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Re: 227 beta is released
Posted: Thu Dec 27, 2007 5:41 pm
by JD
And for UPAK- go and read the 227 forum, then you will know that these files need to be deleted FOR NOW.
Does this mean that Unreal Gold users can't play Return to Na Pali if the v227 update is installed?
Re: 227 beta is released
Posted: Thu Dec 27, 2007 6:03 pm
by Leo T_C_K
And for UPAK- go and read the 227 forum, then you will know that these files need to be deleted FOR NOW.
Does this mean that Unreal Gold users can't play Return to Na Pali if the v227 update is installed?
Yes and makes all the stuff unusable.
Re: 227 beta is released
Posted: Thu Dec 27, 2007 6:14 pm
by .:..:
Few things I noticed:
* "AdjustHitLocation" in Nali and Pawn are still not simulated > projectiles wont hit pawns on client side!
* All animation functions are not simulated > Can not be used on client side.
(* Some way to disable animation replication to make it possible to use client side animations?)
(* Add IPAddress/incoming client version parameter for "PreLogin"?)
(* Add GetPlayerIPAdress function to PlayerPawn?)
Re: 227 beta is released
Posted: Thu Dec 27, 2007 6:46 pm
by JD
Yes and makes all the stuff unusable.
What other stuff is that?
Re: 227 beta is released
Posted: Thu Dec 27, 2007 7:05 pm
by Leo T_C_K
Yes and makes all the stuff unusable.
What other stuff is that?
Eh, simply upakconsole and so on, even the other flyby map, btw I noticed there are missing few umenu things, like in the hud there is not that picture thingy.
Re: 227 beta is released
Posted: Thu Dec 27, 2007 9:01 pm
by [C]smokedham
It's very much meant for serverhosting.
Oh and if you join any "old" UProtect protected servers you will be kicked of course :-P
wheres BarendB when u need him
Re: 227 beta is released
Posted: Thu Dec 27, 2007 9:15 pm
by Hyper
[...]
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

Oh, that's great news. This annoyed me as well. Even 32-bit rendering (with larger Z-Buffer) did not remove the cut-off on previous versions. I'm glad to read that it has been fixed. Finally a good look at the Sunspire from SpireVillage.
Re: 227 beta is released
Posted: Thu Dec 27, 2007 9:58 pm
by PRIMEVAL
From what I've played, it is very nice. Thank you for releasing this!

Hope everything goes well for you! Good luck, Happy Holidays!
Re: 227 beta is released
Posted: Thu Dec 27, 2007 10:20 pm
by Smirftsch
just to answer generally to some comments- please post bugs and problems as detailed as possible into the 227 section.
The same for suggestions.
This is NOT the final patch and UPAK will be included in the final version for the UGold and Anthology players. This is a test, and meant as test, to find problems and to fix these. So please spare me with comments like "it's not working like I want it", better help me to make it the best possible.
Re: 227 beta is released
Posted: Thu Dec 27, 2007 10:35 pm
by TCP_Wolf
wheres BarendB when u need him
I think he got himself something new, shiny and fancy....
What was it called...
ummm....
oh yea: A LIFE

Re: 227 beta is released
Posted: Thu Dec 27, 2007 11:07 pm
by Leo T_C_K
Btw here did BoZo go? You know, when I was active here back in times and was giving suggestions for patch etc. I know he worked on Unreal upgrade project, but none of his work seems to made it into patch.
Re: 227 beta is released
Posted: Fri Dec 28, 2007 12:26 am
by Smirftsch
bozo? He contributed a LOT of work into it, he made dozens of new meshes and meshfixes, all are included. I just wasn't able yet to make a complete list of all who helped. He probably put a hell a lot of work into the meshes, and he made the quadshot finaly working

Re: 227 beta is released
Posted: Fri Dec 28, 2007 12:46 am
by Hyper
bozo? He contributed a LOT of work into it, he made dozens of new meshes and meshfixes, all are included. I just wasn't able yet to make a complete list of all who helped. He probably put a hell a lot of work into the meshes, and he made the quadshot finaly working

I just summoned a QuadShot and it is NOT working for me, it still gives a blocked view.
Re: 227 beta is released
Posted: Fri Dec 28, 2007 10:04 am
by mentalhunter
bozo? He contributed a LOT of work into it, he made dozens of new meshes and meshfixes, all are included. I just wasn't able yet to make a complete list of all who helped. He probably put a hell a lot of work into the meshes, and he made the quadshot finaly working

I just summoned a QuadShot and it is NOT working for me, it still gives a blocked view.
Then you have to figur out the right Playerviewset, look at the xs quadshot's playerviewset.
Re: 227 beta is released
Posted: Fri Dec 28, 2007 11:26 am
by Hyper
bozo? He contributed a LOT of work into it, he made dozens of new meshes and meshfixes, all are included. I just wasn't able yet to make a complete list of all who helped. He probably put a hell a lot of work into the meshes, and he made the quadshot finaly working

I just summoned a QuadShot and it is NOT working for me, it still gives a blocked view.
Then you have to figur out the right Playerviewset, look at the xs quadshot's playerviewset.
I don't even know what a playerviewset is.

