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227 beta release
Posted: Fri Nov 09, 2007 3:05 pm
by Smirftsch
Codefreeze now. No new features will be built in.
All necessary things have been built in, and tested as far as possible. Now its time to release a beta to give you the chance to find all bugs I missed and maybe find new ones. Expect a release at the early of December. Maybe there will a short pre- test with a few chosen people before, need to discuss this with all people involved.
When I wanted to release it last year- yes, I know, it has been more or less a year now- I didnt expect so many things which will appear. But it was worth it in my eyes, I even made it to create a complete linux port.
I will create a new forum section especially for this purpose.
Re: 227 beta release
Posted: Fri Nov 09, 2007 3:08 pm
by Pitbull
Very Nice.

I am especially looking forward to the linux port. Well done. 8-)
Re: 227 beta release
Posted: Fri Nov 09, 2007 4:15 pm
by Seth
Sweet. Maybe we can run Unreal servers on ps3? Since linux.
Re: 227 beta release
Posted: Fri Nov 09, 2007 4:47 pm
by Zeke
Danke!!!!
Re: 227 beta release
Posted: Fri Nov 09, 2007 5:51 pm
by Smirftsch
ps3? No clue...really, never had one no clue what its based on.
In theory it can run with any linux, but tried only with SuSE and LFS yet....maybe some distro can cause problems. We'll see once more people can test it.
Re: 227 beta release
Posted: Fri Nov 09, 2007 9:03 pm
by []KAOS[]Casey
Would love to stress test this with my overkill mod, and see if it fixes the replication "features" i use for a few things.. its not a bug, its a feature, I swear..
anyways, it's good to hear a solid-beta release date, hopefully we can iron it out for every unreal player there is.. and ever will be
Re: 227 beta release
Posted: Fri Nov 09, 2007 10:31 pm
by PRIMEVAL
This oughta be good

8-)
Re: 227 beta release
Posted: Fri Nov 09, 2007 10:49 pm
by BrakeDanceJ
Sweet. Maybe we can run Unreal servers on ps3? Since linux.
Seth,
I'm looking forward to testing Unreal on XBox and Dreamcast. There are currently linux distros that run on both consoles, and I see no reason unreal can't run on top of those.
I think Linux portability will really bring about some interesting things with this old game.
Re: 227 beta release
Posted: Fri Nov 09, 2007 11:26 pm
by Smirftsch
Sweet. Maybe we can run Unreal servers on ps3? Since linux.
Seth,
I'm looking forward to testing Unreal on XBox and Dreamcast. There are currently linux distros that run on both consoles, and I see no reason unreal can't run on top of those.
I think Linux portability will really bring about some interesting things with this old game.
I hope so, it was one of my oldest dreams

Re: 227 beta release
Posted: Fri Nov 09, 2007 11:38 pm
by Zeke
I'm gonna ask Microsoft to add Unreal to Xbox Live Arcade. Fat chance they'll listen.
Re: 227 beta release
Posted: Sat Nov 10, 2007 2:47 am
by Seth
Yes, but I'd like to see it on either ps2 or ps3, those are the only consoles I have. Of course I have my old PSX.
Sweet. Maybe we can run Unreal servers on ps3? Since linux.
Seth,
I'm looking forward to testing Unreal on XBox and Dreamcast. There are currently linux distros that run on both consoles, and I see no reason unreal can't run on top of those.
I think Linux portability will really bring about some interesting things with this old game.
Re: 227 beta release
Posted: Sat Nov 10, 2007 3:59 am
by Shivaxi
Thank the lords...thank the Smirf lord

Re: 227 beta release
Posted: Sat Nov 10, 2007 5:57 pm
by DieHard SCWS
Thats cool you reached that milestone

.
.
.
Re: 227 beta release
Posted: Sun Nov 11, 2007 6:25 pm
by Jâçkrâßßit
very excited to hear this news! Congratulations Smirftch and the oldunreal team!
Re: 227 beta release
Posted: Mon Nov 12, 2007 9:01 am
by Raven
\o/

