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Humble request for info about v227i development and Unreal Redux

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Geahad
OldUnreal Member
Posts: 8
Joined: Tue Sep 07, 2010 3:19 pm

Humble request for info about v227i development and Unreal Redux

Post by Geahad »

Hello!

After a few years of occasional checking this site for updates, I have found very little info about how patch v227i is progressing.

Some threads have given a few breadcrumbs, and one mentioned a new OpenGL renderer that was mentioned nowhere else.

I very much like to do a playthrough of this fine game, and it usually coincided with a new version of the v227 patch. I would really like to do so again in the near future!


Otherwise I'd also like to ask what is this site's involvement in the creation of Unreal Redux? That mod's author has metioned this sites moderator as a contributor.

Thank you in advance and great work so far!
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Krull0r
Global Moderator
Posts: 543
Joined: Sun Jul 01, 2007 4:07 pm

Re: Humble request for info about v227i development and Unreal Redux

Post by Krull0r »

Hello Geahad.


I'm am the developer of Unreal Redux.

Unreal Redux is based and runs on the latest Unreal 227 version.
I'm also involved in the patch development. I created two deathmatch maps for it and now I'm reworking the whole singleplayer campaign using Unreal 227 stuff.


I'm doing this because I like to show and demonstrate what's hiding in Unreal 227.



greetings Krull0r
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Masterkent
OldUnreal Member
Posts: 1469
Joined: Fri Apr 05, 2013 12:41 pm

Re: Humble request for info about v227i development and Unreal Redux

Post by Masterkent »

I have found very little info about how patch v227i is progressing.
At this moment I can only show the current status of the issues which I'm personally tracking since revision j_33. The total number of various bugs fixed in 227j is surely much greater than 100 already.

I have plans to publish some info on the wiki about the work that was done on 227j, but right now I'm busy with some issues that still have no proper resolution.

================================================================================
Open issues:

Issue #2. Cannot assign empty string to a property in Advanced Options menu.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1440336879
Category: -native
Severity: Medium
Status: Open

Issue #3. Pawns easily fall through movers with enabled bUseGoodCollision.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1358858963
Category: -native
Severity: Medium
Status: Open

Issue #4. Stat Net sometimes shows 20000 instead of actual netspeed.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 160962/4#4
Category: -native
Severity: Low
Status: Open

Issue #5. "Stat Net" and "Stat FPS" use bad text layout when drawing stats.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1454341142
Category: -native
Severity: Low
Status: Open

Issue #24. Server crash possibly caused by Engine.InventorySpot.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1447502770
Category: -native
Severity: Low
Status: Open

Issue #31. [D3D10Drv] Default setting SimulateMultipassTexturing=True makes some translucent surfaces badly rendered.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 2404/48#48
Category: -native
Severity: Low
Status: Open

Issue #35. Server fails to update compressed file and sends an outdated version to clients.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1471851473
Category: -native
Severity: High
Status: Open

Issue #40. Common ScriptedPawn bugs related to attacking friendly creatures.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1482083514
Category: -uscript
Severity: Low
Status: Open

Issue #41. Returning none from SpawnNotification may result in game crash.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1483008497
Category: -native
Severity: Low
Status: Open

Issue #43. Missing calls to UnTouch after loading a saved game.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1485899300
Category: -native
Severity: Medium
Status: Open.

Issue #44. Double call to Trigger.Touch when touching a Trigger just once.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1485944005
Category: -native
Severity: Medium
Status: Open

Issue #51. [ALAudio, Galaxy] Changing UseDigitalMusic has no immediate effect.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1503674287
Category: -native
Severity: Low
Status: Open

================================================================================
Issues with proposed/ready resolution:

Issue #15. Some menu windows don't offer sufficient spacing for localized text.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1516740767
Category: -uscript
Status: Ready

Issue #47. Inappropriate game types in the multiplayer configuration menu.
#47.1. The multiplayer configuration menu suggests a lot of non-multiplayer game classes.
#47.2. The multiplayer configuration menu shows game types with description in an appropriate format.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1489927340
Category: -uscript
Severity: Low
Status: Ready

Issue #50. Reopened configuration menus do not refresh the current user settings.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1516740767
Category: -uscript
Severity: Medium
Status: Ready

================================================================================
Closed issues:

Issue #1. Game menu incorrectly handles keyboard input after minimizing the game via Alt + Tab.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1431250474
Category: -native
Status: Closed (resolved) j_34

Issue #6. Bad weapon offset when viewing from a player with hidden DispersionPistol.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1447084005
Category: -native -uscript
Status: Closed (resolved) j_34

Issue #7. Problems with pawn bleeding.
#7.1. Immediate pawn bleeding takes place when it's not supposed to happen.
#7.2. Postponed pawn bleeding works only once.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1447697477
Category: -uscript
Status: Closed (resolved) j_35

