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Re: 227 beta is released

Posted: Thu Dec 27, 2007 8:50 am
by Smirftsch
to make it as simple as possible- its exactly like in ut. Didn't write anything yet about it. I'm quite sure there are some good instructions in the web, will look later, currently work is calling :(

Re: 227 beta is released

Posted: Thu Dec 27, 2007 10:14 am
by Raven
http://www.sendspace.com/file/syn08g wyslalem na sendspace jakby ktos chcial z dodatkowego miejsca.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 10:39 am
by 3
Smirftsch,

I am THRILLED!

I do have a quick question for you though.
IpDrv.HTTPDownload
RedirectToURL=
ProxyServerHost=
ProxyServerPort=3128
UseCompression=True

Obviously RedirectoToURL= points to the http stash of maps and files.
Say I wanted to store my maps at http://unrealdestination.com/maps/

Do I throw them in a zip file?
Do I actually have directory structures like /maps/maps, /maps/textures?

Can you give a brief rundown on how this works?

Thanks,
Joe
Redirect works the same as Uts Redirect for infomations on this it is best to look here

http://www.unrealadmin.org/uz

It's a shame that only a 227 client can download from the redirect all other clients have to download from the server

Re: 227 beta is released

Posted: Thu Dec 27, 2007 10:56 am
by Smirftsch
It's a shame that only a 227 client can download from the redirect all other clients have to download from the server
Well, older clients simply don't support it. On the other hand, once bugfree, I see no reason for the people not to update.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 11:10 am
by 3
I din't realy expect it to work just wishing it did.As redirect is very fast and buts no stain on the server or it's bandwidths so no lag


Re: 227 beta is released

Posted: Thu Dec 27, 2007 11:23 am
by mentalhunter
Since 226 was incompatible with older version, this is a big change for people who used to play with 225f or 224f, to play in the servers they never could to.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:01 pm
by Smirftsch
I din't realy expect it to work just wishing it did.As redirect is very fast and buts no stain on the server or it's bandwidths so no lag
i wish there would be solution for older clients, but thats what an update is for, isn't it?

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:02 pm
by Smirftsch
Since 226 was incompatible with older version, this is a big change for people who used to play with 225f or 224f, to play in the servers they never could to.
Remember, because of multiple requests, 226 clients can't join 227 server, so they need to update. 227 Server is now compatible with 226b (UGold).

The old UGold problem, caused by legend...

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:11 pm
by Leo T_C_K
When running in software mode, it crashes soon and it can run only in windowed mode for me.

Plus it is breaking compatibility with my mods, like those which use beta models, I expected this since UT 436 is doing the same.

Check for example my chamleon mod, or latest Gott mod, it uses beta model of newrifle shell, when you fire it with it or summon single ammo, it crashes.
Can you fix that?

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:21 pm
by TB-303
ok, what?

from what I remember, here on this forum it was stated you wouldn't need to have a 227 client to take advantage of redirect, and that 224/225 will be supported too, I can't remember the situation with 226/gold though.

I really can't believe this is the case if you have to have every client install 227, it's just the same as the nepthys solution, I thought this redirect was going to be big, but from what is being said here, it's not the case.

redirect is the main feature which has me interested.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:23 pm
by Hyper
When running in software mode, it crashes soon and it can run only in windowed mode for me.

Plus it is breaking compatibility with my mods, like those which use beta models, I expected this since UT 436 is doing the same.

Check for example my chamleon mod, or latest Gott mod, it uses beta model of newrifle shell, when you fire it with it or summon single ammo, it crashes.
Can you fix that?
As said before, please make bug reports in the right forum. And give full details. In your case this would mean a link to the mods that do not work, a logfile of the crash and detailed instructions for Smirftsch to replicate the crash.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:45 pm
by TB-303
ok, I found the old compatibility post.

"227 server is compatible with older clients (224,225 and 226 OR 224,225 and UGold) when anticheat is disabled"

In this thread you are talking about a situation where the new 227 anticheat system is enabled, so only a 227 can connect, I don't want to lose backwards compat though so won't be running that - many use 224 or 225 still. I assume there's an option to choose to support 226 or ugold somewhere.

