For direct access use https://forums.oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
227i found and fixed bugs
- Smirftsch
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Re: 227i found and fixed bugs
fixed crash when using ?push parameter with switchlevel or servertravel and having shadows enabled.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
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Re: 227i found and fixed bugs
fixed RandomSpreadVector function
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Re: 227i found and fixed bugs
[split] [link=http://www.oldunreal.com/cgi-bin/yabb2/ ... 641939/0#0][splithere][/link][splithere_end]
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
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Re: 227i found and fixed bugs
Improved ALAudio looping wav code. Thanks Shivaxi for pointing it out!
added a catch for crippled meshes could crash renderer (d3d9/opengl) when using hwclipping
added a catch for crippled meshes could crash renderer (d3d9/opengl) when using hwclipping
Last edited by Smirftsch on Mon Mar 09, 2015 6:50 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Shivaxi
- OldUnreal Member
- Posts: 2232
- Joined: Wed Mar 08, 2006 4:43 pm
Re: 227i found and fixed bugs
Improved ALAudio looping wav code. Thanks Shivaxi for pointing it out!
You're welcome, you know how much of an audiophile I am =P
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
fixed upak predators may crash or freeze the game (thanks dots)
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
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Re: 227i found and fixed bugs
fixed ViewFlash set in delayed (f.e. with amplifier or underwater fog) - this ancient bug was discovered by Shivaxi and debugged by Han - thanks friends!
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
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- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
fixed ProjectorDecals not working on movers
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
UnrealEd fixed:
When duplicating emitters do particles not spawn on the duplicate when in Realtime Preview mode.
Copying an emitter from a zone with distance fog crashes the editor in Realtime Preview mode. To recreate this: Duplicate an emitter (in my case a SpriteEmitter), Re-enable Show DistanceFog (see next issue), active Realtime Preview.
Duplicating any actor resets the settings of all the viewports.
Making a new class makes the Actor Class Browser show the wrong class selected (the parent of the newly created class) while actually having the new class selected in memory. Causing actions performed on the seemingly selected parent to be performed on the new class instead.
When duplicating emitters do particles not spawn on the duplicate when in Realtime Preview mode.
Copying an emitter from a zone with distance fog crashes the editor in Realtime Preview mode. To recreate this: Duplicate an emitter (in my case a SpriteEmitter), Re-enable Show DistanceFog (see next issue), active Realtime Preview.
Duplicating any actor resets the settings of all the viewports.
Making a new class makes the Actor Class Browser show the wrong class selected (the parent of the newly created class) while actually having the new class selected in memory. Causing actions performed on the seemingly selected parent to be performed on the new class instead.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
Issue #1. Game menu incorrectly handles keyboard input after minimizing the game via Alt + Tab.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1431250474
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
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
Status: Closed (resolved) j_35
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
Status: Closed (resolved) j_34
Issue #13. PlayerCanSeeMe may return true for spectating users whose PlayerReplicationInfo.bIsSpectator is true.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1436885614
Status: Closed (resolved) j_34
Issue #19. UScript bug: a return-statement doesn't work correctly within foreach AllObjects.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1454843785
Status: Closed (resolved) j_34
Issue #22. WeaponAttachment doesn't synchronize ScaleGlow despite bCopyDisplay.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1456859187
Status: Closed (resolved) j_34
Issue #23. Client crash with projector decals (Critical: AProjector::DrawDecalBSP).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1455184614
Status: Closed (resolved) j_34
Issue #25. UCC PackageFlag creates a corrupted unr package.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1440336119
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
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
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
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
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
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
Status: Closed (resolved) j_35
Issue #34. [j_34] [D3D9Drv] Fog rendering is buggy.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 7337/56#56
Status: Closed (resolved) j_35
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1431250474
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
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
Status: Closed (resolved) j_35
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
Status: Closed (resolved) j_34
Issue #13. PlayerCanSeeMe may return true for spectating users whose PlayerReplicationInfo.bIsSpectator is true.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1436885614
Status: Closed (resolved) j_34
Issue #19. UScript bug: a return-statement doesn't work correctly within foreach AllObjects.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1454843785
Status: Closed (resolved) j_34
Issue #22. WeaponAttachment doesn't synchronize ScaleGlow despite bCopyDisplay.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1456859187
Status: Closed (resolved) j_34
Issue #23. Client crash with projector decals (Critical: AProjector::DrawDecalBSP).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1455184614
Status: Closed (resolved) j_34
Issue #25. UCC PackageFlag creates a corrupted unr package.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1440336119
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
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
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
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
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
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
Status: Closed (resolved) j_35
Issue #34. [j_34] [D3D9Drv] Fog rendering is buggy.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 7337/56#56
Status: Closed (resolved) j_35
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
fixed a bug in banning system may cause duplicate (false) entries.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
fixed alphablending when using SetTile3DOffset (by using Texture.Alpha)
fixed alphablend fading (EmFade) when using SpriteEmitters
fixed alphablend fading (EmFade) when using SpriteEmitters
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
Fixed
UnrealEd
When duplicating emitters do particles not spawn on the duplicate when in Realtime Preview mode.