Issue #8. Missing speech in RTNP intermissions.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1375498249
Category: -uscript
Status: Closed (resolved) j_39

Issue #9. Problems related to MarineMatch and SpaceMarines.
#9.1. MarineMatch game immediately ends when TimeLimit is greater than zero.
#9.2. MarineMatch doesn't modify difficulty level according to the bot config.
#9.3. Gender of SpaceMarines is not properly assigned.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1428512445
Category: -uscript
Status: Closed (resolved) j_34

Issue #10. The value of Pawn.SelectedItem is not adjusted when the item is removed because it cannot travel.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1427067992
Category: -uscript
Status: Closed (resolved) j_39

Issue #11. GameRules.ModifyPlayer is not invoked uniformly.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1460665485
Category: -uscript
Status: Closed (resolved) j_36

Issue #12. Inventory of spectators can travel and produce observable effects.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1456695879
Category: -native -uscript
Status: Closed (resolved) j_39

Issue #13. PlayerCanSeeMe may return true for spectating users whose PlayerReplicationInfo.bIsSpectator is true.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1436885614
Category: -native
Status: Closed (resolved) j_34

Issue #14. Pawns cannot use armors when bIsPlayer is false.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1460738932
Category: -uscript
Status: Closed (resolved) j_36

Issue #16. Defects in the implementation of UPak.Cloak.
#16.1. Accessing none.
#16.2. Speed of visual effects is proportional to tick rate (too high for 100 FPS and above).
#16.3. Bad compatibility with some inventory items:
#16.3.1. The wearer becomes fully visible when his ShieldBelt is destroyed.
#16.3.2. The wearer has the default jump height after deactivation of JumpBoots.
#16.3.3. Amplifier sound can disable Cloak sound and vice versa.
#16.3.4. The wearer has the default Visibility after deactivation of Invisibility.
#16.3.5. After deactivation, the device periodically resets many owner's properties to their defaults.
#16.4. Display properties of cloaked weapon are not restored in time.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1520114153
Category: -uscript
Status: Closed (resolved) j_39

Issue #17. Troubles with implementing invulnerability using GameRules.PreventDeath (KilledBy, GibbedBy, FellOutOfWorld, TriggeredDeath.Touch)
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1522852129
Catetory: -uscript
Status: Closed (resolved) j_39

Issue #18. FellOutOfWorld may change player health client-side.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1502486899
Category: -uscript
Status: Closed (resolved) j_39

Issue #19. UScript bug: a return-statement doesn't work correctly within foreach AllObjects.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1454843785
Category: -native
Status: Closed (resolved) j_34

Issue #20. Refresh rate of animated textures can be too high (depending on FPS).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1454440358
Category: -native
Status: Closed (resolved) j_35

Issue #21. UScript bug: accessing inherited members of derived structs may lead to crash.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1414354353
Category: -native
Status: Closed (resolved) j_36

Issue #22. WeaponAttachment doesn't synchronize ScaleGlow despite bCopyDisplay.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1456859187
Category: -native
Status: Closed (resolved) j_34

Issue #23. Client crash with projector decals (Critical: AProjector::DrawDecalBSP).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1455184614
Category: -native
Status: Closed (resolved) j_34

Issue #25. UCC PackageFlag creates a corrupted unr package.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1440336119
Category: -ucc
Status: Closed (resolved) j_34

Issue #26. [j_33] Server doesn't inform clients about closing old connections on map change.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 0165/14#14
Category: -native -227j-regression
Status: Closed (resolved) j_34

Issue #27. [j_33] [OpenGLDrv, D3D9Drv] bMeshEnviromap doesn't work correctly when UseHardwareClipping is enabled (default setting).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 2404/13#13
Category: -native -227j-regression
Status: Closed (resolved) j_34

Issue #28. [j_33] [D3D9Drv] Some decorations aren't rendered correctly.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 2404/42#42
Category: -native -227j-regression
Status: Closed (resolved) j_34

Issue #29. [j_33] [OpenGLDrv, D3D9Drv] Surfaces with attached decals are filled by white color.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 2404/74#74
Category: -native -227j-regression
Status: Closed (resolved) j_34

Issue #30. [j_33] Pawn shadows have wrong rotation.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 2404/42#42
Category: -native -227j-regression
Status: Closed (resolved) j_34

Issue #32. TimeDemo shows incorrect FPS values when Level.TimeDilation != 1.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1453989590
Category: -uscript
Status: Closed (resolved) j_35

Issue #33. [j_34] [D3D9Drv] Fullscreen startup doesn't work properly.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 7337/52#52
Category: -native -227j-regression
Status: Closed (resolved) j_36

