid dispensers.
However, when putting AI in deathmatch mode, I always set bValidEnemy to False to prevent all the AI from killing eachother (yet, it would count as a kill when you shot them).
This method has it's downsides though, since the enemies literally won't see eachother;
- when there's an enemy between you and another enemy, this first enemy will be shot because the other won't see him (and won't cease firing or side-step);
- when adding path nodes, the enemies will run into eachother and get stuck;
- as far as I know it can't be applied to AI spawning from droid dispensers (and as a result, they'll be too bothered killing eachother to notice you).

So my main questions are:
1. Are there alternative ways to make enemies not kill eachother in DM-maps than switching bValidEnemy to False?
-> Which is important to me because it would make it possible to let them move more freely and not kill eachother accidentally when they obstruct their line of fire.

2. Is there a way to switch bValidEnemy to False for AI spawning from dispensers?

3. What other ways are there to respawn enemies and what can I do to prevent these guys from killing eachother in Deathmatch mode?
#7
I discovered another solution to bypass this problem after buying a new laptop.
This laptop has an option to select which graphics processor should execute the program.
Whenever I select my nVidia card to run UnrealEd, it will crash when scrolling through the texture browser and a shader passes by.
But whenever I select my integrated graphics processor to run it, it won't crash. Luckily this processor is good enough to run older 3d-stuff like UnrealEd fast enough.

For my laptop, I can choose this option by right-clicking a (shortcut to a) program and select an option that roughly translates to "Execute with graphics processor" and then gives me the options "Powerful NVIDIA-processor (default)" and "Integrated graphics".
Similar options might be accessible from a graphics card's control panel as well.

I hope this helps other people too ;D
#8
Probably a dumb question, but I was just looking through some settings and noticed this setting:



I take it that ticking this thing to True will allow people to download maps other people are playing? Probably not, but if no-one has ever checked this before it might at least be worth the effort to check.
#9
Quote from: Sandcrawler on October 30, 2010, 09:11:12 AM
Not in-engine. The first Unreal Engine that supports bumpmapping is Unreal Engine 3.

I believe the workaround used a hack on the engine as well as the proprietary Nvidia drivers.


I'm not really sure why it works for some people and not for others, and is it actualy working when you have it on high? or not that you can tell.


I'll put togeather an example in the UDK of bumpmapping using a RC texture, here ina  bit to show the difference.

Hmm I just checked and there's no difference indeed. Still, I recall there being a difference when I played on my old XP computer. The videocard that used to be on it broke, but if I look on my old screenshots (800x600 lol) there seems to be some sort of shineyness on the weapons, but i can't really determine whether it's better or not.
#10
Quote from: Sandcrawler on October 29, 2010, 05:33:52 PM
In RC/ Unreal Engine 2 and 2.5 to Bumpmapping is a joke. It was a workaround to add bumpmapping for Nvidia cards (only) at the time, nowday no recent graphics cards support the bump-mapping workaround. So just shut it to low.

UE2.5 does use Detail Textures, that acieve a simular goal. Just search for UE2 Detail Textures.


If you want to see the effects of Bump-mapping look at a more recent games, such as Fallout 3, or New Vegas both use bumpmapping. What bumpmapping does is create the illiusion of a bump on a texture. It looks like its coming out at you, or receding but its not. It can be broke at extreame angles (so the texture just looks flat)

So the workaround you mention is like some sort of an in-engine system to apply and display bumpmaps?
Somehow my UnrealEd won't start up with them on high, but in-game I can set it to high and just play. A friend of mine who has Vista as well can't. And I've an Nvidia 9800.
#11
I've seen many loose threads about issues for both Republic Commando itself and UnrealEd, but I thought it might be useful to put them all together in one thread.
The issues that came up to me thus far are listed below.

REPUBLIC COMMANDO
Make sure to download and install the 1.00 patch first, unless you have the Best of PC or Steam version of Republic Commando, because in that case the fixes are installed along with the game.
Download it from:
ftp://ftp.lucasarts.com/patches/pc/RepComm1_00.exe

When I startup Republic Commando, the game crashes and shows the following error:
Microsoft Visual C++ Runtime Library
Runtime Error!
Program: ...RepublicCommando\GameData\System\SWRepublicCommando.exe
abnormal program termination


Your issue can be solved with an updated executable.