I was waiting for this for a long time

. Post change/new features list

.
Re: 227 beta release
Posted: Mon Nov 12, 2007 12:58 pm
by Bling
Awesomeness, U da man Smirfz0r! 8-)
Re: 227 beta release
Posted: Mon Nov 12, 2007 8:04 pm
by Fox Leader
Good Job man, that's why you're the best xD
Re: 227 beta release
Posted: Mon Nov 12, 2007 10:04 pm
by Turboman.
This is great news!
I'm with raven, show us a changelog/new features list

Re: 227 beta release
Posted: Tue Nov 13, 2007 4:05 am
by BrakeDanceJ
Hey Smirftsch,
I'd be interested in working on console-versions of the game.
Something about playing Unreal online with friends from my couch on my TV makes me warm and fuzzy on the inside.
Big screen action anyone?
In fact, I'm eager to begin. If you're interested please blast me a PM or email. I can foresee a few things needing slight changes; such as the GUI.
Yes, but I'd like to see it on either ps2 or ps3, those are the only consoles I have. Of course I have my old PSX.
Sweet. Maybe we can run Unreal servers on ps3? Since linux.
Seth,
I'm looking forward to testing Unreal on XBox and Dreamcast. There are currently linux distros that run on both consoles, and I see no reason unreal can't run on top of those.
I think Linux portability will really bring about some interesting things with this old game.
http://playstation2-linux.com/
Re: 227 beta release
Posted: Tue Nov 13, 2007 5:07 pm
by TB-303
Excellent news

Well done everyone for getting this far with this project.
I'd like to host an unreal server using the redirection feature so am highly interested in the release. I wonder if you went with 224/225 and ugold compat in the end?
I'm also wondering what effect the patch will have on backwards compat with older maps and mods and server management/protection tools.
Re: 227 beta release
Posted: Wed Nov 14, 2007 10:10 am
by Smirftsch
For the game-console version- I have no clue what this will require. The biggest problem I see is maybe the OpenGL support from these boxes. I never had one, and currently I can't afford one, but I think once the release its out you can gimme experiences from it with the linux version.
For the questions about the changelist- didn't write it all down yet, but everything is here in the forums somewhere.
A short overview (not fully complete)
Tons and tons of bugfixes (major work)
Complete new optimized build of the engine (equals UT 468 aside replication due to keep compatibilty, some tests showed double FPS on low-end machines )
New OpenAL
New OpenGL (with known features)
New D3D8
Support for decals
Support for footstepsounds
Support for footprints
Skeletal meshes
Http-Redirect for downloads
UGold Menu and Classic Menu
ParticleEmitter
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)
Mods should still work, only necessary script changes done, but couldn't test any mod around you can imagine. Tested successfully with serpentine, infiltration, realctf, and tried some custom servers with different setups, not actually sure which mods were installed there, but any server I tried worked so far. So things like EDM is working too. Wolf's UTF is working as well of course.
What does not work:
Current anticheat mods, anticheat protections and similar tools. With the new anticheat protection those should be obsolete anyway.
Re: 227 beta release
Posted: Wed Nov 14, 2007 2:44 pm
by BeWilderBeest
Well done, Smirftsch, and thank you.
Can't wait for the public release

Re: 227 beta release
Posted: Wed Nov 14, 2007 3:39 pm
by Zeke
Skeletal meshes
Http-Redirect for downloads
Nedm.
My favorite features...since Nephthys redirect doesn't work too well. Skeletal meshes for mods.
Good work. [smiley=thumbsup.gif]
Do the footstep sounds work on brushes too? Say I'm walking on a brush or terrain I imported and I want part of the level to be snow...can I change the surface properties to have different footsounds?
Re: 227 beta release
Posted: Wed Nov 14, 2007 4:59 pm
by Smirftsch
The footstepsounds depend on the texture which is used on the ground you are walking on. The sounds need to be added to the texture. So if you are planning a map with support, you need to edit the textures as well. Doesn't work if a sheet is used however...
I hope to combine this somehow with the URP project if possible, since every texture is reworked there anyway.
An other solution is that maybe someone is writing a mod which fills in the necessary information on the fly when loading the map. Would make it more flexible, but needs to be worked out once its released. If a good solution is found, it could be added to the final release then.
Re: 227 beta release
Posted: Wed Nov 14, 2007 5:50 pm
by mentalhunter
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.