Main

Forums

Wiki

Downloads

Tutorials

Walkthrough

Unreal-netiquette

Links

Submit-News

Oldunreal's hosted:
UnrealReference

Usermaps

Real-CTF

Donate for Oldunreal:

Oldunreal Donation
Oldunreallogo
  Welcome, Guest. Please Login or Register
 
  HomeHelpSearchLoginRegister  
 
 
Pages: 1 2 3 ... 6
Update Requests for 227 (Read 11095 times)
Pcube
Ex Member


Update Requests for 227
08/19/11 at 03:08:29
 
First, I would like to thank Smirf, dots and Casey for contributing their free time to improving Unreal. I believe that 227 will ultimately end up being what keeps the game alive.

That being said, I would like to make a list of issues that many of us would like to see addressed upon future revisions to 227. Most of these issues are minor and have already been addressed. This list only serves as a reminder come time to make the next RC.

  • Bots intelligence set to BRAINS_HUMAN
  • Bots sight check type to SEE_ALL so they auto-engage enemies (useful in coop/team games)
  • FullMeshRendering set to true by default on all renderers except software -- as it is, static meshes that are large may encounter frustum level culling and fail to render when viewing at certain angles. Alternatively, the "always render" flag on static meshes could be fixed... I've heard one report from a user of D3D9 that a large terrain static mesh encountered aforementioned issues.
  • ClientHearSound bug w/ bots (yes I know this has already been fixed; it's just here as a member of the checklist)
  • Remove the code that ticks bloodpool decals to increase their drawscale by attaching/reattaching. It's just plain unnecessary in my opinion... The original bloodpool worked and ticking bloodpools and performing such operations every frame seems a bit pointless.
  • Disallowing "ultra" shadows because idiots dumbcrappity smacks asswipes morons lusers dipshits 226failures users keep selecting them and blaming 227 for performance shortcomings.


I want to reiterate that this isn't a set of criticisms. It's just a checklist so that 227 can be completely polished and these (mostly minor) issues can be addressed once and for all.

Thanks again for your dedication!!
Back to top
« Last Edit: 08/19/11 at 03:13:36 by N/A »  
 
IP Logged
 
Dozey
God Member
*****
Offline


I love cleaning The Sunspire
with my mop.

Posts: 578
Poland
Gender: male
Re: Update Requests for 227
Reply #1 - 08/19/11 at 12:55:09
 
Pcube wrote on 08/19/11 at 03:08:29:
First, I would like to thank Smirf, dots and Casey for contributing their free time to improving Unreal. I believe that 227 will ultimately end up being what keeps the game alive.

That being said, I would like to make a list of issues that many of us would like to see addressed upon future revisions to 227. Most of these issues are minor and have already been addressed. This list only serves as a reminder come time to make the next RC.

  • Bots intelligence set to BRAINS_HUMAN
  • Bots sight check type to SEE_ALL so they auto-engage enemies (useful in coop/team games)
  • FullMeshRendering set to true by default on all renderers except software -- as it is, static meshes that are large may encounter frustum level culling and fail to render when viewing at certain angles. Alternatively, the "always render" flag on static meshes could be fixed... I've heard one report from a user of D3D9 that a large terrain static mesh encountered aforementioned issues.
  • ClientHearSound bug w/ bots (yes I know this has already been fixed; it's just here as a member of the checklist)
  • Remove the code that ticks bloodpool decals to increase their drawscale by attaching/reattaching. It's just plain unnecessary in my opinion... The original bloodpool worked and ticking bloodpools and performing such operations every frame seems a bit pointless.
  • Disallowing "ultra" shadows because idiots dumbcrappity smacks asswipes morons lusers dipshits 226failures users keep selecting them and blaming 227 for performance shortcomings.


I want to reiterate that this isn't a set of criticisms. It's just a checklist so that 227 can be completely polished and these (mostly minor) issues can be addressed once and for all.

Thanks again for your dedication!!



