1

(180 replies, posted in UFE 1 Source (Deprecated))

Steviebops wrote:

Ok, latest patch is here https://drive.google.com/open?id=0B_Pzt … FJ2QjZzS0U I have to say, creating patch files is VERY finicky.

If someone could test this and let me know, the instructions from earlier in the thread still apply.

YOU ROCK!

I'll try this as soon as I can and report back.

THANKS!

2

(180 replies, posted in UFE 1 Source (Deprecated))

Steviebops wrote:

Sounds like we have some interest smile
I'll try get a patch done within the week, as I said, Im a bit stuck for time.  As for throws, the z-axis changes can handle them fine, but it can be a bit fiddly aligning the players just right. I'll probably need to write a small guide on how to do that as well. I tend to use two overrides, one to pull in, and one to knock the player back if the move calls for it.

Thanks @Steviebops! Waiting in earnest for the patch big_smile

3

(180 replies, posted in UFE 1 Source (Deprecated))

Steviebops wrote:

I have only updated my private version, which is heavily customised for my own game.

I haven't updated in a while as I wasn't sure what the release schedule is for UFE 2.0, and that will be implementing 3d arena.

Im a bit stuck for time at the moment, but if there's interest, Ill try to get a patch done.

Hi @Steviebops,

I'd be VERY interested and I think @tsuyoiraion would be too.

Given that this forum thread is actually linked from UFE3D page now, http://ufe3d.com/doku.php/upcomingfeatures [3D arena gameplay (Try out Steviebobs's Z-axis approach)] , I wouldn't be surprised if more people were to inquire (not sure when the link was added).

Thanks.

4

(180 replies, posted in UFE 1 Source (Deprecated))

Steviebops wrote:

I think the issue may be that the hosted z-axis code is for older versions of Unity/UFE.

@Steviebops, have you had a chance to update to UFE 1.8.1?

Thanks.

Twrmois wrote:
ilike2fight4fun wrote:

Hi,


Mistermind wrote:

Sorry about the delay on this. Yes, we will soon release the roadmap with all the plans up to early 2016. I'm hoping to release a public version in the next couple of weeks.

...But here is a little something just to get you guys hyped smile

....

More news and details very soon.

What can I subscribe to, to ensure that I don't miss out when Mistermind releases the roadmap?

Thanks.

For now you should keep your eye on this topic (http://www.ufe3d.com/forum/viewtopic.php?id=498), and subscribe to it. So far, all upcoming UFE news has been listed there, and I'm sure the roadmap will be posted there as well. When 1.7 and 2.0 is out, they will probably have their own topic pages made in the "General" tab of the forum, so if those get made, subscribe to those as well.

Twrmois you've quoted this thread instead of this one: http://www.ufe3d.com/forum/viewtopic.php?id=359 which is UFE 1.6 Official Release Notes and is the one I think you were thinking of, which is where I grabbed the below quote.



Twrmois wrote:
ilike2fight4fun wrote:
ilike2fight4fun wrote:

Hi,



What can I subscribe to, to ensure that I don't miss out when Mistermind releases the roadmap?

Thanks.

In most cases that would be...this thread itself.

6

(64 replies, posted in UFE 1 (Deprecated))

Mistermind wrote:
svwillia wrote:

Since UFE is not supported in 5.2 do we have an ETA on the networking updates?

We can't release anything that is not compatible with the latest version of Unity, meaning we will all have to wait for 5.3 (ETA December)

So UFE 1.7 is a Christmas present smile Thanks Mistermind, just what I wanted! wink

7

(31 replies, posted in UFE 1 (Deprecated))

Steviebops wrote:

I'd recommend downgrading to Unity 5.1.3

5.2 isn't quite working with UFE yet.

Mistermind wrote:

I guess the only thing we can do now is wait for the next patch.

Heeded Steviebops advice and rolled back.

Just got to sit and wait for patch....

8

(5 replies, posted in Jobs)

drraed wrote:
Mistermind wrote:

Chris Sanders is right, however I've added UFE for Unreal to the upcoming features page. I'm not sure when we will start, but Unreal made it very clear that they want our tool there as well wink

So, any updates in this regards? It would be amazing to have it in Unreal.

@Mistermind - If you wanted to do a pre-order for this now, I'd throw down $300-500USD for it right now.

Maybe it might be worth doing this as a crowd funding / kickstarter / Indiegogo etc...considering that you have a decent size community with UFE3d for Unity and could post about it on UE4 forums to gain more attention.

Edit: Me fail english, that's unpossible.... wink

9

(5 replies, posted in UFE 1 (Deprecated))

Hi,

Just wondering if anyone has successfully been able to have more than 2 players?

I am not talking about tag team, I am actually talking about having 2 or more players.

I plan to use this with the 3d Arena code mod that Steviebops has done.

