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Usable Screen
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* UnrealSP.org

My other works

Fixed kralls

I've made package with kralls that use all sleeping animations. Diamond wanted to use that animation sequences in his SP map, so I had to make subclasses of Kralls because usual Kralls use only "Sleep1" anim sequence. Set SleepyKrall->SleepSequence or SleepyKrallElite->SleepSequence to Sleep1, Sleep2 or Sleep3 to use different animations.
There is also Bird1 with Manta's mesh. I think it will look better than usual Bird1 in night maps. I haven't tested it, but it should work fine too.
Feel free to use this pawns in your maps, just write a word about me (kea) in readme file.
Download: keaspawns.zip (3 kB).

Usable Screen

This is screen that can be controlled by player with mouse. Mouse cursor will be rendered directly on screen's texture. Currently the screen is under development. The weapon player holds when touching screen now removes and restores when he leaves screen.
The basic principles of usable screen (technical stuff).
1. It becames controllable by touching UsableScreenController actor.
2. It will have areas (slices) that will cause different events on fire and alt-fire. Slices may have different properties and behaviour (simple text or texture, hide/show or change text on events etc.)
3. It will display some useful info (not as much as Mychaeel's -- don't expect player's lists and HTML live content support).
Screenshots:
screen
Here you can see how it determines player's name ([ESC]kea) and moves mouse cursor.
screen
Here you can see wrap of text by delimiter and by lack of screen's width. Text in console is caused by events.
Copyrigth (c) kea, 2005
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