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227I (Read 9536 times)
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227I
01/26/12 at 19:18:11
 
Not really asking for a release date, was just wondering if this was near completion? Can't wait for it to come out Cheesy.
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Re: 227I
Reply #1 - 01/26/12 at 19:23:52
 
yes, indeed, very close. The list is pretty empty and we are making final tests Smiley
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Re: 227I
Reply #2 - 02/13/12 at 20:22:31
 
Can be 227i support - actor LightColor.bDarkLight ?
This feature is added in Clive Barker's Undying and it makes Light Subtract  Smiley
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Re: 227I
Reply #3 - 02/13/12 at 21:47:32
 
Can 227i support dx11 real-time ambient occlusion mapping? this feature is added in Unreal engine 4 and it makes graphic nice!
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Re: 227I
Reply #4 - 02/13/12 at 22:16:14
 
can 227i support serialized poly-bump tesselated parallax shadow mapping ? It'll be available in 2018 and it will look nice
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Re: 227I
Reply #5 - 02/13/12 at 22:54:44
 
Undying runing on UEngine 1.*
it's only reverses add brightness to subtract..
similar problem have LightRadius byte, before 227 introduced to float.
sorry for idea.
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Things to look into before a release?
Reply #6 - 02/13/12 at 23:02:26
 
I may not know what i am talking about, but i have some issues or requests with 227.

Also this may be the wrong place to post this , But others are posting requests here so why not. mine  dont sound to unreasonable.

I am going out on a limb here..  i think some of these are user related .I hope I dont make myself look stupid .. if these issues are already addressed them you can ignore this. just want to mention them before its to late.

--Editor-
When importing a music package in 227 , there is no visable editbox  To allow the user to specify the tracks package  name. why is the specify package box missing anyway ? it in every other version of unreal..



Abstract import crashes


If you import a map with a abstract class the editor will crash on import,
Example a export  from another game , The class is 'human' and when imported into ued it crashes since human is abstrat in unreal.

mabye add a check for this?




Multi moniter issues

The multi window interface can put windows outsude the visable area in computers with more them 1 screen , it tends to open the actor viewer window on the second screen , but if you start ued on the second screen  it puts it off the screen someplace where you are forced to swap displays to get to the defualt properties Dialogs. it also does weird stuff like put the defualtproperties window as a 4 pixel window dead in the middle of the two screens

prehaps a force all editor child windows to one screen option..



Remove actor/mesh from map could be better


After you place a actor / static mesh  in a map , and it bugs out and it is invisable or somthing stupid thing or you just want it gone for compatibility reasons, and you goto remove or delete mesh /actor from map , It says the object is in use and refuses to remove the object

it should just ask whether you want to remove the reference from map to allow the delete operation to be completed.


removing stuff from a map


in actor class viewer , Mabye add a select all instance in the right click of class so you can easily remove actors that may be invisable , or say remove the parent class or another class below it , like light > remove all light from map ( includes child classes) (could also be used to remove all tournamnetweapon or root classes from maps etc)

----------------------------------------

Map compatibility options

is it possible to Add a option to save as with compatibility with older versions, as in strip out the 227 parts before saving , So the map can be usable with older versions 225 etc
i understand that some features in maps this would make the maps pointless (static meshes etc) but it still a good idea.

If possible have this also remove the levelsummary as well.

This could save 3 steps when tryng to use the amazing  stability of 227 to edit maps for older versions.

-----------
Huh

Issues in game:

Cache load/verify  issue

cache loading freezes  with big caches ( 4 + gb) ,
upon download 99.9 %
The game freezes sound/music continues to run for a few minutes,
game/window becomes totaly unrespossive , Eventully recovers after about 60-90 seconds or so . in that time the game manages to join the server , But by the time it recovers you time out.

This hapend EVERYTIME  I join a server that needs more then a few cached packages. Ultra annoying.almost a total deal breaker of using 227 , this issue only happens in 227g and h and it the most horrible issue i have with 227h.
in 227f i had a 8 gb cache and no issues ever like this

it acully faster to connect in a window and kill unreal.exe and rejoin then it is to wait for it to recover.

a workaround is to delete your cache.ini file and the issue goes away for a bit intill you get more then a few files in cache.ini,

why , can this please be fixed?