It is currently on the "Upcoming Features" list
To be studied:
More than 2 local players

But I am wondering if anyone has attempted it on there own.

Thanks.

Edit: Add the bit about it being on the "Upcoming Features" list

10

(31 replies, posted in UFE 1 (Deprecated))

udede wrote:

hi

I'm getting this error ;

Assets/UFE/Scripts/UI/Community Scripts/Gradient.cs(7,14): error CS0619: `UnityEngine.UI.BaseVertexEffect' is obsolete: `Use BaseMeshEffect instead'

Thanks!!

Brand new install of Unity 5.2.0f3 and imported UFE3D 1.6

In the console I got the same error as above in the console, plus a few more for each controller, 1->4 eg:
Broken YAML file(Assets/UFE/Resources/controller1.controller). Local file identifier (110273763) doesn't exist!

and quite a lot more when trying to compile in VS 2015 RC and I got 834 errors... not shown for brevity.

So I turned off VS 2015 and used monodevelop and this was the output (22 errors):
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UFE.cs(140,67): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UFE.cs(156,74): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UFE.cs(501,74): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(48,25): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(49,29): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(50,23): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(51,25): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(94,101): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(98,101): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(102,100): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Scripts\UI\Templates\UFEScreenExtensions.cs(128,79): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(6,76): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(9,79): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(12,66): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(15,81): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(20,51): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(23,57): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(26,60): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(29,58): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(39,75): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\EditorCamera.cs(45,91): error CS0241: Default parameter specifiers are not permitted
c:\Users\Public\Documents\Unity Projects\UFE3d test\Assets\UFE\Editor\GlobalEditorWindow.cs(1897,81): error CS0241: Default parameter specifiers are not permitted

11

(64 replies, posted in UFE 1 (Deprecated))

ilike2fight4fun wrote:

Hi,

Mistermind wrote:

Sorry about the delay on this. Yes, we will soon release the roadmap with all the plans up to early 2016. I'm hoping to release a public version in the next couple of weeks.

...But here is a little something just to get you guys hyped smile

....

More news and details very soon.

What can I subscribe to, to ensure that I don't miss out when Mistermind releases the roadmap?

Thanks.

Hi,


Mistermind wrote:

Sorry about the delay on this. Yes, we will soon release the roadmap with all the plans up to early 2016. I'm hoping to release a public version in the next couple of weeks.

...But here is a little something just to get you guys hyped smile

....

More news and details very soon.

What can I subscribe to, to ensure that I don't miss out when Mistermind releases the roadmap?

Thanks.

13

(64 replies, posted in UFE 1 (Deprecated))

Mistermind wrote:

Sorry about the delay on this. Yes, we will soon release the roadmap with all the plans up to early 2016. I'm hoping to release a public version in the next couple of weeks.

...But here is a little something just to get you guys hyped smile

We will first release UFE 1.7 that, among several needed additions to the engine (like wall bounce, multiple gauge options and air recovery) will come with an early beta of the netcode and P2P network (direct IP connection).
After the release we will begin working on UFE 2.0, a completed revised version of UFE 1.x. This version will include several new features such as brand new interface, Server Side Network, GGPO-based netcode and support for several new game types (such as 3D Arena, 2D and Beat 'em up).

More news and details very soon.

Mistermind wrote:

No ETA yet. Unity has recently released huge updates to the animation system (5.2) and I need to spend a few weeks reviewing these before proceeding. I'll keep you guys updated.


Oh I am hyped, in a BIG WAY, been away doing different things and come back to find this post big_smile

This is going to be AWESOME, cannot wait!!!

Bring on 1.7, 2016 and 2.0!

Very keen to test if you need some help, we'd like to get familiar ASAP to allow for the games we are developing to take full advantage of the new feature set. Which is also why I posted this suggestion: Github for paid source users - Similar to how Unreal Engine 4 is done

Shut Up And Take My Money! ....I already have UFE Source smile....I guess I'll have to upgrade to Bundle now wink

http://i3.kym-cdn.com/photos/images/newsfeed/000/264/241/9e9.gif

Thanks.

Not sure where this goes: http://www.ufe3d.com/forum/viewtopic.php?pid=2537#p2537

Hi,

Apologies for English ahead of time, I've been awake for a while....

To help @Mistermind and the rest of the community, if the source for UFE3d was put onto Github with access granted to those who have paid for the source code, similar to how Unreal Engine 4 was done before removing subscription cost (If you click on this link:https://github.com/EpicGames/UnrealEngine and don't have access, you will get a 404 page) it could potentially help with upstream and downstream development.