Issue #34. [j_34] [D3D9Drv] Fog rendering is buggy.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 7337/56#56
Category: -native -227j-regression
Status: Closed (resolved) j_35

Issue #36. FellOutOfWorld may destroy a ScriptedPawn without calling Died.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1472480328
Category: -uscript
Status: Closed (resolved) j_36

Issue #37. Bug in function UnrealShare.ThingFactory.Spawning.StartBuilding
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1479064503
Category: -uscript
Status: Closed (resolved) j_36

Issue #38. Loading a saved game does not properly restore player properties.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1480954071
Category: -uscript
Status: Closed (resolved) j_39

Issue #39. Network-aware emitters don't properly implement the effect of Trigger function.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1481914968
Category: -uscript
Status: Closed (resolved) j_39

Issue #42. Nali is drowning outside of water zones.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1485624407
Category: -uscript
Status: Closed (resolved) j_36

Issue #45. [j_34] Crash on level EntryII when looking through the window.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1487272220
Category: -native -227j-regression
Status: Closed (resolved) j_37

Issue #46. [j_36] Pawn and decoration shadows aren't rendered correctly.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1487272585
Category: -native -227j-regression
Status: Closed (resolved) j_37

Issue #48. UnrealI.CloudZone kills/destroys non-colliding actors.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1502544501
Category: -uscript
Status: Closed (resolved) j_39

Issue #49. Falling inventory may fall out of world.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1501703215
Category: -uscript
Status: Closed (resolved) j_38

Issue #52. Amplifier's activation sound is played at a wrong location.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1511693724
Category: -uscript
Status: Closed (resolved) j_39

Issue #53. Issues with updating pawn and decoration shadows.
#53.1. Visible shadows under invisible/translucent players.
#53.2. Shadows can be used for cheating (spotting pawns behind walls).
#53.3. Shadows of static decorations disappear after loading a saved game.
#53.4. Shadows cannot be disabled on fly when this would be desirable (e.g. due to low framerate).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1520167258
Category: -uscript
Status: Closed (resolved) j_39

Issue #54. Missing sound/lighting of active Amplifier, ScubaGear, and UPakScubaGear.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1521906560
Category: -uscript
Status: Closed (resolved) j_39

Issue #55. Players drown too fast after deactivation of ScubaGear/UPakScubaGear underwater.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1521906560
Category: -uscript
Status: Closed (resolved) j_39

Issue #56. ScubaGear and UPakScubaGear play breath sound after respawning.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1521906560
Category: -uscript
Status: Closed (resolved) j_39

Issue #57. Players can use an empty UPakScubaGear infinitely.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1521906560
Category: -uscript
Status: Closed (resolved) j_39

Issue #58. Reopened Admin Menu and Music Menu do not become top windows.
Category: -uscript
Status: Closed (resolved) j_39

Issue #59. Drop-down lists of comboboxes can be clipped on screen borders.
Category: -uscript
Status: Closed (resolved) j_39

Issue #60. Duplicated message " has no ammo".
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1522069462
Category: -uscript
Status: Closed (resolved) j_39

Issue #61. Flying players appear to fall when viewing from other clients (missing replication of bCanFly).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1522871030
Category: -native[easy] -uscript
Status: Closed (Resolved) j_39

Issue #62. Defects in the implementation of real crouching.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 8990/14#14
Category: -uscript
Status: Closed (resolved) j_39

Issue #63. Jumping from mid-air when returning from Fly/Ghost mode in a network game.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1523543880
Category: -uscript
Status: Closed (resolved) j_39
User avatar
SJD88
Posts: 1
Joined: Tue Jul 31, 2018 7:08 pm

Re: Humble request for info about v227i development and Unreal Redux

Post by SJD88 »

Any ETA on Unreal Redux? Looking great!
Hello Geahad.


I'm am the developer of Unreal Redux.

Unreal Redux is based and runs on the latest Unreal 227 version.
I'm also involved in the patch development. I created two deathmatch maps for it and now I'm reworking the whole singleplayer campaign using Unreal 227 stuff.


I'm doing this because I like to show and demonstrate what's hiding in Unreal 227.



greetings Krull0r
User avatar
Leo T_C_K
OldUnreal Member
Posts: 3660
Joined: Sat Aug 27, 2005 6:24 pm

Re: Humble request for info about v227i development and Unreal Redux

Post by Leo T_C_K »

Isn't there a dedicated Unreal Redux thread btw? Sorry for bumping this but I find that strange. I like how things look in general in redux, except for some texturing changes like what are Vandora-related textures doing in Chizra? I know it's all in the same texture package but those maps had discint looks and mixing them all up doesn't feel just right to me. That's my only issue basically. Some of the ancient textures were only used in maps that got cut from the game, too.
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