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You Know What? I'm Making An Unreal Map 

Cathode Ray Dude Gaiden
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20 сен 2024

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Комментарии : 6   
@wastenotwantnot5953
@wastenotwantnot5953 3 месяца назад
Your discussion about the programming, Unreal being basically an operating system, etc is the most interesting thing that I've listened to in months. I know basically nothing about it. I only know Python, and basically no object oriented programming. This almost inspired me to dive into studying OOP, but I'm too tired at the moment... Back to talking about the video... lol. I really enjoyed that section of the stream.
@kargaroc386
@kargaroc386 9 месяцев назад
I once called making Half Life 1 maps as being something like "grinding your face away against a concrete wall for hours and hours". It's hellish what the state of the art is in comparison to even this 90s map editor for another engine. I have no idea how the actual devs of HL1 had the patience to grind out all those levels, and how people still find the patience to do so today.
@kargaroc386
@kargaroc386 9 месяцев назад
And that includes trenchbroom as well. TB is made for making quake maps, but you can make HL maps with it as well, and you'll want to, because hammer is so bad that even though TB's HL support is unfinished its still more fun than Hammer. And it *still* sucks.
@goop_lord
@goop_lord 9 месяцев назад
this stream ruled. honestly the time-to-playable is inspiring me to pick unrealed up myself. i would watch as many videos as you made about old level editors and game creation programs, even the more esoteric ones - as a kid I somehow got a hold (maybe through a microcenter) of software called "The 3D GameMaker" which had an extremely simplified approach to creation, basically laying out tilesets and placing premade enemies. it supported first and third person play but what you could ultimately make with it was still relatively limited, even with the tweakable values it exposed.
@grimninja2004
@grimninja2004 9 месяцев назад
there is brush order, but its based on the order it was placed generally .its usually fine, but if its perceptually trouble some, you can right click the brush in 2d edit, and move to first or last ( at least in 227+), other wise i believe there is likely a console command to change the brush order. the script is 80% of the "game" but there is alot of native c++ stuff ( functions) that are called from script. out return is annoying, but if you just "outed" a "struct "or object , it can pass back a entire table of values.( structed the same as a actor would , and referenced like actor.z) janky. it is possible to do exploiting, depending on the context and skill of the modder and the version of build, ie it is hard to do but you can embed stuff in files( such as extractable dlls), write out files ( specific versions), and there is native commands to open a weburl ,shellexecute,, but it depends of the execution context ( Sp vs multi) the preferences dialog content is based on the definition of "int"( localization) files. any ini file with config stuff can represent in there if it is defined, even custom mods. skybox is fancy warpzone that tells render to draw a view to a separate location , there is a box elsewhere away from the main map that has the skybox you view in it, and the view is rendered on the main area. deck162 - there is a deck16 for unreal . it notably lacks the teleport and area where the redeemer is located honestly i am more knowledge with the modded original base game ( unrealgold + community 227 patches) then UT99 , but they are essentially the same game after patches and mods. you would have to have alot of mystery faith in the company , they pulled this game from sale on steam/gog becuase they wanted it to disappear.
@kargaroc386
@kargaroc386 9 месяцев назад
And, oh man, someone bringing up MyHouse.wad. That is a wad that really... well I don't want to say that it doesn't deserve to be as popular as it got... but, if people knew how GZdoom (which it requires) works, it would've *never* rose to the heights of popularity that it did. It's a good WAD, I've played it, but its definitely not the pinnacle of Doom mapping trickery that everyone says. Its kinda like saying something like "What Crysis does on the IBM PC is amazing" and then everyone thinks it runs on a 5150 and is magic. A modern Crysis-running "IBM PC" with a BIOS CSM, can run the same DOS that an original 1981 IBM PC can. Not well, but it can - despite the modern "IBM PC" not really being that much like the original IBM PC. Replace a few words here and there, and: A modern Myhouse.wad-running "Doom engine" with a gzdoom.pk3, can run the same DOOM.WAD that an original 1993 Doom engine can. Not well, but it can - despite the modern "Doom engine" not really being that much like the original Doom engine.
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