Copying an emitter from a zone with distance fog crashes the editor in Realtime Preview mode. To recreate this: Duplicate an emitter (in my case a SpriteEmitter), Re-enable Show DistanceFog (see next issue), active Realtime Preview.
Duplicating any actor resets the settings of all the viewports.
Making a new class makes the Actor Class Browser show the wrong class selected (the parent of the newly created class) while actually having the new class selected in memory. Causing actions performed on the seemingly selected parent to be performed on the new class instead.
Unreal
AlphaBlend Meshes are not affected by fog.
Affected renderers: Direct3D9, OpenGL, XOpenGL
TrailEmitters render incorrectly.
Affected renderers: XOpenGL
Beam Emitters are affected by fog. Making the beam a solid color.
Affected renderers: Direct3D9, OpenGL, XOpenGL
DistanceFog affects emitter particles. Making particles look like squares on things like SpriteEmitters.
Affected renderers: Direct3D9, OpenGL, XOpenGL.
Switching to XOpenGL breaks texture filtering on BSP (everything looks like the No Smooth flag is set) for the first launch. Closing the game and restarting fixes the texture filtering.
Affected renderers: XOpenGL (duh)
DistanceFog affects TrailEmitters. Making the trail a solid color.
Affected renderers: XOpenGL
DistanceFog causes artifacts on a Fake Backdrop/Skybox.
Affected renderers: XOpenGL
Environment map doesnt work on meshes.
Affected renders: Direct3D9, OpenGL, XOpenGL
Masked texture dont work on meshes.
Affected Renderers: Direct3D9.
Notes: looks like UseFragmentProgram was broken when I implemented exp and exp2 fog. Can't be fixed unless one writes corresponding fragment programs for D3D9, so mask problem on meshes is now fixed, but no exp and exp2 fog for D3D9 users with UseFragmentProgram enabled.
DistanceFog renders outside of correct zones even with bZoneBasedFog enabled.
Affected renderers: XOpenGL
Meshes always look unlit.
Affected renderers: XOpenGL
EnvironmentColor does noting and always renders Environment BSP like it is set to X=1 Y=1 Z=1.
Affected renderers: XOpenGL.
AlphaBlend BSP is not affected by fog.
Affected renderers: Software, Direct3D9, Direct3D10, OpenGL, XOpenGL
UnrealEd
When duplicating emitters do particles not spawn on the duplicate when in Realtime Preview mode.
Copying an emitter from a zone with distance fog crashes the editor in Realtime Preview mode. To recreate this: Duplicate an emitter (in my case a SpriteEmitter), Re-enable Show DistanceFog (see next issue), active Realtime Preview.
Duplicating any actor resets the settings of all the viewports.
Making a new class makes the Actor Class Browser show the wrong class selected (the parent of the newly created class) while actually having the new class selected in memory. Causing actions performed on the seemingly selected parent to be performed on the new class instead.
Unreal
AlphaBlend Meshes are not affected by fog.
Affected renderers: Direct3D9, OpenGL, XOpenGL
TrailEmitters render incorrectly.
Affected renderers: XOpenGL
Beam Emitters are affected by fog. Making the beam a solid color.
Affected renderers: Direct3D9, OpenGL, XOpenGL
DistanceFog affects emitter particles. Making particles look like squares on things like SpriteEmitters.
Affected renderers: Direct3D9, OpenGL, XOpenGL.
Switching to XOpenGL breaks texture filtering on BSP (everything looks like the No Smooth flag is set) for the first launch. Closing the game and restarting fixes the texture filtering.
Affected renderers: XOpenGL (duh)
DistanceFog affects TrailEmitters. Making the trail a solid color.
Affected renderers: XOpenGL
DistanceFog causes artifacts on a Fake Backdrop/Skybox.
Affected renderers: XOpenGL
Environment map doesnt work on meshes.
Affected renders: Direct3D9, OpenGL, XOpenGL
Masked texture dont work on meshes.
Affected Renderers: Direct3D9.
Notes: looks like UseFragmentProgram was broken when I implemented exp and exp2 fog. Can't be fixed unless one writes corresponding fragment programs for D3D9, so mask problem on meshes is now fixed, but no exp and exp2 fog for D3D9 users with UseFragmentProgram enabled.