It's going to be hard to get people to update to 227 as clients, esp if it kicks them from current anticheat servers (uprotect known, none else mentioned from what I've seen). Also game server companies wont install an unnoficial patch so servers that are rented will probably remain 225.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:50 pm
by Leo T_C_K
Umm, i would give the log if it didn't cut the log file absolutelly, it gives me some errors with library files during connecting servers, sorry I won't play in this if it is like this.
I am not happy with this version, compared to my state when I at start supported this and was happy of it, now I am sad because it only messes up things.
There are even other small bugs like when you change your anme, it gives "Name changed toLeo(T.C.K.)" without a space between to and name.

Plus I don't know where to report these bugs and I wasn't here for long time already.

Links? Wait a while. Try Gott for example, at gotthoohoo file there are various unused beta models and one used, summon gotthoohoo.newrifle.
http://www.hypercoop.tk/dl/Gott.7z

Chameleon at http://www.freewebs.com/mental-hunter92/chameleoI.rar
Chameleoi.chameleon

And about upak, I can give you the sources of ryspak I made for redeem your space episode a fixed stuff from ryspak, I fixed many problems, if you want it can be used, I can give you the sources.

But still I think you can make this patch even comaptible with older mods, the problem is just at variables system, which must be "bridged" over.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:54 pm
by mentalhunter
Yea, what i was trying to say was, that if everyone upgrades to 227, everyone can play in every server, that means no more conflicts.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 12:57 pm
by Leo T_C_K
Yea, what i was trying to say was, that if everyone upgrades to 227, everyone can play in every server, that means no more conflicts.
That means a lot of new conflicts unless everything is going to be fixed.

Not to mention I cannot play properly with windowed mode on unlike previous versions too.
The console is a lot worse than the ugold counterpart, I cannot even mark things in console in like UT and it was meant to be same like the Ut console? Or amybe that is beacuse of windowed mode? Oh yeah and it deleted my whole cache too, plus I think i added purgecache days to 0 (though it could switch back again because I was given that crash before), also some backup folder for old inis would be good, like the oldunreal patches wree doing before.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 1:04 pm
by Turboman.
first, the library error is because upak is unsupported, delete it untill the next version which will include upak support...

secondly, i've found my own mods to port over just about fine, the only issue i've noticed is that smirftsch finally got around fixing the broken flags and lodset which i had to include in my models from now on.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 1:10 pm
by Leo T_C_K
first, the library error is because upak is unsupported, delete it untill the next version which will include upak support...

secondly, i've found my own mods to port over just about fine, the only issue i've noticed is that smirftsch finally got around fixing the broken flags and lodset which i had to include in my models from now on.
I didn't use UPAK! I use it on 226f and it gives me library errors! With core.dll.
PS: if you want me to pass this to the bug section I will do, I judtd diN¨t notice that section before.

I can continue on, it crashes too much and even has another problems.

Something about gregisternative in core.dll.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 1:28 pm
by Smirftsch
OK, some answers:
Again and again I posted that the bugs should be posted in the bug section for it. Its really easy to find, just open the forum.
For compatibility- it took me a lot of time to make this version as compatible as possible, and its easy to understand if you take some time to READ instead of complaining first:
227 is netcompatible with 224, 225 and Ugold clients as long you don't enable anticheat. I made it compatible with UGold because of many requests. This problem was caused by legend, because they made an incompatible version of UGold. If you want blame someone, GO AND FIND SOMEONE OF THEM.
For the redirect- of course its only possible for 227 clients, because older clients don't support it. If you want them to be compatible, they need to be updated.
So why should I make a update for the older versions, they would need to update anyway?
And the server has its fallback, so if the client doesn't support http-redirect, it uses the old way of downloading.
WHAT THE HELL do you expect more? Anyway this discussion is absolutely pointless. If EPIC made this patch, nobody would even think about going to complain.

For the mod compatibility- I tried to make it as compatible as possible, there may be some glitches yet which can be fixed when I have detailed informations about whats the problem, but some mods simply need to be adapted I guess.

And for UPAK- go and read the 227 forum, then you will know that these files need to be deleted FOR NOW.

