View Full Version : UT2007 Warpzones
08-25-2006, 06:07 PM
One of the main things I really wanna get a hold of in UT2007 is the map editor, which brings me to the question about what changes might be made with warpzones. In UT2004 warpzones are a bit buggy, for an example, hitscan cannot travel threw them, some projectiles end up curved or warped in some manner when they travel threw, in first person view you cannot see your self when one warpzone is in front of another, players that tend to join a server that has warpzones have issues like there view snaps in a different direction. I can see these issues being fixed in UT2007 and I would love to see the capibilities that could be done if they are fixed.
08-25-2006, 06:29 PM
that would be real cool, i like fooling with warpzones in UTed but they are just to bugy to use in any real maps
08-25-2006, 06:42 PM
Based off of a previous video I saw regarding UE3 tech, warpzones, or something similar, are back. The video had the scorpion driving through a city that was made up of various levels threaded together.
08-25-2006, 06:48 PM
Yes, I remember reading somewhere that the way it works is the mapper makes the map normally but then also specifies overlapping cubes that represent areas of the map that load separately so that when played ingame the game has a minimal amount of data that has to be present in memory at once. It's called map streaming.
08-25-2006, 06:49 PM
I wanna see :(
08-25-2006, 06:53 PM
As an aside, if you're interested in warpzones you might be rather interested in Shamblers Portal Gun for UT2004: http://ut2004.titaninternet.co.uk/forums/showthread.php?t=8866
They're trying to iron out some of the problems in warpzones while they're at it.
08-25-2006, 07:03 PM
Ive seen Shamblers portalgun and i must admit its very nicely done, ive sent out an email to shambler about warpzones and the portals and he said he'd need the source code of UT2004 to beable to do that
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