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Re: 227 beta release
Posted: Wed Nov 14, 2007 6:06 pm
by Turboman.
I was to lazy to wait for a MilkShape3d forum moderator to stop deleting my posts insteat of giving me a simple awnser on converting Skeletal Meshes to LODMeshes. Since Lodmesh are WAY bigger then Skeletal ones. LODMeshes with 400 frames is like 2 Mb, and a Skeletal mesh with 1039 frames (Like the UTChaos Xan Mark And WarBoss models), are like 50 Kb.
skeletal meshes to lodmeshes? thats easy as hell, can just be done with 3ds2unr or actorx, which are for 3dsmax though...
infact i create all my models in physique with bone/muscle information then pass them through 3ds2unr or actorx for unreal's .3d format.
Re: 227 beta release
Posted: Wed Nov 14, 2007 6:22 pm
by Zeke
I was to lazy to wait for a MilkShape3d forum moderator to stop deleting my posts insteat of giving me a simple awnser on converting Skeletal Meshes to LODMeshes. Since Lodmesh are WAY bigger then Skeletal ones. LODMeshes with 400 frames is like 2 Mb, and a Skeletal mesh with 1039 frames (Like the UTChaos Xan Mark And WarBoss models), are like 50 Kb.
skeletal meshes to lodmeshes? thats easy as hell, can just be done with 3ds2unr or actorx, which are for 3dsmax though...
infact i create all my models in physique with bone/muscle information then pass them through 3ds2unr or actorx for unreal's .3d format.
That's what I keep telling you Mental. But 3ds2unr is bad to use, lots of bugs. Yes, actorx makes psk psa you can convert those with Milkshape or take the long route of 3ds2unr. Btw, ownage on the footstep sounds being definable.
Re: 227 beta release
Posted: Wed Nov 14, 2007 6:48 pm
by Turboman.
That's what I keep telling you Mental. But 3ds2unr is bad to use, lots of bugs. Yes, actorx makes psk psa you can convert those with Milkshape or take the long route of 3ds2unr.
i disagree there, 3ds2unr has bugs? any bugs that occur all depends on the mistakes of the person who uses it, aslong as you know its limitations it is perfectly safe, infact i slightly prefer it over actorx for allowing more control over scaling your animations.
Re: 227 beta release
Posted: Wed Nov 14, 2007 8:59 pm
by Smirftsch
trying to be more complete, 227 contains also:
3 new difficulty levels (targeted mainly for coop)
Mousefix especially (but not only) for high resolution mice
a lot of fixed meshes
a lot of script fixes (including quadshot)
kick, tempban and kickban feature
enhanced gamebrowser
side effect from the optimizations and code updates seem to be a fix for the "unreal starts with double speed" problem with dualcore cpu's / notebooks / cool&quiet problem
fix for broken reverb in galaxy sound
and probably still a lot of things I currently probably forgot again

Re: 227 beta release
Posted: Wed Nov 14, 2007 9:17 pm
by SweMonkey
this all sounds great

, cant wait until its released, then i also will be hosting u1 server again
Re: 227 beta release
Posted: Thu Nov 15, 2007 12:03 am
by Zeke
That's what I keep telling you Mental. But 3ds2unr is bad to use, lots of bugs. Yes, actorx makes psk psa you can convert those with Milkshape or take the long route of 3ds2unr.
i disagree there, 3ds2unr has bugs? any bugs that occur all depends on the mistakes of the person who uses it, aslong as you know its limitations it is perfectly safe, infact i slightly prefer it over actorx for allowing more control over scaling your animations.
I used it for a while, most of the time it refuses to convert models, however they are vertex meshes so that is probably part of the problem. I don't like the fact you have to make a .3ds file for every animation, to me ActorX cuts down on a lot of work and puts it all into one small file which can be made into .3d's via Milkshape. 3ds2unr was good when it came out, but it's really just a big pain in the ass and kinda confusing/a little hard to use at first.
trying to be more complete, 227 contains also:
side effect from the optimizations and code updates seem to be a fix for the "unreal starts with double speed" problem with dualcore cpu's / notebooks / cool&quiet problem
Is there also a fix for a rare CPU bug? Some people get it...I have it. Every time I exit Unreal it stays up in TaskManager and eats 100% CPU or a significant amount until I manually end the process in the task manager. I have one more question too...is there a fix in 227 for the infamous "stuck in crouch" bug?
Re: 227 beta release
Posted: Thu Nov 15, 2007 12:25 am
by Shivaxi
What exactly does the AntiCheat do Smirf?
Re: 227 beta release
Posted: Thu Nov 15, 2007 2:07 am
by []KAOS[]Casey
Does that galaxy reverb fix also fix the turn on 3dsound and get really screwed up sound? lol
I still prefer galaxy over the OMP packs because im either insane or i just can't get away from that doppler effect I love
Re: 227 beta release
Posted: Thu Nov 15, 2007 6:02 am
by Smirftsch
no there are no other fixes for galaxy. But OpenAL supports the doppler effect as well? Not 100% sure for FMOD, kerilk made it, but I think it does too...need to check
Re: 227 beta release
Posted: Thu Nov 15, 2007 6:03 am
by []KAOS[]Casey
no there are no other fixes for galaxy. But OpenAL supports the doppler effect as well? Not 100% sure for FMOD, kerilk made it, but I think it does too...need to check
I PMed you about that remember? openal's doppler doesnt account for the Z axis to doppler for some reason, it just doesnt go right with my ears, maybe because galaxy is wonky
Oh well, any fix is a good fix, im happy to get anything.
Re: 227 beta release
Posted: Fri Nov 16, 2007 8:53 am
by Smirftsch
indeed I forgot. I had that many things in my head...well, once 227 is done, I'll go back into my favorite- sound