These are the first few things that come to mind:
1) Upstream in that if a bug is noticed, or something is needed (eg: API exposed) to allow for a 3rd party then this could be done and merged back up.
2) Downstream in that it would be easy for people to fork and be able to do patches easier (one example).
3) To take it to the next level, given how busy @Mistermind is, if he has already scoped out and planned out the new features, UFE: Major Updates Poll (Season 3) I am sure some people wouldn't mind contributing time to get the features done so that the whole community could benefit. Unreal Tournament managed this by listing out features on a Trello board and nominated which tasks required community input: https://trello.com/b/Q07L4mSS/unreal-to … rogramming (items marked in purple).

Even when Unreal Engine 4 was a paid subscription, people were still contributing back without any monetary reward.

16

(4 replies, posted in 3rd Party Development)

Taito wrote:
AlexarahX wrote:

AWESOME NEWS EVERYONE! I just received an email from Trello.com stating that Jean Fabre from the Playmaker community has just added UFE support on the to do list! This is great because it'll save MisterMind and Yumcha a lot of work on making Playmaker compatible with UFE. See for yourself on the Playmaker forums and Trello.com!

hi
i just contacted Jean at playmaker and he told me its going to be a very long time before they will be doing the actions for UFE unfortunately. deep in to next year.

such a shame this has no playmaker support.

So it is deep into next year (2015) and I don't see any change on the Trello board: https://trello.com/c/pC12ZuJn/90-ufe

I haven't been following it, I just noticed your post on ufe3d board, care to drop a message to Jean?

17

(180 replies, posted in UFE 1 Source (Deprecated))

Steviebops wrote:

I'll test the fireballs with the UFE chars, see if it  happens to me.

roswell108 wrote:

Fireballs only seems to happen to player 2. The best I could find was that there is an option to mirror the animation for player 2 and it seems like with the inverted x, it is likely as simple as disabling that mirroring. The only problem being there is no mirroring checkbox, so it is likely hardcoded lol.

@Steviebops @roswell108 - Did you manage to figure this out?

Also, great work by the pair of you, I'll be getting a chance shortly to test out what you have done so far.

Thanks.

18

(180 replies, posted in UFE 1 Source (Deprecated))

Steviebops wrote:

It looks like this code isn't compatible with v1.5

I'll work on fixing that, but if anyone wants to use it, be aware of that.

Have you had any luck getting this to work?
I'm planning to sit down and have a play with this soon.

Thanks.

In order to help persuade Mistermind to work on certain features in a certain order, who would be willing to donate towards a particular feature to have it implemented ahead of another?

Either using Kickstarter / Indiegogo or even just the Unity store.

Put up the features as per Season 3:

  • Tag Team

  • Disjoined Rectangle HitBoxes

  • 3D Arena Gameplay

  • UFE 2D

If using the Unity store, pick a nominal value for each feature and then people can purchase it in the store as a pre-order.

P.S: I want 3D Arena Gameplay smile

20

(180 replies, posted in UFE 1 Source (Deprecated))

Steviebops,

Steviebops wrote:

I'm starting to look at coding for z-axis movement (3d Arena), I'll be starting with the basic 4-direction, then hopefully expanding it into a full 8-way system.

How have you been going with this?
I noticed you haven't posted anything in this thread since for about two weeks: (2014-07-23 22:28:26)

Steviebops wrote:

I've got a workaround for the movement. It looks a little weird with the static camera, but eventually the camera will rotate to keep the players side-on.

I just saw your response to the thread: Season 3 Polls: Major Updates

Steviebops wrote:

I've decided to implement my own 3d-movement system in the mean time. So far Ive implemented a simple side movement and changed to collision spheres to align with their parent parts in 3d.

Once I've sorted out a rotations system so the players face each other, Ill share what I have.

I have a thread to discuss it, if anyone is interested.

I am very interested, not sure why I wasn't getting email notifications as I had subscribed to the poll thread....I just got an email today which is why I came to the thread and then saw your post and came here..... wink

I'll try and have a go at integrating your code in a project myself and see how I go. I'll report back once I have tried it out.

Thanks for taking the initiative and coming up with a solution.

21

(65 replies, posted in UFE 1 (Deprecated))

AlexarahX wrote:

Although it's not on the voting list so far I would recommend looking into Playmaker support or other visual scripting tools which should make it easier for all UFE users to make custom features and content for the engine.

+1 for Playmaker support as well, but would not want to detract from 3D Arena Gameplay.

22

(65 replies, posted in UFE 1 (Deprecated))

Steviebops wrote:

Oh no! is 3d arena bumped back to season 3?

Yeah I was not too happy to see this either.

+1 3D Arena Gameplay - This is what I would like to see.

I just bought UFE3D because I was extremely impressed with the videos and demo game.

One of the games in my pipeline will need 3D Arena Gameplay.

I would be more than happy to put additional funds towards ensuring that this feature is developed ASAP.

Mastermind: If you could put a donate button up or provide some other form of payment option, that'd be great.

Thanks.