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  (210 - 240 of 370)
UT99_Shadow
UT99_Shadow Feb 14 2010, 3:24pm replied:

no, sorry, again: you have to have either Unreal or UT installed, I'm not authorized to provide a runtime of unreal engine 1, the SDK is just a solution to get around engine limits

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 14 2010, 2:56pm replied:

good ! so you want to use the Unreal Port of the UT SDK ? Great, because this SDK is NOTHING without any cooperating flagship projects... feel free to contact me to discuss further cooperative work

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 14 2010, 2:19pm replied:

You need a retail Version of Unreal Tournament (Build 436+) in order to run and develope with it.

For the coming Port, the Unreal SDK, you need Unreal (Build 227+). But Mods based on the SDK can be installed in an own directory, not deriving from Unreal/UT directory.

Are you a Developer of Stargate Unreal ?

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 6 2010, 4:06am says:

ANYONE can set up the SDK to fit his/her needs, you can change everything by script or in UnrealED ^^

+1 vote   media: Lensflares
UT99_Shadow
UT99_Shadow Feb 4 2010, 10:38am replied:

hm maybe you're right, I gonna ask them soon, if I succeed then this goes indipendent, hopefully Epic doesn't see it as business competition of their UDK or as senseless compared to UDK, because it'll move a lot of people back to Unreal Engine 1/1.5

+2 votes   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 4 2010, 8:47am says:

This HAS to be continued, enjoyed playing it !
Unique and great atmosphere, you feel so ******' alone, even if the enemies come out...

+1 vote   mod: Hollow Moon
UT99_Shadow
UT99_Shadow Feb 3 2010, 11:57am replied:

that's great to hear !

How much are you experienced with Unreal Engine ? I'm still looking for Beta-Testers !

+2 votes   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Feb 1 2010, 11:11am says:

hey dude, machst du eig. noch was mit der Unreal Engine ?? ^^ hab ewig nix von dir gehört

+2 votes   member: Maggintosh
UT99_Shadow
UT99_Shadow Jan 31 2010, 6:22am says:

it is coded in UnrealScript and C++, the less complex post-processing is coded in UnrealScript and is easy to set up, while the harder stuff runs with C++

+1 vote   media: Post-Processing System Alpha Test
UT99_Shadow
UT99_Shadow Jan 30 2010, 9:15pm says:

look at the video, they do indeed

+1 vote   media: Lensflares
UT99_Shadow
UT99_Shadow Jan 30 2010, 9:09pm says:

thanks dude

+1 vote   media: Post-Processing System Alpha Test
UT99_Shadow
UT99_Shadow Jan 27 2010, 12:30pm replied:

what ? do you know what a hell of a work that is ? besides, I can't recompile somebody else's stuff without permission

the SDK will be a platform for completely new generation of mods

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 27 2010, 10:14am says:

Regarding currently asked term of "Indipendency" :

at Udn.epicgames.com you can read under "Common Questions I'm Asked" a small FAQ about licensing and distributing terms of Unreal Engine 1 and 1.5, where it says, that for any non-commercial project a RETAIL Version of the used Unreal Engine / Unreal Engine Game has to be installed on which the project bases on, no other way.

I could make a PRIVATE standalone Version but as soon as I release this version it would be illegal.

The link I provided is old (Year 2000 - 2003), so I don't know what Epic's thinking about it nowadays.

So the only Indipendency I can offer is an advanced mod and total conversion support like in Unreal Engine 3.

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 27 2010, 8:10am replied:

dan911 asked something about high-res textures, I replied that 4096x4096 Pixel Textures are already supported, and so I asked rhetorically "isn't that enough ?"

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 27 2010, 8:08am replied:

hm ok. yeah I could ask them, with the dlls in binary form I could make the SDK completely indipendent...

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 26 2010, 11:04am says:

no.. it is the Shock Rifle with Cel-Shading, look on the fullscreen picture (view original)

+2 votes   media: Testing CelShade on Weapons (Shock Rifle)
UT99_Shadow
UT99_Shadow Jan 25 2010, 4:00pm replied:

thanks !

what do you mean with "how about high-res textures" ?

unreal engine 1.5 currently supports textures up to 4096x4096 pixels already, isn't that enough ? ^^

concerning the requirement of an unreal engine game:
I can't do that, the UT SDK is a toolset working on top of unreal engine 1.5 (UT 436 Build), everything else (copying the game exe and engine DLLs shipping with the SDK) is illegal, sorry..