I am joining to request + annex the Dot's PhysX (exactly PhysTest.u) when it will be ready: replacing physics of existing decos like chairs, barrels, boxes etc.
Back to top
« Last Edit: 08/19/11 at 12:56:55 by Dozey »  

Return to Napali IV: Napali War Coming soon....
http://dozeyunreal.webs.com
...
WWW WWW  
IP Logged
 
[]KAOS[]Casey
Oldunreal MasterPoster
******
Offline


nedm

Posts: 2888
Gender: male
Re: Update Requests for 227
Reply #2 - 08/19/11 at 14:58:24
 
PhysX is outside the scope of 227.
Back to top
 
 
IP Logged
 
Smirftsch
YaBB Administrator
******
Offline



Posts: 5469
at home
Gender: male
Re: Update Requests for 227
Reply #3 - 08/19/11 at 16:11:07
 
fortunately most of these things have been addressed and changed already.
The execClientHearSound bug was very tricky to catch, since the cause could not really debugged, but it turned out to be some more or less general issue and seems to happen in various Unreal & UT versions.

The ultra shadows...mmh...indeed seem to cause more damage than good...

Despite the fact that there is no date yet for any new release, thanks for the summary Smiley


Back to top
« Last Edit: 08/19/11 at 16:16:45 by Smirftsch »  

Sometimes you have to lose a fight to win the war.
WWW WWW Smirftsch 52832995  
IP Logged
 
Hellkeeper
Oldunreal MasterPoster
******
Offline



Posts: 1811
France
Gender: male
Re: Update Requests for 227
Reply #4 - 08/19/11 at 17:56:25
 
I support the shadow setting being capped, keeping possibilites that are so ludicrous on such an aging game only serves to confuse people who have problems running an ancient game on a perfectly good new computer.
Back to top
 
WWW WWW  
IP Logged
 
Turboman
God Member
*****
Offline


I love YaBB 1G - SP1!

Posts: 767
Amsterdam
Gender: male
Re: Update Requests for 227
Reply #5 - 08/19/11 at 18:57:44
 
My 227 request/ wishlist is pretty small, i think the current version did an AMAZING job, something that shows all the beta testing was worth it.
Although not everything escaped the bugtesting, and there's some minor issues and stuff i think should be changed:

  • The shadow resolution must be capped, personally i think ultra low / low should be  listed in the menu, and maybe allow an experienced user to tweak the .ini to set it higher res, will make an end to these LOL GAME LAGZ N SHADOWS TEH FUGLY.
  • Can the unreal beta stuff be seperated in its own package instead of appended in unrealshare? not only have they given me odd errors before (cannot find unrealshare.translocator wtf?) personally i wouldn't have minded an unrealB.u or something, make it just like with oldweapons.u
  • Optional, just nagging here, but the oldweapons mutator is AWESOME, but somewhat a pain to run on individual maps, would it be possible to have some menu/ini way to permanently force-enable a mutator upon running a game? this would greatly help those that miss the old pre 220 sounds, and have no idea how to run mutators.
  • Even more optional nagging from me, but detailtextures on meshes look so pretty... i just think (almost) every mesh should have them, not just a few Tongue


UED:
  • Fix the editor destroying random geometry! whenever i'm copying/vertex editing/exporting a brush, sometimes the editor randomly decides to shift a vertex by 0.0001 uu, creating giant bsp holes, breaking texturing, and... well...poop hits the fan.
    *dots mentioned this was some kind of a floating point calculation error

    UT/etc had this issue too, but far less prevalent, atleast in there i can copy paste a brush 10 times, and expect one to go wrong, in 227 it goes wrong half the time!
  • Fix exporting to brush .u3d format, some brushes refuse to import anymore, maybe related to the previous brush related problem?
Back to top
« Last Edit: 08/19/11 at 19:06:39 by Turboman »  
WWW WWW Turboman 85975282  
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
******
Offline


The Great Emerald

Posts: 5185
Vilnius, Lithuania
Gender: male
Re: Update Requests for 227
Reply #6 - 08/19/11 at 23:15:44
 
Turboman wrote on 08/19/11 at 18:57:44:
  • The shadow resolution must be capped, personally i think ultra low / low should be  listed in the menu, and maybe allow an experienced user to tweak the .ini to set it higher res, will make an end to these LOL GAME LAGZ N SHADOWS TEH FUGLY.


This. Making the option capped and further configured through the INI should be the best way to go.

Turboman wrote on 08/19/11 at 18:57:44:
  • Optional, just nagging here, but the oldweapons mutator is AWESOME, but somewhat a pain to run on individual maps, would it be possible to have some menu/ini way to permanently force-enable a mutator upon running a game? this would greatly help those that miss the old pre 220 sounds, and have no idea how to run mutators.


