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  (90 - 120 of 370)
UT99_Shadow
UT99_Shadow Dec 28 2011, 7:44am replied:

I think so :D

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 15 2011, 5:03am says:

Oh ok, tell me, maybe I'm able to help. Didn't know you're capable of C++ coding!?

+1 vote   article: Why no November Release?
UT99_Shadow
UT99_Shadow Nov 30 2011, 7:38am replied:

It's not intended yet to be recompilable in Linux. If so I already would have provided an Unix-compatible Version of it. I have no experience in Linux Native C++ Coding yet, native/c++ coding for unreal engine on Linux always has been very difficult.

+1 vote   download: October 2011 UTSDK Beta (Build 271)
UT99_Shadow
UT99_Shadow Nov 8 2011, 11:41am replied:

I know that there's no testmap. I simply have no time. People don't understand that I'm not getting paid for this. I have a life beyond this Project. If the actors don't work for you, then I guess you didn't set up the SDK well or not correctly at all. Go check "Setup.pdf" or give a more detailed description which, how and why certain actors don't work.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Nov 7 2011, 8:40am replied:

I simply didn't understand anything, explain again, MORE precisely

+2 votes   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Nov 2 2011, 11:14am replied:

No. It's not possible to use it for Wheel of Time. It's called Unreal Tournament SDK, not Wheel of Time SDK. If it's going to be adapted on other Unreal Engine Games will be shown only by time.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Nov 2 2011, 10:13am replied:

It was zipped with 7zip (Ultra compression), saved 10 MB of size for me so upload was faster and download is smaller.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Oct 31 2011, 11:13am replied:

Yes it is possible. You may think about using multiple Warpzones, that are connected together. Each Zone makes up one part of the wheel world. For fruther details just open a new thread at ut99.org, everyone will be kind enough to help you.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Oct 28 2011, 4:08am says:

It depends, if you have both LevelDistanceFog and ZoneDistanceFog then it might happen, theoretically it's possible

+1 vote   media: UTSDK October Beta Preview 3 (Distance Fog)
UT99_Shadow
UT99_Shadow Oct 23 2011, 6:37pm replied:

Yes, probably, I'm still learning how things are done in the render drives...

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Oct 23 2011, 9:54am replied:

Nope not yet. It depends on yourself what to change when you add the actors and experiment with them.

+1 vote   article: UT SDK September 2011 Beta Release
UT99_Shadow
UT99_Shadow Oct 23 2011, 9:53am says:

Nope not yet. It depends on yourself what to change when you add the actors and experiment with them.

+1 vote   download: September 2011 UTSDK Beta (Build 250)
UT99_Shadow
UT99_Shadow Oct 18 2011, 1:27pm replied:

ok thx, will change that!

+1 vote   article: UT SDK September 2011 Beta Release
UT99_Shadow
UT99_Shadow Oct 18 2011, 10:07am replied:

I've send you a mail, please respond as detailed and soon as you can.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Oct 10 2011, 3:45pm replied:

I hope this week.. yes I know I wanted to release it end of september.. the Particle Engine still keeps me occupied.. oh and yes 3rd semester (university) was starting..

+2 votes   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Sep 28 2011, 5:00pm says:

why do you mention skeletal meshes?

+1 vote   media: UTSDK September Beta Preview 4 (Static Mesh)
UT99_Shadow
UT99_Shadow Sep 25 2011, 3:44pm says:

haha, thanks^^

Hopefully I can hold the release date, maybe there's 1 week delay, because I also work for the Mod "Food Fight"

+1 vote   media: UTSDK September Beta Preview 1 (Vertex Sprites)
UT99_Shadow
UT99_Shadow Aug 22 2011, 11:13am replied:

that one is difficult, the only thing I can do is to make all new actors with instant preview in Editor already (like the new Sprite Render Actors), the new Particle Engine will definitly have in-Editor Preview too.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Aug 14 2011, 9:48am replied:

yes, definitly, because the X-Menus GUI Engine is one of it's best features, unlike the UWindow System, the X-Menus are very easy to set up for modders and developers

Features include: it will contain multiple layout systems at once, ability to install highly personalized menus, 2D/3D per-game menus, interactive menus and so on

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jul 18 2011, 5:42am replied:

just go the sdk's moddb page, I posted some news comments

+1 vote   article: ANOTHER MEMBER ...I almost forgot. And other stuff.
UT99_Shadow
UT99_Shadow Jul 18 2011, 4:58am replied:

anyone who has a question regarding the current state or the new particle engine don't hesitate to ask or go straight ahead to ut99.org!

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jul 18 2011, 4:52am says:

Ok. I can't wait anymore, project is being continued the way it was around winter 2010. Despite the unknown future of the SDK I tend to continue it nevertheless and I hope I can clear things up since people really want to know what was going on in the background.

Next release date: 30.09.2011 - features a totally new particle engine and maybe some updates to the post processing system raising the build number from 172a to 250 since it'll be a lot of new content, features and fixes not only for the particle engine.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jul 18 2011, 4:49am replied:

despite it's uncertain future and how it'll be continued I keep developing, so next release is planned for end of september featuring a totally revamped and c++ based particle engine

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jul 16 2011, 6:19pm says:

ich hab mich ursprünglich als hoor-paar-kraat hier registriert, aber da man mich halt unter shadow kannte, jedoch shadow hier schon vergeben war, hab ich eben erst den anderen nick gehabt und nachträglich in utsdk_shadow geändert^^

+2 votes   member: papercoffee
UT99_Shadow
UT99_Shadow Jul 14 2011, 7:47am says:

thanks^^ It's nice to stay active and help the community until the future of the SDK is uncertain

+1 vote   article: ANOTHER MEMBER ...I almost forgot. And other stuff.
UT99_Shadow
UT99_Shadow May 31 2011, 2:43pm replied:

Uhm. You mean HOW the thing is going right ? ;)

Well. I'm currently working on the particle engine, but there're certain background events going on I can't explain further. Please read the official comment from June 2 2011, 20:40

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 31 2011, 2:40pm says:

So Folks. Please stay calm. I know that there was a new release planned for May. Once again I appologize for another release delay.

There're some events going on in the background relating the future of the SDK. Unfortunately I can't tell more currently. Complains are to be sent to the official E-Mail. Stay tuned for further news.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 22 2011, 8:47am replied:

They're compatible with C++, but Epic never released any Public Source for any Unreal Engine 2 Game, as they did for Unreal Tournament or Deus Ex, that's the point

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 20 2011, 8:32am replied:

No, this is Unreal Engine 1 only, as Unreal Engine 2 doesn't allow native coding with C++

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow May 18 2011, 1:17pm replied:

Meshes in Unreal Engine 1 only use simple Vertex lighting. The more polys, the better the light quality. Lightmaps are generated on and only on Brushes during the Build-Process in UnrealED.

+1 vote   mod: UT Community SDK
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