And btw- please think first about what is possible and what is not. Although I really want to fulfill everyones wishes, some things are simply not possible.
And I really don't understand why some people are that afraid of using this patch for servers- the clients will have to update, whats the problem with that?
Think, this patch, once its finished, has the ability to re-unite ANY version of Unreal! And its easy for the server admins to tell their players to download a patch. Epic broke more than once netcompat with older versions, and I even tried to make the compat to the maximum.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 1:43 pm
by Leo T_C_K
Sorry mr.smirftsch, but I felt under pressure to tell you these problems which I knew from the start they are going to appear and I had to do it fast as possible (I didn't have time to erad anything) so you can fix that problem and no, I am not going to get adapted anything, this version is a huge letdown for me (I know you worked hard on this and it is not probably good to hear these complaints) and it will stay that way unless these problems are going to be changed, I can offer you help with UPAK, but if you want it of course.

The browser in original menu is having problem, well it has not much visible letters unlike originalone when you click on serevrs and players info, at umenu version it os ok of course.

EDIT: I am not being a bitc but if I have to adjust my mods I have to reconvert and reextract the model and it will take some time, plus and that is important, the model will be slightly damaged lighting wise.
If EPIC made this patch, nobody would even think about going to complain.
I would complain even more then, for me it is just a hack of 436 and 226f melted together with updated drivers and stuff, but it introduces a lot of new problems on the other side.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 3:20 pm
by TCP_Wolf
I've posted a few Unreal client related issues already in the bug report forum. Most important will be the testing of my servers tho. I'm wondering if/how I can install Unreal 227 to my highly customised / sophisticated Unreal server config. (Running many mods like JCoopZ, Nephthys, Server tools/mutators and a few packs.)

I guess I'll play with it a bit tomorrow...
The only thing that would have to go is Nephthys most likely.

ok, what?

from what I remember, here on this forum it was stated you wouldn't need to have a 227 client to take advantage of redirect, and that 224/225 will be supported too, I can't remember the situation with 226/gold though.

I really can't believe this is the case if you have to have every client install 227, it's just the same as the nepthys solution, I thought this redirect was going to be big, but from what is being said here, it's not the case.

redirect is the main feature which has me interested.
Like Smirftsch already pointed out, you need to update. There is no logically other possible solution. How could you expect a feature in 225 or 224 to work that simply IS NOT THERE? Download redirect isn't just a server feature but server/client interrelated, so you must have misunderstood something.


Also game server companies wont install an unnoficial patch so servers that are rented will probably remain 225.
Game companies will install whatever YOU PAY THEM FOR to install, but besides that they'd be stupid NOT to! As far as I know all rented servers are 225f anyway at the moment. AcidRain please comment.


The console is a lot worse than the ugold counterpart, I cannot even mark things in console in like UT and it was meant to be same like the Ut console? Or amybe that is beacuse of windowed mode? Oh yeah and it deleted my whole cache too, plus I think i added purgecache days to 0 (though it could switch back again because I was given that crash before), also some backup folder for old inis would be good, like the oldunreal patches wree doing before.
If you change your console from

Console=UBrowser.UBrowserConsole

to

Console=UMenu.UnrealConsole

you get the "Gold" style console. Mind you in Gold you cannot mark stuff there either, there is no deficit to it. Who said the console would be like UT?

As for PurgeCacheDays, well every patch so far has overwritten the default.ini - it has been suggested to Smirftsch already to put "0" in there as default but generally the patch did nothing the other patches hadn't done.


Sorry mr.smirftsch, but I felt under pressure to tell you these problems which I knew from the start they are going to appear and I had to do it fast as possible (I didn't have time to erad anything) so you can fix that problem and no, I am not going to get adapted anything, this version is a huge letdown for me (I know you worked hard on this and it is not probably good to hear these complaints) and it will stay that way unless these problems are going to be changed, I can offer you help with UPAK, but if you want it of course.

The browser in original menu is having problem, well it has not much visible letters unlike originalone when you click on serevrs and players info, at umenu version it os ok of course.

EDIT: I am not being a bitc but if I have to adjust my mods I have to reconvert and reextract the model and it will take some time, plus and that is important, the model will be slightly damaged lighting wise.
If EPIC made this patch, nobody would even think about going to complain.
I would complain even more then, for me it is just a hack of 436 and 226f melted together with updated drivers and stuff, but it introduces a lot of new problems on the other side.
Well pleasing absolutely EVERYONE is always impossible :-)

You should never delete your source files to avoid your "reconversion" problem, but there may be an alternate solution. For example, you may know or not know that UTF has game bridges to Infiltration and Serpentine. Do you think I extracted and reintegrated all those models and textures? Certainly not! I just made my game bridge package reference them. So it's possible for you to create a "reconversion mod" that simply references your old models (the old file has to be present then, of course) but uses new code. This will completely avoid any quality or damage losses in your models. I'm sure something can be worked out and Smirftsch will probably be very open to help from you or other specialists especially with UPAK later on.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 3:28 pm
by Leo T_C_K
OK thanks, well I am sorry if I sounded rude or something.