and will contact you for help
To answer some more questions- Shivaxi, the anticheat checks every package loaded and notices if there are changes. Specific packages (like mods or other enhancements) can be added if wanted to the server into a whitelist. So a bot should be always detected.
Zeke- a CPU problem like you mentioned never happened for me, but the engine is completely rebuild and new optimized. For enhancements I used parts of UT-Engine 4.68, but still I had to overwork it to make it compatible with the new c++ rulez, which are way more strict in the new compiler, and this reduces the chance of such bugs a lot.
Crouch bug? Maybe I'm drainbamaged again, but what do you mean?
Re: 227 beta release
Posted: Fri Nov 16, 2007 10:12 am
by []KAOS[]Casey
Crouch bug is some gold specific bug where you're holding crouch it sticks and you can't get out of it unless you jump, I hadnt gotten it since switching to 225, so i assume it's gold or 226 specific.
Re: 227 beta release
Posted: Fri Nov 16, 2007 10:48 am
by Buster
I use only Gold 226b, and I've NEVER had that problem with the crouch. Must be just an Unreal 1 patched to 226 bug ... LoL. In fact, I've never heard of that problem with Gold.
I'll ask other Gold 226b user, just to find out if they've had the problem and just never mentioned it before. You never know. One peep can spend years with not a problem, and another using the same version has lots of quirks.
Re: 227 beta release
Posted: Fri Nov 16, 2007 1:20 pm
by TB-303
New OpenGL (with known features)
New D3D8
Client is compatible with current servers (aside the ugold/226 server problem which was caused by legend and can't be fixed here, because UGold server is the problem, not the client)
227 server is compatible with older clients (224,225 and 226 OR 224,225 and UGold) when anticheat is disabled (no good idea to do so

, but admins choice)
What does not work:
Current anticheat mods, anticheat protections and similar tools. With the new anticheat protection those should be obsolete anyway.
I presume something like the last released version of Hackbusta will not work in 227 then. But last released UProtect will work fine like you mentioned?
If wanting backwards compatibility older protections won't be obselete, I know of a lot of people who use ugold, and it would be crazy not to include them if running a server I believe. I can get some people to install 227, but it's impossible to reach everyone.
I wonder what improvements D3D8 will bring. Many (including myself) prefer the older engine found pre 226/ugold (same as ut?) I use glidewrapper 225f and an important thing for me is vsync disabled to improve mouse movement/aim even though it brings tearing on flickering lights e.g. deck16 flak/biosuit. In gold the vsync ini setting under d3d of true or false is ignored and always stays set to true in game from what I've seen, setting false in graphics driver options appears to disable the vsync for ugold. Will 227 fix this ugold bug? d3d in 225f does not work correctly on modern graphics cards, at least not on the last 3 generation nvidia cards I have had (5700LE/7800GS/8800GTX) - the game world is rendered, but the menu system (and hud too I think) does not appear (you still hear the menu sound when pressing ESC though). Therefore opengl/glidewrapper are the only options in 225. I can't remember if it happens in 224 too but it probably is the same.
I'm very curious what this mousefix for mice does, I've had many problems in the past in xp with my mx518 and tested all kinds of variations of settings/setups to try and emulate the great setup I had in win98. Turning off enhance pointer in xp mouse setting helps and setting mice to lower dpi (plus not using logitech driver can help I find), and for me vsync disabled. I hate any smoothing options because I feel they ruin the sharp reactions of mouse movement. I recently bought a razer deathadder but having trouble getting it detected/set up. My mx518 is dying (stutters/locksup/loses and brings back power randomly, wont keep to dpi setting), currently using my old microsoft optical mouse lol
I actually have old parts I've used for testing unreal on an older pc again (since I threw my old pentium2 pc away in 2004), I bought stuff from ebay including an old amd 450mhz, pentium 3 600mhz, voodoo (3 I think/forgot) card, geforce2mx, the motherboards and ram came with some of those. I didn't have to spend much money lol
I have the high speed cpu bug with vsync disabled in 225f glidewrapper and ugold d3d where offline speed is too fast to play normally but with vsync enabled mouse aim is terrible for me although game speed is fixed. Online with vsync disabled fps is fine and do not get the high speed unpredictable performance experienced offline.
Re: 227 beta release
Posted: Fri Nov 16, 2007 3:15 pm
by Turboman.
yeah the crouch bug can be annoying as hell, you get stuck and you cannot uncrouch anymore, however i've always managed to get out of it by some other way:
either crawl for awhile and try to reach another poly surface, of the ground you're standing on try heading for a seam where another surface starts, as soon as you cross a poly seam you suddenly uncrouch again, if that doesn't work it will work on two surfaces taht are angular to eachother.
Re: 227 beta release
Posted: Fri Nov 16, 2007 4:27 pm
by Smirftsch
No older anticheat tool will work unless being updated, including uprotect, but since most projects are dead for a long time, and none of these is able to protect against the last generation bots, so of what use would it be anyway?
New D3D8 is offering the same features as OpenGL, so it will cover those cards which may have problems with OpenGL (although any new card should, and I don't see the reason why people don't wanna use OpenGL...)
Never experienced this problem with glide, but didn't use it much, so check with the beta release of 227, and report results please.
Never had this crouching bug myself, and didn't appear for me in 227. Same as above, if it happens, report me, will investigate then.
Re: 227 beta release
Posted: Sat Nov 17, 2007 3:51 am
by BrakeDanceJ
I use only Gold 226b, and I've NEVER had that problem with the crouch. Must be just an Unreal 1 patched to 226 bug ... LoL. In fact, I've never heard of that problem with Gold.
I'll ask other Gold 226b user, just to find out if they've had the problem and just never mentioned it before. You never know. One peep can spend years with not a problem, and another using the same version has lots of quirks.
I've had this problem in unreal 1 patched to Gold. It generally happens when the server you're connected to is laggy. I've never had it locally.
Re: 227 beta release
Posted: Sat Nov 17, 2007 4:04 am
by Shivaxi
i have GOLD and i've never had nor heard of this problem either