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 23 2010, 6:21am replied:

thank you very much, but believe I'm really trying to add unique features.. gives me daily headaches ;)

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 22 2010, 9:49pm replied:

please specify, do you mean ingame, on a screen, texture or something, if you're looking for that: use Kea's "UseableScreens"

if you mean menus yes this is already support, also working on own extension of scripted textures, well you may see it for yourself soon ^^

//Edit: saw the example vid, yes something like that will be included..

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 21 2010, 1:27pm says:

only partially, it's just a predefined emboss bump map, been working on real hardware accelerated bump mapping and stuff

+1 vote   media: Another Creature Example
UT99_Shadow
UT99_Shadow Jan 20 2010, 10:52am replied:

hey there ! cool vid of the example map from the demo, who made it ? would like to know the author so I can upload it here

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 19 2010, 10:02am says:

Sorry but we stopped developing LSoNP years ago, there won't be a second chance.

+2 votes   member: UT99_Shadow
UT99_Shadow
UT99_Shadow Jan 18 2010, 9:37am replied:

hmm max. texture size is currently 4096x4096 pixels.. well it could be raised to even 16384x16384, but I don't think it's necessary currently

bigger and more detailed levels will be created with hardware meshes, but you method sounds interesting!

are you interested in beta-testing ? you seem kinda skilled in game-development

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Jan 17 2010, 8:07am says:

great job and concept indeed !

+1 vote   group: Desura
UT99_Shadow
UT99_Shadow Jan 17 2010, 7:58am says:

what a great idea, it'll change alot, it makes me totally curious thinking of the possibilities it offers, great work !

+1 vote   article: Introducing Desura
UT99_Shadow
UT99_Shadow Jan 16 2010, 8:09am says:

Dunno what's the purpose of this. IF I want to play UT2004 I play UT2004 Retail.

No need for yet another uninspired Conversion-Mod...

-1 votes   mod: UT2004 Extreme
UT99_Shadow
UT99_Shadow Jan 14 2010, 9:39am replied:

hehe, thanks you like it :)

regarding your first question: Unreal Engine 1 (as the other version) is not open source, but, and here especially Version 1, allows for minor and major enhancements only using the Public Headers. For the Post-Processing System for example, no new Core-Render code was required.

second question: I'm already thinking of a better Total Conversion (TC) / Mod Support. Unreal Tournament has a similar TC Support like in UT2004 or UT3 supporting Sub-Directory Games (..\UneralTournament\MyMod) with completely own Configuration and Settings. And I'm currently testing if the Engine supports Standalone-Directory Mods that don't derive from the UT Directories...

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Dec 23 2009, 3:17pm replied:

Yes, and it will be indeed ;)

+1 vote   mod: Zanaveth Ultra Suite
UT99_Shadow
UT99_Shadow Dec 6 2009, 2:27pm says:

really good skinning !

+1 vote   media: Boat
UT99_Shadow
UT99_Shadow Dec 6 2009, 2:23pm replied:

yap, righty right dude

+2 votes   game: Unreal Tournament
UT99_Shadow
UT99_Shadow Dec 6 2009, 2:19pm replied:

with an advanced renderer the unreal engine 1.x CAN draw textures up to 4096x4096 pixels (8-32 bit)

+2 votes   engine: Unreal Engine 1
UT99_Shadow
UT99_Shadow Dec 6 2009, 1:40pm replied:

hm interesting and ambitious indeed, but well what I wanted to know was: what is your Mod all about ? the more I know, the more I am able to help you using the SDK to your advantage dude

+1 vote   mod: UT Community SDK
UT99_Shadow
UT99_Shadow Nov 22 2009, 6:37am says:

Yeah guys I know, but since many other dev mates are involved in own projects I really have no help at all, but I think you might like to hear that I`m working on it again EACH DAY.

@ UBX_Master, UBX3 is your new mod ? sounds good !

@ robin13, yes I will finish it, progress goes damn smooth nowadays, big update planned for december

+1 vote   mod: UT Community SDK
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