UMenu -> New Game -> Mutators -> Add OldWeapons -> Check the box to keep this setup -> Play. The only downside is that the mutators button appears only when you choose to do a co-op game and not a single player one. But you should be able to make a VRikersGame option in the botmatch menu and launch the SP from there.
Back to top
 

... - Unreal II Combat Assault Rifle
My own website (GreatEmerald's Domain)!
...
WWW WWW  
IP Logged
 
Tomaso
Junior Member
**
Offline


Oldunreal member

Posts: 90
Gender: male
Re: Update Requests for 227
Reply #7 - 08/20/11 at 08:59:23
 
Also, remember the issue with characters in the 'Player Setup' preview window not being scaled correctly.
Back to top
 
 
IP Logged
 
Age
God Member
*****
Offline



Posts: 843
Gender: male
Re: Update Requests for 227
Reply #8 - 08/20/11 at 09:09:15
 
More topic related suggestions:
  • function to rotate canvas/sprites
    This
Back to top
« Last Edit: 08/20/11 at 09:09:46 by Age »  
 
IP Logged
 
Draken
YaBB Newbies
*
Offline


Unreal Player

Posts: 17
Poland
Gender: male
Re: Update Requests for 227
Reply #9 - 08/21/11 at 18:23:27
 
GreatEmerald wrote on 08/19/11 at 23:15:44:
But you should be able to make a VRikersGame option in the botmatch menu and launch the SP from there.


Select VRikersGame and have fun starting all levels with 12HP Cheesy Does that happen only to me or is it a common thing? I once heard somewhere that It's because something is wrong with the script of VRikersGame so whenever players has 100HP and save/loads it goes back to 12, well same happens if player with full health goes from one level to another.
Back to top
« Last Edit: 08/21/11 at 18:23:44 by Draken »  
 
IP Logged
 
Smirftsch
YaBB Administrator
******
Offline



Posts: 5469
at home
Gender: male
Re: Update Requests for 227
Reply #10 - 08/21/11 at 18:39:08
 
uh, I think this was fixed....need to check again. But VortexRikersGame is just for VortexRikers and not meant to be general gametype for playing Smiley
Back to top
 

Sometimes you have to lose a fight to win the war.
WWW WWW Smirftsch 52832995  
IP Logged
 
Draken
YaBB Newbies
*
Offline


Unreal Player

Posts: 17
Poland
Gender: male
Re: Update Requests for 227
Reply #11 - 08/21/11 at 18:51:36
 
Smirftsch wrote on 08/21/11 at 18:39:08:
uh, I think this was fixed....need to check again. But VortexRikersGame is just for VortexRikers and not meant to be general gametype for playing Smiley


I'm just pointing out the fact that starting botmatch SP with VRikersGame is not a good idea, the game mode stays same through all levels, unless I've missed something Tongue It's possible cuz I had a break from playing being on vacation.
Back to top
 
 
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
******
Offline


The Great Emerald

Posts: 5185
Vilnius, Lithuania
Gender: male
Re: Update Requests for 227
Reply #12 - 08/21/11 at 20:59:15
 
Oh right, that bug... It's not supposed to be transferred to other maps. Well, you can start an UnrealShare.SinglePlayer through the bot menu, then. You will lose the low HP and looking at the ceiling in VRikers, but it should be good otherwise.
Back to top
 

... - Unreal II Combat Assault Rifle
My own website (GreatEmerald's Domain)!
...
WWW WWW  
IP Logged
 
Pcube
Ex Member


Re: Update Requests for 227
Reply #13 - 08/23/11 at 20:12:19
 
Age wrote on 08/20/11 at 09:09:15:
More topic related suggestions:
  • function to rotate canvas/sprites
    This


Use this

Also, the point of this thread is not feature request but reminders to include things which are usually 2 minute fixes.
Back to top
« Last Edit: 08/23/11 at 20:12:56 by N/A »  
 
IP Logged
 
Hyzoran
Senior Member
****
Offline


Oldunreal member

Posts: 286
Cohoes, Ny
Gender: male
Re: Update Requests for 227
Reply #14 - 08/24/11 at 21:49:38
 