Re: 227 beta release
Posted: Sat Nov 17, 2007 6:13 am
by []KAOS[]Casey
When I had gold i was also on AOL dial up, hi2u 150+ pings to every server even if it was the house right next to me, so it could just be a replication problem due to packet loss ?
Re: 227 beta release
Posted: Sun Nov 18, 2007 2:34 pm
by .:..:
Is AudioGalaxyDrv fixed on 227 that it can play MP3/OGG musics? Becouse atm only FModAudioDrv can play them without any problems.
The way you can import OGG's to the game is to rename SomeMusic.ogg to SomeMusic.mp3 and import the file in editor as a sound, but only FMod can play them.
The Ogg vorbis headers can be downloaded for free from [url]http://www.xiph.org/ogg/[/url] if you need them.
Re: 227 beta release
Posted: Sun Nov 18, 2007 3:23 pm
by SweMonkey
i remember some ogg music files mental hunter converted to umx and they could only be heard
by galaxy drv , im using fmod and couldnt hear them, i even cant join his 225f server and im using ugold...

Re: 227 beta release
Posted: Mon Nov 19, 2007 2:04 pm
by TB-303
Will 227 fix the download bug that sometimes happens from some servers where the download stops and starts? it can stop a lot of people from joining a server, namely new players and they cancel.
The only way to speed up the download normally is to use the obj garbage command over and over.
Will 227 address this issue? I don't know if this problem will happen when downloads are redirected.
In addition, How big is the 227 beta going to be in file size? will it come zipped? I can maybe provide a fast european download mirror if you need it. Are you going to unreal news outlets with news of the beta? such as beyondunreal.com ? they might provide you hosting too.
Re: 227 beta release
Posted: Wed Nov 21, 2007 12:27 pm
by TCP_Wolf
I'm very curious what this mousefix for mice does
http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1181243007
http://www.tcpclan.net/phpforum/viewtopic.php?t=2143
Re: 227 beta release
Posted: Thu Nov 22, 2007 8:29 pm
by Smirftsch
Will 227 fix the download bug that sometimes happens from some servers where the download stops and starts? it can stop a lot of people from joining a server, namely new players and they cancel.
The only way to speed up the download normally is to use the obj garbage command over and over.
Will 227 address this issue? I don't know if this problem will happen when downloads are redirected.
In addition, How big is the 227 beta going to be in file size? will it come zipped? I can maybe provide a fast european download mirror if you need it. Are you going to unreal news outlets with news of the beta? such as beyondunreal.com ? they might provide you hosting too.
The problem with download stops is hard to track, and I need more testing (especially server-tests) with 227 to be sure its really gone now. But since 227 supports download redirection (doesn't happen there and is a LOT of faster), its at least not that critical anymore.
The package will use the regular Unreal installer and will be approx 60MB (Maybe 80 when including the linux version as well).
Will inform the other Unreal pages once the first testing is done, and the most critical bugs (if there are any) are fixed.
Re: 227 beta release
Posted: Sat Nov 24, 2007 4:18 am
by Shivaxi
shweet...keep up the good work
