Hey there! I'm Shadow, involved into Unreal-Engine Editing (Coding/Mapping) since 1998, the year Unreal came out of course. My first attempts were small SP-Maps for both Unreal and UT which were never to be released (to n00bish..). While mapping and improving over the time I got heavily influenced by Sci-Fi series and Fantasy stuff in matter of build and architecture. In the year 2002/2003 I initiated a small SP-Campaign which will later be known as the Total Conversion "Lost Secrets of Na Pali" (short: LSoNP). It was cancelled in 2006 and now I'm working on a Development Kit basing on the features LSoNP brought to the Unreal-Engine 1. So much for the Nerd-Stuff. If you want to know more about me, don't hesitate to visit my myspace.

Comment History  (0 - 30 of 370)
UT99_Shadow
UT99_Shadow Jul 14 2014, 8:04am replied:

They're many documents in the download file. First read those that deal with the setup and installation instructions. Once it is set up you decide for yourself what to use and what not. It's not like a mutator that instantly changes everything. It's a toolset.

I must admit that the installation is quite a bit difficult, but this will have an end with the august build, because it uses a setup file and auto-ini entries.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 30 2014, 2:02pm replied:

Yes it is possible to build a mod with this that runs seperately from UT, would be just depending on the core ut files.. and which assets you use.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Apr 28 2014, 1:54pm says:

AFTER a fresh reinstall the BugTrap still shows the following error loading the game:

"Expression : assertion failed
Function : CLocatorAPI::ProcessArchive
File : LocatorAPI.cpp
Line : 337
Description : hdr"

"XR_3DA.exe caused BREAKPOINT in module "F:\Games\Stalker\Lost Alpha\bins\xrCore.dll" at 0023:64484178, xrDebug::backend()+168 byte(s)"

I ask again: Wtf is this ****? I did try the hints stated in the box at the upper left corner here.. doesn't work either.

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
UT99_Shadow
UT99_Shadow Apr 27 2014, 5:14pm replied:

Don't know what's causing this.. my current pc was always able to display any stalker game - i even have a nearly fresh win7 install (one week old)

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
UT99_Shadow
UT99_Shadow Apr 27 2014, 4:48pm says:

Installed it without any problem, until I wanted to start it!
Game doesn't even start, stops loading and shows the bugtrap with the following message:

"Expression : assertion failed
Function : CLocatorAPI::ProcessArchive
File : LocatorAPI.cpp
Line : 337
Description : hdr"

XR_3DA.exe caused BREAKPOINT in module "F:\Games\Stalker\Lost Alpha\bins\xrCore.dll" at 0023:6FD84178, xrDebug::backend()+168 byte(s)
What's wrong here?

+1 vote   mod: S.T.A.L.K.E.R. - Lost Alpha
UT99_Shadow
UT99_Shadow Mar 8 2014, 6:28am replied:

Yes I have seen that dx10 renderer. But well I'm not working with DirectX though..

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 15 2014, 9:30am replied:

haven't you tried oldskool for that? I would simply copy the unreal god content into ut and play that stuff with the oldskool mod.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Oct 4 2013, 4:54am says:

I have to put the release date on pending again. It's not dead, but I don't have much time for it to put out a new release.

+2 votes   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Aug 27 2013, 5:17am replied:

ah.. you mean normal mapping, that's not supported currently - thought of something else when I read your post

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Aug 25 2013, 10:35am replied:

depends on what you're trying to do O_o

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Aug 20 2013, 11:15am replied:

No you did not yet. I'm not sure how far I can alter the handling within UnrealED..

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Aug 20 2013, 11:13am says:

Yes but that's not that easy X_o

Do you mean self shadowing? Or casting shadows?

+1 vote   media: UTSDK March Beta Preview 7 (Static Mesh Usage)
UT99_Shadow
UT99_Shadow Aug 20 2013, 11:12am replied:

Yes it was planned for may/june

due to university / job I had to move it to autumn.. I have more time for it now. It's still active.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Apr 16 2013, 5:55pm says:

My personal performance increase is about 60 %. Imagine:

Before this current Static Mesh Update these Maps simply used Brushes right? Yeah. So we got hundreds of slowly rendered polygons.

With the new Static Mesh Update and Brushes to be exchanged with Static Meshes the Engine got much less Brush Polygons to render, additionally the Static Meshes alone are cached and rendered very fast, all resulting in a speed boost.

If you have any questions left don't hesitate to ask me per PM.. this update really is a giant leap forward concerning mapping with the SDK.

Last few days I made the best progress: highly increased lighting performance and finally exterminated the annoying wireframe render bug, because many complained about a huge performance drain while rendering static meshes in wireframe mode.

Of course a detailed PDF tutorial will be included explaining how to use the updated Static Meshes, how to convert them (from Brushes to Static Meshes), how to best use them in the Map etc.

