I don't need to test my programs. I have an error-correcting modem.

Difference between revisions of "User:Crusha"

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UltimateSaveSystem is a ready-to-use solution for writing and reading variables from UnrealScript or Kismet into and from binary files, using unique names to find the value in the file. It is capable of saving Integer, Float, Boolean, Vector and String variables (with unlimited length).
 
UltimateSaveSystem is a ready-to-use solution for writing and reading variables from UnrealScript or Kismet into and from binary files, using unique names to find the value in the file. It is capable of saving Integer, Float, Boolean, Vector and String variables (with unlimited length).
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See this page for a full reference: [[User:Crusha/UltimateSaveSystem|UltimateSaveSystem]]
 
See this page for a full reference: [[User:Crusha/UltimateSaveSystem|UltimateSaveSystem]]
  
  
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===GUIFramework===
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This is a framework for creating menus, buttons and other components entirely in UnrealScript with the Canvas instead of having to rely on Scaleform, which requires expensive third-party tools such as Adobe Flash Professional.
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I started this on my own and turned it into an open source SVN repository to improve it with anyone in the community willing to contribute.
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You can download, contribute and find more information about it [http://code.google.com/p/unrealscript-gui-framework/ here].
  
 
=Maps=
 
=Maps=

Revision as of 06:44, 11 November 2011

About Me

The full nickname would be Crusha K. Rool, derived from that crocodile-villain from "Donkey Kong", but I prefer Crusha after all.

Since I am dedicated and addicted to UT2004's Onslaught gametype, I once started to get myself familiar with the Unreal Editor 3 and stuck with it down to the present day.


Currently I work with a small team on several projects. One is a yet unannounced medieval multiplayer game, another is the official sequel to a not quite unsuccessful arena-FPS from the year 2002 and the last is a small hobby project that I am doing on my own.

Whenever I have some time between that, I try to finish my UltimateMappingTools (see below) to help the UT2004 community to keep this marvelous game alive for more years to come.


Projects

UE2

UltimateMappingTools

UltimateMappingTools is a toolset started by me with the goal to gather all useful UT2k4-actors out there in one package to give level designers everything they could ever wish to do right at their hand. Several coders have contributed their work to it. I say "thank you" to all of them.

See this page for a full reference: UltimateMappingTools


DynamicWeather

DynamicWeather is a toolset by MarZer that contains a whole bunch of actors to put more atmosphere into maps by controlling the natural forces. It is also included in my UltimateMappingTools.

I am NOT the creator of this actors, they are all done by Mark 'MarZer' Gillard. I just put the descriptions on my User page because User pages have some functionality for sub-pages that doesn't exist in other namespaces.

See this page for a full reference: DynamicWeather


UE3

UltimateSaveSystem

UltimateSaveSystem is a ready-to-use solution for writing and reading variables from UnrealScript or Kismet into and from binary files, using unique names to find the value in the file. It is capable of saving Integer, Float, Boolean, Vector and String variables (with unlimited length).


See this page for a full reference: UltimateSaveSystem


GUIFramework

This is a framework for creating menus, buttons and other components entirely in UnrealScript with the Canvas instead of having to rely on Scaleform, which requires expensive third-party tools such as Adobe Flash Professional.

I started this on my own and turned it into an open source SVN repository to improve it with anyone in the community willing to contribute.


You can download, contribute and find more information about it here.

Maps

I early specialized in technically and gameplay-related fine-tuning existing maps (with the author's permission) rather than creating much own stuff, so most of the maps in my "portfolio" owe their being to other guys.

UT2004

ONS-Rail

Original Thread

This is a conversion of CTF-Rail to ONS, featuring a lot of NV-mayhem in a narrow corridor-like map with three different levels for Z-axis gameplay and toggleable doors at the Prime Nodes.

ONS-{DX}Ameliorate

Original Thread

This is a conversion of CTF-Ameliorate to ONS, featuring two opposed residences in a sunset scene with a central island surrounded by a canalisation and 4 storage halls. The map is mainly NV, except four Mantas.

ONS-SavoIsland-K

Original Thread

This is a conversion of JB-SavoIsland to ONS and a co-production with Kentaro. The NV-match takes place on a beautiful South Sea island that allows to choose between a fight along the flat beaches or through the hilly inland.

ONS-Sektor9-Veni-Vidi-Vici

Original Thread

This map was mainly created by VK especially for our ONS-server, but I put a lot of technical and visual fine-tuning into it, so I think it's worth being mentioned here. Gameplay is crazy, many )o(-vehicles and superweapons and narrow space.

ONS-Sektor8-The-Battle-Continues

Original Thread

Again another map from VK for our server to which I contributed much fine-tuning. This one is not as narrow as the other one (actually it allows a lot of distance fights in vehicles and Z-axis gameplay), but is not less chaotic. ;)

ONS-Downtown

Original Thread

A rebuild of the UT3-map WAR-TankCrossing for ONS from scratch. The BSP was done by Sanch3z, following the original as accurately as possible, I was responsible for everything else (StaticMeshes, lighting, bot paths, pickups, etc.).

The map uses UltimateDestructibleEnvironment from my MappingTools for destroyable barricades to achieve the same effect as in the original.

ONS-TankCrossing

Original Thread

A rebuild of the UT3-map WAR-TankCrossing for ONS from scratch. The map is still in alpha phase but will feature some intense fights about the control of the single Center Node and the escorting of a team's tank to the enemy PowerCore.

ONS-GlobeTrotter

An NV-map that currently only exists as concept. It will be one of the very few maps that makes excessive use of the Escher Physics Mutator (and thus won't work with any bots).


This was only a small selection from the map's I've been working on, but the other's don't have that many noticeable changes or are not supposed


Contact

You can contact me in these forums:

Gametracker

UnrealEd.info (German site)

Titan Onslaught

Omnip)o(tents

Vehicle Masters

Epic Games Forums