DistanceFog renders outside of correct zones even with bZoneBasedFog enabled.
Affected renderers: XOpenGL
Meshes always look unlit.
Affected renderers: XOpenGL
EnvironmentColor does noting and always renders Environment BSP like it is set to X=1 Y=1 Z=1.
Affected renderers: XOpenGL.
AlphaBlend BSP is not affected by fog.
Affected renderers: Software, Direct3D9, Direct3D10, OpenGL, XOpenGL
Last edited by Smirftsch on Mon Nov 28, 2016 7:11 pm, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
Closed issues list:
Issue #1. Game menu incorrectly handles keyboard input after minimizing the game via Alt + Tab.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1431250474
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
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
Status: Closed (resolved) j_35
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
Status: Closed (resolved) j_34
Issue #13. PlayerCanSeeMe may return true for spectating users whose PlayerReplicationInfo.bIsSpectator is true.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1436885614
Status: Closed (resolved) j_34
Issue #19. UScript bug: a return-statement doesn't work correctly within foreach AllObjects.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1454843785
Status: Closed (resolved) j_34
Issue #22. WeaponAttachment doesn't synchronize ScaleGlow despite bCopyDisplay.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1456859187
Status: Closed (resolved) j_34
Issue #23. Client crash with projector decals (Critical: AProjector::DrawDecalBSP).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1455184614
Status: Closed (resolved) j_34
Issue #25. UCC PackageFlag creates a corrupted unr package.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1440336119
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
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
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
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
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
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
Status: Closed (resolved) j_35
Issue #34. [j_34] [D3D9Drv] Fog rendering is buggy.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 7337/56#56
Status: Closed (resolved) j_35
Issue #1. Game menu incorrectly handles keyboard input after minimizing the game via Alt + Tab.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1431250474
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
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
Status: Closed (resolved) j_35
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
Status: Closed (resolved) j_34
Issue #13. PlayerCanSeeMe may return true for spectating users whose PlayerReplicationInfo.bIsSpectator is true.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1436885614
Status: Closed (resolved) j_34
Issue #19. UScript bug: a return-statement doesn't work correctly within foreach AllObjects.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1454843785
Status: Closed (resolved) j_34
Issue #22. WeaponAttachment doesn't synchronize ScaleGlow despite bCopyDisplay.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1456859187
Status: Closed (resolved) j_34
Issue #23. Client crash with projector decals (Critical: AProjector::DrawDecalBSP).
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1455184614
Status: Closed (resolved) j_34
Issue #25. UCC PackageFlag creates a corrupted unr package.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 1440336119
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
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
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
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
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
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
Status: Closed (resolved) j_35
Issue #34. [j_34] [D3D9Drv] Fog rendering is buggy.
Discussion: http://www.oldunreal.com/cgi-bin/yabb2/ ... 7337/56#56
Status: Closed (resolved) j_35
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
fixed:
UED2.1 sheer tool not working (properly)
UED2.1 sheer tool not working (properly)
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
fixed Linux save game may crash in some distros due to gethostbyname function in create guid process.
fixed Linux SDL2 messagebox for appMsgf (which broke in between obviously)
fixed Linux multithreading code check for IsRunning()
fixed Linux SDL2 window/fullscreen resize
fixed Linux SDL2 arrow key down didn't release
fixed Linux appCeilLogTwo may cause crashes (on startup).
Fixed Linux SDL2 "F11" not working
fixed Linux SDL2 messagebox for appMsgf (which broke in between obviously)
fixed Linux multithreading code check for IsRunning()
fixed Linux SDL2 window/fullscreen resize
fixed Linux SDL2 arrow key down didn't release
fixed Linux appCeilLogTwo may cause crashes (on startup).
Fixed Linux SDL2 "F11" not working
Last edited by Smirftsch on Mon Aug 07, 2017 10:42 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- Smirftsch
- Administrator
- Posts: 8999
- Joined: Wed Apr 29, 1998 10:00 pm
- Location: NaPali
- Contact:
Re: 227i found and fixed bugs
fixed OnEraseBkgnd in WinViewport implementation.
Sometimes you have to lose a fight to win the war.
- Krull0r
- Global Moderator
- Posts: 543
- Joined: Sun Jul 01, 2007 4:07 pm
Re: 227i found and fixed bugs
Several fixes on meshes:
Decoration:
- MonkStatue: fixed stretched UV coordinates
- Lantern: fixed stretched UV coordinates and added faces to the arm
- Sconce: added faces to the arm
- Lamp4: now two-sided and faces were added to the bottom
- Vase: added faces to the bottom
- Urn: added faces to the bottom
Pickup:
- Armor: now two-sided and have thickness.
