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Editor fix 4 here.
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Peregrine
Picture of NuTT98
posted
If you're using RuneED.exe for editing, stop.

This fixes a lot of issues associated with it, repairs some dlls and uses unrealed.exe as the execuatable, use this one for editing. It still has some stability issues but its well improved.

ftp://ftp.unrealized.com/files/patches/UnrealEdFix4.exe
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
posted Hide Post
Or if anyone has UnrealED 2 or 3, that would own Big Grin. I aint getting UT2003 just to make maps for Rune.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Treasurer
Picture of Unter den Uebrigen
posted Hide Post
Dude, there's no other reason to get UT2003; just rape the code and throw away the box.

I have yet to hear if it's compatible with Rune/UT code.
 
Posts: 1457 | Location: Altadena | Registered: Tue January 07 2003Reply With QuoteReport This Post
Emeritus
Picture of Impaler
posted Hide Post
Nutt with this fix can you use prefabs in RuneEd?
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Emeritus
Picture of Lord Wintermoon
AIM: Online Status For 133441725
posted Hide Post
I could provide you with the editor of UT2003 Smile
 
Posts: 489 | Location: Augsburg, Bavaria, Germany | Registered: Sun January 19 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
posted Hide Post
quote:
Nutt with this fix can you use prefabs in RuneEd?

I don't know if this worked before the patch for me, but I can load them fine, or at least the ones that I made. But that shouldn't make a difference, so yea probably.

Oh and I tried UED3, damn thing wouldn't work. It wouldn't load any maps and ED1 wouldn't load any of it's maps, some weird fatal errors. Only the very basic empty ones it would, but they would get screwed up. Didn't expect it would but hey worth a shot.

I'm DLING UT now to get UED2, I had a bundle CD somewhere but must have lost it or gave it away.

I'm trying to create a sound with random playback. I tried ambient sound, triggers. The only thing that would work is a special event with a stochastic trigger but it was not adjustable (radius, volume, etc), thats some annyoing BS, they didn't export ambientsound properties to the special sound event trigger.

I hear UED2 has this scripted into a dynamicambientsound class, which I assume will be compatible with Rune but may not be visible in ED1.

I've taken Unter's suggestion in changing up the skywalk, it doesn't stick out anymore, changed up the lighting accordingly and added neat wind blowing effects to the arena in a new pak. The original recording was 2.7MB, I cut it down, looped it and downsampled to just over 100kB and it sounds virtually the same Big Grin.

This sound business is by far the most time consuming.

 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
Emeritus
Picture of Impaler
posted Hide Post
quote:
Originally posted by NuTT98:
Oh and I tried UED3, damn thing wouldn't work. It wouldn't load any maps and ED1 wouldn't load any of it's maps, some weird fatal errors. Only the very basic empty ones it would, but they would get screwed up. Didn't expect it would but hey worth a shot.


They're using a diferent engine for textures, so that's why you cannot load the maps. Try to select all brushes, apply "no texture" , save, and try to load them like this; it should work.
 
Posts: 539 | Location: Romania | Registered: Sun January 12 2003Reply With QuoteReport This Post
Peregrine
Picture of NuTT98
posted Hide Post
I deleted the thing, it's still on my backup tho.

Even if it did work like that it's no help. Objects are different, compiler is different, textures are off. Wouldn't be able to do much with it.
 
Posts: 266 | Registered: Sat February 01 2003Reply With QuoteReport This Post
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