Issues In servers

If you are in advanced options of a server ,

and you scroll for long time or hold down scroll or a edit box or dropdown , all players time out.

serverconsole

Can there be a edit box added to the bottom of the server console window to enter commands,
when i type somthing long and misspell 1 charater i can  go back and edit .also When the log fill with spam due to scripterror or whatever , you cant even jump into the console and call killall object since it overflows and messes up the prompt. also you cant propery copy +paste from the console with out it messing up paste due to formating.


connection issues

Also at least in my experience (i have  connection issues somtimes)
i ran a few 227 servers  for a while to test , Connections in 227 like to hang for a long time in some cases many minutes, at one point i had 3 connections with  the same player hanging. Ther is no way to kick connections that i can see; in 225 you could kick/close downloaders / hung connections by ip address or port.Calling ugetplayerip in any mod  seems to make the issue much worse somehow , But it still occurs anyway by itself.


player logging

The fact the 227 doent probably record ip addresses of non 227 players is kinda a complete lack of security imo, Theres no way to track 226 users that connect to your severs ; The log data becomes totaly usless, Names are comingled so there even more possiblity or confusing when a 226 player joines and you think he used 15 differnt name including a admin name or somthing. if you cant get a uid from a 226 client , why not just use the user ip adress that better then nothing. if it was  dynamic then at least you would have a record of all the ip adresss the player used
also logger only stores the single last ip address , that no good if you need to create a range to block a dynamic range.


Thanks. Smiley
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« Last Edit: 02/17/12 at 17:50:13 by IsUnreal »  

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Re: 227I
Reply #7 - 02/14/12 at 10:38:21
 
IsUnreal wrote on 02/13/12 at 23:02:26:
I may not know what i am talking about, but i have some issues or requests with 227.

Also this may be the wrong place to post this , But others are posting requests here so why not. mine  dont sound to unreasonable.

I am going out on a limb here..  i think some of these are user related .I hope I dont make myself look stupid .. if these issues are already addressed them you can ignore this. just want to mention them before its to late.

We've been working on this quite some time already and to be honest, it's already to late, some things can be addressed yet, but there will no major changes anymore regarding features.

Quote:
--Editor-
When importing a music package in 227 , there is no visable editbox  To allow the user to specify the tracks package  name. why is the specify package box missing anyway ? it in every other version of unreal..

Its the way it was originally implemented, music is in separate files and usually not embedded in other packages.

Quote:
Abstract import crashes[/u]

If you import a map with a abstract class the editor will crash on import,
Example a export  from another game , The class is 'human' and when imported into ued it crashes since human is abstrat in unreal.

mabye add a check for this?

That's probably easy to catch, but won't make it possible to import it despite the error. So you probably still have to work around the problem itself. Maybe you could provide me such a package? Should save me some time.

Quote:
Multi moniter issues

The multi window interface can put windows outsude the visable area in computers with more them 1 screen , it tends to open the actor viewer window on the second screen , but if you start ued on the second screen  it puts it off the screen someplace where you are forced to swap displays to get to the defualt properties Dialogs. it also does weird stuff like put the defualtproperties window as a 4 pixel window dead in the middle of the two screens

prehaps a force all editor child windows to one screen option..

Sorry, I don't have a multi monitor setup myself and this can be a huge can of worms. Nothing I can or want to touch right now.

Quote:

Remove actor/mesh from map could be better


After you place a actor / static mesh  in a map , and it bugs out and it is invisable or somthing stupid thing or you just want it gone for compatibility reasons, and you goto remove or delete mesh /actor from map , It says the object is in use and refuses to remove the object

it should just ask whether you want to remove the reference from map to allow the delete operation to be completed.

It makes absolutely sense that an object can only be removed when there are no dependencies anymore in the map. It makes no sense if the object itself can't be deleted if there are no dependencies- is that the case here?

Quote:

removing stuff from a map


in actor class viewer , Mabye add a select all instance in the right click of class so you can easily remove actors that may be invisable , or say remove the parent class or another class below it , like light > remove all light from map ( includes child classes) (could also be used to remove all tournamnetweapon or root classes from maps etc)

You can select f.e all lights at once and remove them- to automatically remove child classes is having a huge potential to mess things up, even destroying the map. Not sure if that would be a good idea just to gain some "comfort" Smiley

Quote:
Map compatibility options

is it possible to Add a option to save as with compatibility with older versions, as in strip out the 227 parts before saving , So the map can be usable with older versions 225 etc
i understand that some features in maps this would make the maps pointless (static meshes etc) but it still a good idea.

If possible have this also remove the levelsummary as well.

This is surely a good idea, but aren't there tools for that already? At least for LevelSummary there is- for anything more I don't know, I don't even know how safe this would be. Better way would be to avoid using 227 content entirely, so you'd only have to strip the LevelSummary and it should be fine.

Quote:
Issues in game:

Cache load/verify  issue

cache loading freezes  with big caches ( 4 + gb) ,
upon download 99.9 %
The game freezes sound/music continues to run for a few minutes,
game/window becomes totaly unrespossive , Eventully recovers after about 60-90 seconds or so . in that time the game manages to join the server , But by the time it recovers you time out.