- Health: added faces to the bottom
- Clip: added faces to the bottom
- Stingerammo: added faces to the bottom
- Shells: added faces to the bottom
- Sludge: added faces to the bottom
- New Quadshot firstperson model and animations.
Decoration:
- MonkStatue: fixed stretched UV coordinates
- Lantern: fixed stretched UV coordinates and added faces to the arm
- Sconce: added faces to the arm
- Lamp4: now two-sided and faces were added to the bottom
- Vase: added faces to the bottom
- Urn: added faces to the bottom
Pickup:
- Armor: now two-sided and have thickness.
- Health: added faces to the bottom
- Clip: added faces to the bottom
- Stingerammo: added faces to the bottom
- Shells: added faces to the bottom
- Sludge: added faces to the bottom
- New Quadshot firstperson model and animations.
![Image](http://www.unrealredux.com/KrullStuff/dev/UR.png)
- Krull0r
- Global Moderator
- Posts: 543
- Joined: Sun Jul 01, 2007 4:07 pm
- Neon_Knight
- OldUnreal Member
- Posts: 378
- Joined: Tue Aug 25, 2009 9:02 pm
Re: 227i found and fixed bugs
I've found out a Translator error in the IsvKran32.unr level, fixed it in the .int and .est files in the wiki.
Localization project coordinator/spanish maintainer
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
Only the people that do nothing but criticize don't make mistakes. Do things. Make mistakes. Learn from them. And screw those who do nothing but throw poison and criticize.
- luke11685
- OldUnreal Member
- Posts: 441
- Joined: Wed Mar 28, 2018 5:38 pm
Re: 227i found and fixed bugs
Classes list in Unreal Editor 1 can't be displayed properly.
- Kajgue
- Global Moderator
- Posts: 757
- Joined: Mon Oct 17, 2005 2:36 pm
Re: 227i found and fixed bugs
Hey Luke,
Unreal Editor 1 is not supported, version 227 provides the user with UnrealEd 2.1
I personally prefer a few things with the fixed browser window of UnrealEd 1, though it's not able to be updated due to the way it was originally written. D:
Unreal Editor 1 is not supported, version 227 provides the user with UnrealEd 2.1
I personally prefer a few things with the fixed browser window of UnrealEd 1, though it's not able to be updated due to the way it was originally written. D:
AKA - ( T : S : B ) Ice-Lizard
![Image](https://img.photobucket.com/albums/v449/Kajgue/N-TeamTSB-Banner.gif)
![Image](https://img.photobucket.com/albums/v449/Kajgue/N-TeamTSB-Banner.gif)
- luke11685
- OldUnreal Member
- Posts: 441
- Joined: Wed Mar 28, 2018 5:38 pm
Re: 227i found and fixed bugs
I can't even check which version of Unreal Engine/Editor 1 I have because it seems help desk isn't supported in Windows 8.1. Does it mean I should port entire old jj3d public tech demo from ue1 to ue2 instead?
- Kajgue
- Global Moderator
- Posts: 757
- Joined: Mon Oct 17, 2005 2:36 pm
Re: 227i found and fixed bugs
Ued 2.1 isn't for Uengine 2, it's for Unreal 1 version 227 (227i is currently the latest public version, Ued 2.2 is still in beta testing phases).
Ah, i dunno how one would get Jazz jackrabbit 3d to work with 227's Ued ... though this subforum is related to version 227 for Unreal![Smiley :)](./images/smilies/smiley.gif)
But there could be some people who are able to help, I'll ask around with some people i know if that's alright with you![Smiley :)](./images/smilies/smiley.gif)
Ah, i dunno how one would get Jazz jackrabbit 3d to work with 227's Ued ... though this subforum is related to version 227 for Unreal
![Smiley :)](./images/smilies/smiley.gif)
But there could be some people who are able to help, I'll ask around with some people i know if that's alright with you
![Smiley :)](./images/smilies/smiley.gif)
AKA - ( T : S : B ) Ice-Lizard
![Image](https://img.photobucket.com/albums/v449/Kajgue/N-TeamTSB-Banner.gif)
![Image](https://img.photobucket.com/albums/v449/Kajgue/N-TeamTSB-Banner.gif)
- BobIsUnreal
- OldUnreal Member
- Posts: 805
- Joined: Mon Apr 12, 2010 12:34 am
Re: 227i found and fixed bugs
without dragging it thread more off topic, luke, i prvided you with a modified file in another thread , that when used properly let you edit and open jazz resourses and maps in unrealreal engine 2.1 aka 227i with. the only trick is you have to be real careful editing. in a perfect world you should be able to take the edited maps/charaters etc, and copy then back to the jazz demo, but you would have to test that. continuing to use the provided unreal engine 1 editor will lead you to much frustation.