Unreal Editor is the most utter piece of fucking FAIL
16 years ago
General
See, Ive got to use it for an assignment, and its the most awkward, clunky, glitchy, downright disgustingly broken example of a game engine i have ever had the misfortune of using. using Hammer, Valve's level editor, at the same time in another module just highlights how bad Unreal Ed really is
Seriously, its taking it beyond a joke. The amount of stress this assignment is causing its just ridiculous.
The way the levels are built is just stupid, like how you can't manually stretch and deform the boxes. No, you have to go into a little menu and mess around with some numbers for a while using guesswork until the box is the right size.
Finding textures and models is a joke too. You have to open a load of ambiguously named folders that have no real relation to whats inside them. Why isn't there a browser or a little search engine?
Placing them is annoying too. Why can't we just drag & drop from the browser?
Manitee is on course for giving me heart failure. I follow the tutorials on webct to the letter and they still wont work, the points simply wont connect no matter what I try. and you can forget about any kind of look at action, they make the thing crash
Dont even think about trying to make a cutscene (which is what i have to do) because theres no timeline. As well as a timeline being what you need to make a fucking cutscene to any kind of professional standard, the naming conventions of what each option does is very vague. Lets say you want a guy to run into a room and have him shoot another guy, with the camera following them.
Well, you gotta put in a string of points for the camera to follow, and another string for the guy. The guy needs about 20 lines of "code" to run in, face the other guy and shoot him, but theres no chance of getting it synced up perfectly is impossible. you have to put some subactions in the camera points (which is ambiguous) and link up the guys actions to these points.
See, each camera point has a line connecting it to the next point. You would think that an effect, like a fade in, applied to a point would effect the line coming after it. Nope. stuff done to a point affects the line coming before it
Needless to say, this is pointlessly fucking confusing
There is no specific window for this kind of thing. You have to reference point to work from. You must continuously switch from the camera's options to the guy's while using vague guesswork & hoping that he does the right stuff at the right time. each journey from one box of options to another takes six mouse clicks minimum though a system of vague menus. You cannot have the two boxes of options open at the same time.
oh, and sometimes for no reason at all he will just ignore his "code"
The thought that developers actually use this fucking mess to make a game that people actually by is beyond me
After this module is finished, i hope i never have to touch the damn thing again, otherwise something in my vicinity will be set on fire
Seriously, its taking it beyond a joke. The amount of stress this assignment is causing its just ridiculous.
The way the levels are built is just stupid, like how you can't manually stretch and deform the boxes. No, you have to go into a little menu and mess around with some numbers for a while using guesswork until the box is the right size.
Finding textures and models is a joke too. You have to open a load of ambiguously named folders that have no real relation to whats inside them. Why isn't there a browser or a little search engine?
Placing them is annoying too. Why can't we just drag & drop from the browser?
Manitee is on course for giving me heart failure. I follow the tutorials on webct to the letter and they still wont work, the points simply wont connect no matter what I try. and you can forget about any kind of look at action, they make the thing crash
Dont even think about trying to make a cutscene (which is what i have to do) because theres no timeline. As well as a timeline being what you need to make a fucking cutscene to any kind of professional standard, the naming conventions of what each option does is very vague. Lets say you want a guy to run into a room and have him shoot another guy, with the camera following them.
Well, you gotta put in a string of points for the camera to follow, and another string for the guy. The guy needs about 20 lines of "code" to run in, face the other guy and shoot him, but theres no chance of getting it synced up perfectly is impossible. you have to put some subactions in the camera points (which is ambiguous) and link up the guys actions to these points.
See, each camera point has a line connecting it to the next point. You would think that an effect, like a fade in, applied to a point would effect the line coming after it. Nope. stuff done to a point affects the line coming before it
Needless to say, this is pointlessly fucking confusing
There is no specific window for this kind of thing. You have to reference point to work from. You must continuously switch from the camera's options to the guy's while using vague guesswork & hoping that he does the right stuff at the right time. each journey from one box of options to another takes six mouse clicks minimum though a system of vague menus. You cannot have the two boxes of options open at the same time.
oh, and sometimes for no reason at all he will just ignore his "code"
The thought that developers actually use this fucking mess to make a game that people actually by is beyond me
After this module is finished, i hope i never have to touch the damn thing again, otherwise something in my vicinity will be set on fire
FA+

Coillscath
<:3 *Hug*