After more than one year of tedious work and testing and bugfixing and getting overwhelmed with new ideas that want to be implemented, I now managed to actually put out a release!
http://wiki.beyondunreal.com/User:Crush ... ppingTools
(Download link on that page, together with the manual)
In case you didn't hear about my project before:
UMT is a toolset that I created with the goal to put together one single package that would be enough to make any mapper happy without ever feeling like there is something missing.
For this purpose did I code a lot myself but also gathered, with the permissions of the authors, scripts scattered all over the web and bundled them here.
So included are also:
- Some tools from Jailbreak (renamed to avoid potential conflicts) and Wormbo in general
- Nova's TeamSpecificActors
- MarZer's DynamicWeatherActors
- KillBait's VehicleTeleporter
- Party Boy's ParallaxSkyZoneInfo
- Unkown author's KarmaThing
Some highlights from my own stuff:
- UltimateVehicleFactory (for ONS and VCTF/any gametype separately)
You can tweak every detail that could matter for balancing. You can even track the vehicle on the radar map, like Leviathans in UT3 are tracked! - CullDistanceVolume
Just put this Volume around your map and it will assign CullDistances based on the mesh's size. A very quick and very efficient way to gain performance. I gained more than 100% average performance in my test map and up to 40 frames difference for both, Min and Max FPS. - UltimateRadarMap
A single Actor that you place in your map and it will give you an ONS-like minimap. It supports tracking of GameObjectives in all default UT2k4 gametypes and 4-teams gametypes as well as Multi-Bombing Run and Triple Domination. - UltimateDestroyableEnvironemt
Looks like a plain StaticMeshActor and behaves in any other way like one, but in fact can this Actor change it's whole appearance based on damage that it takes. It can even spawn physically simulated KActors as wreckage that work in online games. - LogicGate
AND, OR, XOR, NOT, NAND and NOR find their way into the trigger system of the UE2. Together with a whole lot of new Trigger-related Actors and ScriptedActions can you create completely new gameplay mechanics in maps.
Enjoy it and let me know what you think and report any bugs you encounter, although I really hope there are none left after all that testing.