Reports of sound drivers not working properly in h.
I havent encountered any of these problems but apparently a bunch of people have. Someone also claims that it messed up windows drivers 0.o? Sounds stupid but I would look into it anyway.
Back to top
 

Nothing
Hyzoran  
IP Logged
 
Smirftsch
YaBB Administrator
******
Offline



Posts: 5469
at home
Gender: male
Re: Update Requests for 227
Reply #15 - 08/25/11 at 06:52:42
 
well, that's a bit tricky. I was told the same. There are supposed to be some problem with sound, but no one was willing or able to explain what exactly the problem is, or even provided any details/logs etc. So I have nothing to work with. Or did you see any reports here in the forum? Maybe you know those people and can tell them to do so?
The very few cases I was told turned out to be some driver problem in the end.
So regarding the number of people without problems it's more likely to be some system/driver specific issue in those cases.
Also, there is always old Galaxy sound system as fallback which is still unmodified (except the reverb fix).

That 227 would modify any windows drivers is pure nonsense. It doesn't work outside the Unreal directory.
Anyone can check this easily with some sort of file tracker or file sniffing tool...
Back to top
« Last Edit: 08/25/11 at 07:00:31 by Smirftsch »  

Sometimes you have to lose a fight to win the war.
WWW WWW Smirftsch 52832995  
IP Logged
 
GreatEmerald
Oldunreal MasterPoster
******
Offline


The Great Emerald

Posts: 5185
Vilnius, Lithuania
Gender: male
Re: Update Requests for 227
Reply #16 - 08/25/11 at 08:32:26
 
Well, there was that part when it changed the mouse acceleration settings if you didn't have DirectInput enabled, so it clearly can change settings, even if not files. But I doubt it would do anything to sound, plus I haven't noticed anything bad with sound myself.
Back to top
 

... - Unreal II Combat Assault Rifle
My own website (GreatEmerald's Domain)!
...
WWW WWW  
IP Logged
 
Hellkeeper
Oldunreal MasterPoster
******
Offline



Posts: 1811
France
Gender: male
Re: Update Requests for 227
Reply #17 - 08/25/11 at 10:57:35
 
The only sound problems I ever noticed were caused by outdated .ini files - one of them was a funny doppler effect - corrected by removing the given ini and having Unreal rebuild a clean one. The fact that people are willing to blame 227 for Driver corruption shows that they probably know nothing about drivers or the engine. I guess they have distrubed drivers and this interferes with 227.
Back to top
 
WWW WWW  
IP Logged
 
roland285
Senior Member
****
Offline


nintendo runs out of ideas.....

Posts: 313
Re: Update Requests for 227
Reply #18 - 08/25/11 at 13:28:43
 
the only thing i really want is a fuction that allows you to easely place textures around cylinders or other shapes like that. right now you can only to it per surface. and that costs a lot of time...

i also should like it if you could adjust the direction of  the real-time shadows in the zone info. this shouldn't cost any performance but it could make the game look way better in outdoor areas. of course should it be way cooler if it was fully light based but i gues this is difficult to do.
Back to top
 

I used to be cool, but then I started to use an stupid overused meme. (seriously, how did this get so popular?)
 
IP Logged
 
Smirftsch
YaBB Administrator
******
Offline



Posts: 5469
at home
Gender: male
Re: Update Requests for 227
Reply #19 - 08/25/11 at 15:37:19
 
GreatEmerald wrote on 08/25/11 at 08:32:26:
Well, there was that part when it changed the mouse acceleration settings if you didn't have DirectInput enabled, so it clearly can change settings, even if not files. But I doubt it would do anything to sound, plus I haven't noticed anything bad with sound myself.


I don't see how it could change windows settings, any Unreal settings are only stored in the ini files - direct input or not, but even if it takes over a setting temporarily (maybe a behavior like the gamma on OpenGL crash)- that's a setting and no change in any windows files or even replacement of something.
Unreal or the patch do not install anything outside the Unreal directory, these are 2 entirely different things.
Back to top
« Last Edit: 08/25/11 at 15:38:37 by Smirftsch »  

Sometimes you have to lose a fight to win the war.
WWW WWW Smirftsch 52832995  
IP Logged
 
Pages: 1 2 3 ... 6
(Moderator: Smirftsch)