//edit: yeah, what Peppigno said^^

+2 votes   media: UTSDK March Beta Preview 7 (Static Mesh Usage)
UT99_Shadow
UT99_Shadow Mar 20 2013, 10:30am replied:

Limitations? For example? :)

+1 vote   media: UTSDK March Beta Preview 3 (Particle Volume)
UT99_Shadow
UT99_Shadow Mar 19 2013, 1:53pm replied:

Yes I do need help. For years I tried to accomplish this project alone but the time has come that I need assistance.

So you know to programm on a basic level? Good, I write you a PM right now giving more details.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Mar 19 2013, 12:49pm replied:

Thank you very much dude! :)
Build should've come for over a week, but as always I'm still having problems.. but it really won't be long for the next build.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Mar 19 2013, 5:39am says:

Yeah it's beause I'm not doing that much promotion, but there's a huge project planned using the SDK among some other mods.

+1 vote   media: UTSDK March Beta Preview 3 (Particle Volume)
UT99_Shadow
UT99_Shadow Mar 19 2013, 5:37am replied:

Yes I know precisely what you mean with 227, since Unreal 227 already got a lot new stuff I see no need to port the SDK to Unreal.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Mar 18 2013, 5:35am says:

@ Sgt, to say it with some words of a previous comment by me:

1. for fun, it's fun being creational
2. most people recognize the old engine to be more beginner friendly than the UDK, even if I'm a fan of the UDK myself
3. Epic Games doesn't do any patches for this fine game...
4. ... so do I, it's not uncommon to do (Oblivion, Stalker, Doom Games)

+1 vote   media: UTSDK March Beta Preview 3 (Particle Volume)
UT99_Shadow
UT99_Shadow Mar 15 2013, 12:08pm replied:

Yes good you that you point me on this. I'm currently fixing a lot of bugs for the coming release (this evening!) and that one is on my list too. And it's not only the 2D View which is slow with the Emitters, the whole Wireframe Rendering seems to be quite slow actually. Have to fix that.

+2 votes   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Mar 13 2013, 9:54pm says:

It's just a cubic map where I add single actors for testing, if it's not used for testing then it's empty.

+1 vote   media: UTSDK March Beta Preview 2 (VSprite Emitter)
UT99_Shadow
UT99_Shadow Feb 19 2013, 7:57pm replied:

Yeah nothing to thank for. Well, yes... I'm thankful of course. But you people have to see that it's an unofficial patch. An engine enhancement made by only one person. The SDK gets updated and updated, improves and improves. Everyone is invited to try it out.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 19 2013, 7:01pm replied:

It's the same problem as of with the UDK. It gets updated and your codebase and many things change. Epic Games said: "You either stay with one version, or you wait for another version." - Yeah, well. But guys want to develope NOW.

So my suggestions and advices are: backup your current UT directory, make a 2nd one (directory) for testing purposes with the SDK, 3rd when you're a developer or mapper make 2 versions out of a your map/project: one WITH the SDK stuff, one without. This way you'll have your map or project base without risqueing your entire map/project. Since the last version I tried to make things much more comfortable. It was the first versin were developers were able to rebuild the new stuff by a simple click on the "Build All" button. The integration of the new features into UED alone is just trail of 1000 days.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 19 2013, 6:30pm replied:

1. for fun, it's fun being creational
2. most people recognize the old engine to be more beginner friendly than the UDK, even if I'm a fan of the UDK myself
3. Epic Games doesn't do any patches for this fine game...
4. ... so do I, it's not uncommon to do (Oblivion, Stalker, Doom Games)

+2 votes   media: UTSDK November Beta Preview 18 (Final Map Shots)
UT99_Shadow
UT99_Shadow Feb 19 2013, 9:21am replied:

Yep that's totally right.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 18 2013, 9:42pm replied:

you can use that old engine for whatever you like, the only thing the SDK does is that it is some kind of unofficial patch that gives you more possibilities, that were not possible before with the unreal engine 1

yes concerning that render, and beyond, you have to change some lines in the configuration files, but apart from copying ****, it's the only thing besides that you have to do. which files and how are stated in the setup.pdf file

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 11 2013, 8:25am replied:

Nope, that email is inactive and I can't log in there. You should try ut99.org, there could be more persons interested in your stuff than just me!

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 6 2013, 7:50am replied:

AGAIN, and again, and yet again: I was saying, that I can't make it to include all feature presentations at once with only one release. It's even stated in the documentation files!

Yes, the projector systems needs some refactoring, but there is already a class called ShadowProjector. There's even a tutorial on how to use it.

All current effects use OpenGL 1.4, I doubt it's above it.

AGAIN, AGAIN, AGAIN: this is an Unreal Tournament mod, not for Deus Ex, not for Rune, not for XCom, not for Wheel of Time. I said in the past, that it might be possible to port this on other unreal engine games, but it makes no sense to port something that isn't finished yet.

//edit: and I personally doubt, that a discussion about dynamic shadows would benefit the SDK in any way.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 4 2013, 5:47am replied:

Hm interesting. Although this is not the correct place to discuss that, I'm interested. Besides, there is already a good spawn protection mutator included in the Mod ChaosUT.

For the other stuff (sniper, translocator) I would simply need more specification. You would really pay for that work? That surprises me!

+1 vote   mod: UT Community SDK
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