This hapend EVERYTIME  I join a server that needs more then a few cached packages. Ultra annoying.almost a total deal breaker of using 227 , this issue only happens in 227g and h and it the most horrible issue i have with 227h.
in 227f i had a 8 gb cache and no issues ever like this

it acully faster to connect in a window and kill unreal.exe and rejoin then it is to wait for it to recover.

a workaround is to delete your cache.ini file and the issue goes away for a bit intill you get more then a few files in cache.ini,

why , can this please be fixed?

This is indeed highly annoying and was already fixed for 227i quite some time ago Smiley

Quote:
Issues In servers

If you are in advanced options of a server ,

and you scroll for long time or hold down scroll or a edit box or dropdown , all players time out.

Some design problem, nothing to be fixed quickly unfortunately. At least no critical problem...


Quote:
serverconsole

Can there be a edit box added to the bottom of the server console window to enter commands,
when i type somthing long and misspell 1 charater i can  go back and edit .also When the log fill with spam due to scripterror or whatever , you cant even jump into the console and call killall object since it overflows and messes up the prompt. also you cant propery copy +paste from the console with out it messing up paste due to formating.

Do I get this right that you are talking the serverconsole outside in Windows?
Iirc you should be able to type in the command nevertheless, if overflowed or not. Additionally there is the WebAdmin, which could be used.
I know this console is having some problems, but it would require a complete new implementation. The WebAdmin offers an alternative and the console should be sufficient for most things (at least it was for me over all years)- Not anymore for 227i, sorry.

Quote:
connection issues

Also at least in my experience (i have  connection issues somtimes)
i ran a few 227 servers  for a while to test , Connections in 227 like to hang for a long time in some cases many minutes, at one point i had 3 connections with  the same player hanging. Ther is no way to kick connections that i can see; in 225 you could kick/close downloaders / hung connections by ip address or port.Calling ugetplayerip in any mod  seems to make the issue much worse somehow , But it still occurs anyway by itself.

Where is the problem? The number of connections by IP can be defined and is limited, so there is no vulnerability for the server. Also this dead connection will be shut down in a safe and clean way automatically instead of forcefully disconnecting (which can leave other holes behind), also here no harm for the server possible. 227i does contain also a download throttle to prevent lagging due to downloaders.

Quote:
player logging

The fact the 227 doent probably record ip addresses of non 227 players is kinda a complete lack of security imo, Theres no way to track 226 users that connect to your severs ; The log data becomes totaly usless, Names are comingled so there even more possiblity or confusing when a 226 player joines and you think he used 15 differnt name including a admin name or somthing. if you cant get a uid from a 226 client , why not just use the user ip adress that better then nothing. if it was  dynamic then at least you would have a record of all the ip adresss the player used
also logger only stores the single last ip address , that no good if you need to create a range to block a dynamic range.


Hu? 227 does that for older clients, IP Range blocking is also included. But to really make a secure ban the IP address alone is just not enough- if someone wants to attack the server he could use for example a proxy also.
That for the advice that full security is only possible with 227 clients.
227i's security system contains also an improved anticheat for older clients to have at least minimum security with these but full anticheat is again only possible with 227 clients (due to technical limitations of the older clients)
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« Last Edit: 02/14/12 at 12:22:50 by Smirftsch »  

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Re: Things to look into before a release?
Reply #8 - 02/14/12 at 19:36:44
 
IsUnreal wrote on 02/13/12 at 23:02:26:
player logging

The fact the 227 doent probably record ip addresses of non 227 players is kinda a complete lack of security imo, Theres no way to track 226 users that connect to your severs ; The log data becomes totaly usless, Names are comingled so there even more possiblity or confusing when a 226 player joines and you think he used 15 differnt name including a admin name or somthing. if you cant get a uid from a 226 client , why not just use the user ip adress that better then nothing. if it was  dynamic then at least you would have a record of all the ip adresss the player used
also logger only stores the single last ip address , that no good if you need to create a range to block a dynamic range.


You can prevent non-227 clients from connecting to begin with, if I recall correctly.
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Re: 227I
Reply #9 - 02/15/12 at 06:37:11
 
yes, additionally this option exists too of course. Otherwise full security wouldn't be possible Smiley
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Re: 227I
Reply #10 - 02/15/12 at 07:11:05
 
He means that there's no way to lump all player names from a non-227 IP into one so there's no real way to manage old versions by default. You can make simple mutators and such that can do this however
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Re: 227I
Reply #11 - 02/16/12 at 04:22:37
 
importing music into a specific package- ,  it very common to import track into maps , i swear it was there in other versions but  its missing in ued 2.1. it not special or weird.
users can use exec import as a workaround anyway..
Edit : i just check ut and yeah theres no box.. guess my mind is dreaming. Embarrassed sry

Map export from a map with a abstract class
mapwithhuman.t3d
(brush is from a different unreal game)
i would be fine with it failing , as oppose to crashing ,i had a lot of files pre loaded when i was importing and at was a annoying surprise.