Please perform these steps:
1. Open the folder 'C:\Program Files\LucasArts\Star Wars Republic
Commando\GameData\System\'
2. Rename the 'swrepubliccommando.exe' to 'swrepubliccommando.exe.OLD' in the
folder above (Right-click on this executable and go down to 'rename')
3. Download this zip-archive:
http://download.securom.com/support/000219/swrepubl.zip
4. Extract the new 'swrepubliccommando.exe' from the downloaded zip-archive
into the folder 'C:\Program Files\LucasArts\Star Wars Republic
Commando\GameData\System\'
5. Start the new 'swrepubliccommando.exe'

Republic Commando itself starts up fine, but as soon as I start a campaign mission or an online game, my game crashes
Start up Republic Commando, go to Options --> Graphics and set Bumpmapping to Low. Apply the settings, the game should be running fine now.

UNREAL EDITOR

I can't find UnrealEd, where is it?
Make sure to download and install the 1.00 patch first, unless you have the Best of PC or Steam version of Republic Commando, because in that case UnrealEd is installed along with the game.
Download it from:
ftp://ftp.lucasarts.com/patches/pc/RepComm1_00.exe
Unrealed.exe is located in the C:\Program Files\Lucasarts\Star Wars Republic Commando\GameData\System\ folder.

My UnrealEd crashes when I start up
1. There might be an error in one of the UnrealEd files.
- Move the 'Unrealed.ini' and 'Unreal.int' to your desktop and restart UnrealEd. If everything works fine, it should recreate these two files, but in case UnrealEd doesn't, you still have both files.

2. When running Vista or Windows 7, high or medium bumpmapping settings might be the issue.
- Start up Republic Commando, go to Options --> Graphics and set Bumpmapping to Low. Apply the settings, exit Republic Commando and restart UnrealEd.
- Or, go into the default Republic Commando folder --> GameData --> System
(C:\Program Files\LucasArts\Star Wars Republic Commando\GameData\System)

Open the file 'system.ini'.

Look for the following lines:
[WinDrv.WindowsClient]
BloomQuality=2
Bloom=255
BloomFilter=230
BlurEnabled=True
FilmGrain=5
NoDistort=True
Bumpmapping=true
BumpmappingQuality=2
Shadows=True
ShadowLength=350
ShadowsPerFrame=2


Then replace them with these lines:
[WinDrv.WindowsClient]
BloomQuality=2
Bloom=255
BloomFilter=230
BlurEnabled=True
FilmGrain=5
NoDistort=True
Bumpmapping=false
BumpmappingQuality=0
Shadows=True
ShadowLength=350
ShadowsPerFrame=2

After UnrealEd started up, all my viewports show up blank/white
To make the viewports appear again, click on "View -> Viewports -> Configure..." and select a new viewport-layout.

When I scroll/browse through the textures browser, UnrealEd crashes.
Go to the textures browser, go to Filter and uncheck 'Textures'. This will decrease the amount of textures you can use, but UnrealEd won't crash because of this.

Sources/Thanks to: Arramus, Dark Clone Volo, Darktrooper, Sandcrawler, SecuRom and {CCP}VI
#12
Quote from: {CCP}VI on October 26, 2010, 05:54:05 AM
i have the same problem and i have no idea how to fix it. but there is a way to deal with it. go to the filter of the texture browser and uncheck "textures". now you should be able to go through the browser but it doesnt show up normal textures(only combiners, shaders,etc. including stuff with bumpmapping for example like clonetextures but you will be able to find also quite normal textures for walls, ground and so on).

if you would like to export one of those shaders open the properties of it in the texturebrowser. you will find next to "diffuse" the filename of the real texture (Texture'CloneTextures.CloneTextures.CloneCommando07') for example. then you have to place a staticmesh or something like that in the map and use the normal texture as a skin for it. then go to "in use" in the texture browser-> in use and tick in the filter "textures" again. after that the texture should appear in the texturebrowser, ready for export.
i think it has to do with the bumpmapping-problem.

if youre looking for a specific texture you can also look in the staticmeshbrowser for the name of it and use it that way. still uncomfortable, but it works for me. i hope that helps.
SERIOUSLY THANK YOU for this hint, I don't have any time today to check this method out, but it's probably the best thing to do as long as LucasArts doesn't come up with a solution to the bumpmapping issues.
I really think that LucasArts should make a second patch to fix stuff like this (and if they're making one anyway, why not adding a few extra maps and some missions :P).

EDIT: Shouldn't we make some sort of sticky thread about all Vista/Windows 7/Videocard-related incompatibility issues?
#13
Is there ANYONE who knows how to fix this?
I tried everything with the little knowledge I have, but it still does this.
I'm unable to pick up any new or old project if I can't browse to the textures I'm already using...
If anyone has good ideas I'm willing to try them out.
#14
Select the Static Mesh, right click on it -> Convert to -> Brush.
Select both the Static Mesh and the Brush, right click -> Save Brush as Collision.
Make sure only to do this with meshes you've created or imported yourself, or save the Static Mesh under another name in one of your custom Mesh folders first.
#15
the download link is dead, any chance to get this from another place?