Anyway even the editor crashes when you load these models, when you look at them that is.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 4:09 pm
by TB-303
ok, what?

from what I remember, here on this forum it was stated you wouldn't need to have a 227 client to take advantage of redirect, and that 224/225 will be supported too, I can't remember the situation with 226/gold though.

I really can't believe this is the case if you have to have every client install 227, it's just the same as the nepthys solution, I thought this redirect was going to be big, but from what is being said here, it's not the case.

redirect is the main feature which has me interested.
Like Smirftsch already pointed out, you need to update. There is no logically other possible solution. How could you expect a feature in 225 or 224 to work that simply IS NOT THERE? Download redirect isn't just a server feature but server/client interrelated, so you must have misunderstood something.[/quote]

I have misunderstood, since a long time ago! how depressing, lol. Nowhere have I seen explicit statement that for the redirect feature a client will have to be 227 also. There has been previous talk about compatibility, I understood this to automatically meant it included redirect. I thought the way 227 would work would be to trick older clients into downloading from a different source than the server, so 224/225 would download as normal from a server but 227 would be acting as some kind of bridge to make redirect work, I guess it is not possible then - even though I have thought all along that is the way it was going to work. I have talked about Nepthys before to people, and I am sure with you Wolf, and I was told 227 would be different to the nepthys redirect because clients would not have to install anything - I suppose this was meant with the client already having patch 227 installed - even though I thought it as older versions 224/225.

all my previous excitement was worthless really.

where mods are concerned, people will have to rewrite them if they don't work with 227, there are loads of old mods that only work pre 225 and pre 224 that have never been remade because they were done long ago. It's too much work to expect smirf to try and make sure tons of old mods work with 227 out of the box, he will need more help to be possible, I'm no expert but I see where mods are concerned it's alot of work.

I'm still interested a bit in helping to test the patch, but the lack of clarification and my misunderstanding of the redirect function has dented my interest.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 4:15 pm
by Turboman.
i'm just halfway testing around with the features and fixes of 227, and smirftsch might i give you my compliments on some AWESOME additions in 227:

the footstep sounds and decals on textures are AWESOME, i've been testing them on sand, grass and snow, and whats even better is that even if i include them in my textures they don't break backwards compatibility with older versions!!!

the new opengl renderer is just perfect compared to the old one! i see you FINALLY managed to get rid of that stupid distance cut-off glitch that's been in every omp opengl renderer, now my super large outdoor scenes can be fully rendered without a gigantic black hole covering the distance  :D

Re: 227 beta is released

Posted: Thu Dec 27, 2007 4:29 pm
by TCP_Wolf
Most of the bigger mods do work with 227 since Smirftsch took great care to keep compatibility whenever possible. But testing EVERYTHING is... ah well you know the drill ;-)

I'm trying to get a peek at one or two of the mods that don't work, but anything UPAK related was clear already it wouldn't work obviously.

Also, despite the fact UTF actually does work in 227, and very nicely except for missing footsteps and possibly other minor things, I am thinking about a 227 update for it. It all depends on general interest and personal mood lol.

I believe the major mods tested with 227 were RealCTF, Infiltration and Serpentine. Maybe make a thread of all mods NOT working or working with reduced functionality. The coop scene may deserve a special section seeing the amount of custom packages existing there, but DeathMatch and similar should be pretty much fine.

Re: 227 beta is released

Posted: Thu Dec 27, 2007 4:42 pm
by Oldsparky
Thank you for your hard work and so far running great here. I am looking forward to a manual some day. I think you did a wonderful job. We are running a 8 player 227 KOTH server on our NEWBIESPLAYGROUND SMALL SERVER. Running flex maps and the KOTH mutator and will try it on Monster mash in a couple of days. I have kept it to regular skins for now to minimize downloads except for our custom maps. I did notice a significant change in the cache folder and this one does have a few concerns for me but more on that later.

Great Job Smirftsch and thank you from the Unreal Community as a whole and especially from Newbiesplayground. A wag of the Dogs tail to ya. :)