delete objects  - if you place a static mesh of pickup that it bugged and invisible , and you wish to delete it.  but you cant select it , you cant remove the depedence on the mesh your attempting to remove... so its impossible to remove from the map due to this.. .. i think it better if it offers to remove it but replace references with   'null' defualts like if you created a new object. ie now any value  that refered to the mesh  now refernces  say.. woodenbox intesd
i dont mean remove a object that is critical to the map or game. like a linked class..


delete all - ok i guess was hopping for a easy way partially due to the above issue..


compatibility stuff -

yes there are tools for easy removing level summary , but that yet another tool and a step , as for removing 227 stuff , this would allow 227 maps to be mangaled into being compatible maps . i was messing around and embeded a static mesh once and  was unable to remove it to make it compatible again. and had to revet to a older copy of my map  - oh well if it to complex.

connection issue - its that it acts really strange , im not worried about a player expoiting it somhow, it just weird and not a normal behavour. Undecided

player logging:
i know: the issue here is if player A joined the server with 226, then leaves , then player B joines the server with 226 , the player A ip's is overided with player B ip  and there names are combined due to the uid both matching 'non227_client' this is bad.. a 226 user could join  , cuase trobule , leave.  a new player would join with 226 and there ip would be recorded as player A and A ip is overided. 
if ip was saved in the uid feild ( even if it was faked)for 226 users this would at least put each connection in a differnt log entry.

*I just noticed casey's rely , and yes you could use mutators like kickban or the custom gametypes built in logging , but that nullifies some of the benifits of of using 227 for security, one of the points of 227  was no extra security mods were needed..  users running standard games wont know/want to run more mutators  to do that.

i undestand about the proxy / dynamic ip issue , it just that it only records 1 single ip adress per player in the log not all that were used , if your using it as allow old clients, that meanss you security is even worse since ip are being ovverided by the above issue.

@greenemrald ,i know :  it already bad enought that not all version can join 227 in combatibility mode, i dont want it worse.

Thank you for replying I know im late  was hoping somone else reported it before , i know you very busy etc..



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« Last Edit: 02/17/12 at 17:53:41 by IsUnreal »  

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Re: 227I
Reply #12 - 02/16/12 at 04:58:55
 
Importing music into a seperate package is not done on the menu even in unrealed1.

open the log and use this.

OBJ IMPORT TYPE=MUSIC FILE="D:\unrealgold\music\m2wily.xm" NAME="m2wily" Package="PackageName"
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Re: 227I
Reply #13 - 02/16/12 at 12:09:50
 
IsUnreal wrote on 02/16/12 at 04:22:37:
delete objects  - if you place a static mesh of pickup that it bugged and invisible , and you wish to delete it.  but you cant select it , you cant remove the depedence on the mesh your attempting to remove... so its impossible to remove from the map due to this.. .. i think it better if it offers to remove it but replace references with   'null' defualts like if you created a new object. ie now any value  that refered to the mesh  now refernces  say.. woodenbox intesd
i dont mean remove a object that is critical to the map or game. like a linked class..


Use the Find tool to find all static mesh actors, then click on them from the last to the first, and once you see a static mesh that is displayed only as a pivot, use the menu or hotkeys to open its properties and verify that it's indeed the mesh you want to delete. If so, just press Delete to remove it.
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Re: 227I
Reply #14 - 02/17/12 at 08:09:52
 
for the connection- I don't see any weird behavior here Smiley - just does it more carefully and not forcefully

for the abstract class import- the fix was rather easy and just skips now the abstract class, the import works nevertheless.

for the old clients IP- the behavior was changed and does now as intended. Basically this was really a bug, I just don't really got the problem with it.

thanks for the report Smiley
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Re: 227I
Reply #15 - 02/17/12 at 09:31:41
 
What about decals visible through fog and decals on movers?
I know that was reported and discussed ages ago, but I still don't see any changes.
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Re: 227I
Reply #16 - 02/17/12 at 09:43:44
 
for "classic" fog and decals there is not much we can do, except doing the crap way epic did and simply disable decals in fogzones. However, it works fine with distance fog, which can and should be used instead.
Using ProjectorDecals is fixing most of the decal issues on movers too, just rotating movers can cause some trouble yet.
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Re: 227I
Reply #17 - 03/08/12 at 16:12:19
 
The bUseLitSprite doesn't work for AlphaBlend sprites. Anything can be done about it? Or I am doing something wrong -> Same actor, different textures -> AlphaBlend Texture isn't lit at all.

Edit:

@Smirf downstairs:

Wow, you are working fast. Thank you!
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Re: 227I
Reply #18 - 03/08/12 at 17:37:16
 
thanks, fixed.
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Re: 227I
Reply #19 - 03/20/12 at 08:30:01
 
Espacially could be good to add something like TerrainInfo or something like that (comes from Unreal 2 engine games)
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