Posts Tagged → unreal
Rebirth, to Death, to Rebirth
For the next few days, I’d like to spend a moment each day rehashing a post from one of my original blogs before they all evolved into my shiny Multiblog. Today’s is from almost two years ago, back when I was still completing my graduate studies at NYU. I had started “Interaction Faction” as a means for venting my game development and design snafus, which were daily at the time. I was also angrier/more emotional about programming back then, probably because my thesis was my first serious coding project.
From May 8th, 2008, on “Interaction Faction”:
Taking a moment from my critique of game design, in an hour of desperation I offer to you my ray of hope through this epic retelling of adversity.
Death. All I could think about was how to throw my shiny UT3 collector’s box around my apartment, as the editor, just days before a presentation of a project, would not allow me to look at the properties of my builder brushes. Oh, the window would show, but you know those delicious dark gray sub-boxes? They remained unopenable, shut like a nun’s panties. Crawling around the UT3 forums proved futile until one post, one booming voice echoing:
“When judgment is at hand, delete the UTEditor.ini in the UTGAME\Config files in your Documents folder, for the righteous shall be saved.”
Well, I wasn’t saved yet – it didn’t work. HOWEVER, deleting UTEditor.ini along with its cohorts UTEditorUserSettings.ini and UTEditorKeyBindings.ini was successful. The editor was restored to harmony and joyous modding.
I hope this solution also helps those with unreasonably skewed brushes and other varieties of bizarre parameters that the editor saves for the following session… for your convenience!