I'm used to weapons that can be used instantly after picking it up.

Re: 227 beta is released
Posted: Fri Dec 28, 2007 12:20 pm
by Leo T_C_K
Nah, no XS quadshot, that one is not good, better is oldquadshot, which comes from oldunreal anyway and is based on that shotgun tutorial (I made a remake of that quadshot for my gott mod including muzzleflashes too).
Re: 227 beta is released
Posted: Fri Dec 28, 2007 12:20 pm
by Smirftsch
damnit. Yes it is really not working. I messed up something with it. Gonna fix...
Re: 227 beta is released
Posted: Fri Dec 28, 2007 1:09 pm
by mentalhunter
Nah, no XS quadshot, that one is not good, better is oldquadshot, which comes from oldunreal anyway and is based on that shotgun tutorial (I made a remake of that quadshot for my gott mod including muzzleflashes too).
I wasn't talking about the gun itsself, but out the PlayerViewset.
Re: 227 beta is released
Posted: Fri Dec 28, 2007 1:31 pm
by Smirftsch
grr, somehow my server hold 2 versions of it, and of course used the old, unusable .uc file
Re: 227 beta is released
Posted: Fri Dec 28, 2007 3:10 pm
by mentalhunter
I don't know if i have the right to ask this but, Will the next version be beta or final? and if next one will also be beta, do you maybe have an idea when it could be done?
Re: 227 beta is released
Posted: Fri Dec 28, 2007 3:56 pm
by Hyper
I don't know if i have the right to ask this but, Will the next version be beta or final? and if next one will also be beta, do you maybe have an idea when it could be done?
My experience with beta testing is that it works best with multiple beta's; like when a number of reported issued are resolved, a new beta is being released which is being tested again. In this way it is more clear which issues are solved and which ones not. Also it allows new bugs to be discovered earlier. Considering this, I expect more beta's to be released, maybe followed by a few release candidates before a final will be here.
But I do now know what Smirftsch plans to do on this matter.
Re: 227 beta is released
Posted: Fri Dec 28, 2007 4:46 pm
by Smirftsch
I don't know if i have the right to ask this but, Will the next version be beta or final? and if next one will also be beta, do you maybe have an idea when it could be done?
My experience with beta testing is that it works best with multiple beta's; like when a number of reported issued are resolved, a new beta is being released which is being tested again. In this way it is more clear which issues are solved and which ones not. Also it allows new bugs to be discovered earlier. Considering this, I expect more beta's to be released, maybe followed by a few release candidates before a final will be here.
But I do now know what Smirftsch plans to do on this matter.
Thats exactly the plan.
Re: 227 beta is released
Posted: Sat Dec 29, 2007 2:40 am
by Hyper
After basic compatibility testing on a test server I made a big move and upgraded all my servers to Unreal 227. Generally I can say that I'm very pleased with the compatibility, except for Nephthys my rather complex setup ported to 227 without anything major breaking down.
Now the servers are upgraded it is time for stability testing, bug hunting and learning about the new options. An issue may be the security because I had to disable both Nephthys and JCoopZ's PackageScan to get it running without issues.
Anyways, I have full backups of the old Unreal 225 setup so I can rollback at any moment if needed/wanted.
Re: 227 beta is released
Posted: Sat Dec 29, 2007 3:57 pm
by Shivaxi
ah ha...thank you smirf...finally...i know i said i was leaving, but i really wanted to try 227 out before i did
I've tested this pretty thoroughly and everything seems to be working just fine...just one minor glitch here...when using the Rifle, the light that it casts where you hit does not go away, it repeats itself over and over like its blinking
[img]http://img242.imageshack.us/img242/922/wtfmatefu5.png[/img]
Also blood decals and weapon flashes arent working for me...i dont even see the blue loading screen anymore...do u have to turn them on some where?
and one last thing lol...bullet holes and all weapons decals are not effected by fog...they show up bright as day light through the thickess fog
Re: 227 beta is released
Posted: Sat Dec 29, 2007 4:12 pm
by Smartball
For the blue loading screen, go to advanced options, then display, and set ScreenFlashes to True.