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Re: 227 beta is released

Posted: Sat Dec 29, 2007 4:13 pm
by DieHard SCWS
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?

This thread deals with that problem:

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1198803098
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Re: 227 beta is released

Posted: Sat Dec 29, 2007 4:24 pm
by Shivaxi
ah, thank you...works perfectly now :)

Re: 227 beta is released

Posted: Sat Dec 29, 2007 4:28 pm
by Shivaxi
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?

This thread deals with that problem:

http://www.oldunreal.com/cgi-bin/yabb2/YaBB.pl?num=1198803098
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oh lol...didnt see that new thread...thanx

Re: 227 beta is released

Posted: Sat Dec 29, 2007 4:30 pm
by Smirftsch
haha, RTFM :P
wb Shivaxi

Re: 227 beta is released

Posted: Sat Dec 29, 2007 4:32 pm
by Shivaxi
lol...thanx 8-)

Re: 227 beta is released

Posted: Sat Dec 29, 2007 10:39 pm
by Tronovision
Really nice work Smirftsch,

I tried out the 227 patch and it looks and works great. Will keep you posted if I find any bugs/glitches (other than those already mentioned).

Thanks so much for your hard work! Cheers! :D

-Tron

Re: 227 beta is released

Posted: Sat Dec 29, 2007 11:22 pm
by hLk_Havok

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?
no use the ucc.exe in ur unreal\system folder
ex for compressing a dm map
from windows command prompt (start, run, cmd then press enter)
C:\>cd c:\unreal\system

C:\Unreal\System>ucc compress ../maps/dmcelticroute.unr
Compressing ../maps/DmCelticRoute.unr (1256189 bytes)
stage 0: 0.062000 secs
stage 1: 0.500000 secs
stage 2: 0.062000 secs
stage 3: 0.078000 secs
Total: 0.702000 secs
Compressed ../maps/DmCelticRoute.unr -> ../maps/DmCelticRoute.unr.uz (36%)

now in ur \unreal\maps\ folder ull see the .uz compressed file. copy it (upload it) to your web redirect site

Do I actually have directory structures like /maps/maps, /maps/textures?
no simply put it all in the same folder
using your example that would be http://unrealdestination.com/maps/
textures, maps, system files, all compressed files go in the same directory.

i found using a windows based web server easier as capitlization or not doesnt matter. the linux web servers are case sensitive.

Re: 227 beta is released

Posted: Sun Dec 30, 2007 3:12 am
by TCP_Wolf
i found using a windows based web server easier as capitlization or not doesnt matter.  the linux web servers are case sensitive.
That also goes for Windoze version web servers that originate in Linux (Tomcat / Apache) ;)

Re: 227 beta is released

Posted: Sun Dec 30, 2007 1:18 pm
by hLk_Havok
ye the caps or not is a issue i have not had to deal with in previous redirect servers (UT2004, UT3) as yet. Im thinking it might be how im spelling it during compression. Some files work, some dont, I have been running a packet sniffer to grab the 401 file not found errors and then correct the spelling. If this really takes off perhaps those of us with web servers and bandwidth could offer a public redirect. course we'd have to agree on spelling. :-)

Re: 227 beta is released

Posted: Sun Dec 30, 2007 8:04 pm
by Pedi
yay ! downloading... :)

Re: 227 beta is released

Posted: Sun Dec 30, 2007 9:01 pm
by fxsr789
Well this is impressive, I like the fact you brought the Decal's into Unreal Smirftsch. Reminds me of the times I used to make test mover maps in UT99, attach certain decals to the movers, triggering them, and watch as the decal wraps around, vanish , and other weird effects, hahah yeah.

Same hilarious glitches occurred in most TheiveryUT maps for UT99. But I like it. It's funny.

I'll be waiting for years for a final release of 227, or when all the really annoying bugs have been removed. Runs fine for me, and somewhat faster than previous Unreal versions.

- Fenix

Re: 227 beta is released

Posted: Sun Dec 30, 2007 9:21 pm
by TNNAcidRain
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.
Wolf is right on here...

Typically gameserver providers WILL install any patch that the client requests, or risks losing their business.

I know TNN will be providing the upgrade to only those who request it... default installations will remain 225f... but they can upgrade if they want...

Patches that GSPs will not install include: Patches that violate federal law (such as no CD cracks, any kind of crack, cracks that allow users without cd keys join servers, etc....)

But ask your provider, they may have different rules, I only speak for TNN.

Dan

Re: 227 beta is released

Posted: Sun Dec 30, 2007 9:27 pm
by hLk_Havok
will the final ver of 227 have any sort of mapvoting or mutatorvoting? its a feature from edm i found really useful. Used to be I'd just run a server for each gametetype I (or my clan) was interested in (Serpentine, Infiltration, TDM, DM, UT weapons, Instagib, etc..) I found it easier to run 1 server with EDM and the mutatorvote so peeps could pick what they want, and I only had to run a couple servers.

Re: 227 beta is released

Posted: Sun Dec 30, 2007 9:36 pm
by fxsr789
If there is ONE feature I'd like to see, it would be shaders , or something like that. Although I can see that would break compatabilty with something. Mew once told me that IceTexture's are almost like shaders, but that's not what I need right now, I'm talking about effects like, the film grain texture used in UT2004's assault briefings, and stuff like that.

Making animated texture frames by hand just to accomplish some effects I like to use is a real pain for me, and if something like shaders, combiners, etc were possible one day I'd like it. But I'll accept the fact if Unreal Engine 1.5 can't handle it. (Yes I said Unreal Engine 1.5 because, if 227 is using UT 436's base code, or something then I guess it is 1.5, I read Wikipedia don't blame me)


Seeing how Decals are enabled in 227, does this mean shadows will be limited to the simple "blob" shadows as seen in UT99? Or are there plans of enabling those real-time shadows I've seen in screenshots on some posts here in these forums, and elsewhere.


I'd like to see mapvoting to, if it's not already implemented. But aren't there mutators already working in 227 to handle that? Though I read UTeamFix has missing footstep sounds, or something.


I like the new functions you did though Smirftsch, it gives me tons of ideas for some rather unique mods that come out of my insane mind. I wonder if I can code texture specific ballistics one day.

I really can't wait for this to be finished. But I'll be patient as long as I can.

-Fenix

Re: 227 beta is released

Posted: Mon Dec 31, 2007 2:12 am
by TCP_Wolf
will the final ver of 227 have any sort of mapvoting or mutatorvoting?  its a feature from edm i found really useful.  Used to be I'd just run a server for each gametetype I (or my clan) was interested in (Serpentine, Infiltration, TDM, DM, UT weapons, Instagib, etc..)  I found it easier to run 1 server with EDM and the mutatorvote so peeps could pick what they want, and I only had to run a couple servers.  
I believe stuff like this is better done through mods.

Dots' mapvote is very nice and powerful already, you can vote for different game types already, don't know about mutators (note: may not work with current beta if it uses an inventory item for the mapvote command but I don't know the mod that detailed).

Re: 227 beta is released

Posted: Mon Dec 31, 2007 5:35 am
by fxsr789
Oh Wolf you're right, Dots' MapvoteHandler, of course there are also numerous gametypes that support this already, Maybe a mapvote mutator should be bundled in a 227 final release.

I did notice one thing wrong with Unreal, mostly the limited functionality of scripted textures. Mew told me that drawtile on a scripted texture uses a incorrect palette (Orange or something, Idk) I've never used ScriptedTextures throughly so I don't know, the only scriptedtexture work I ever did was a simple radar texture, that displayed actual moving blips in real time, I have NO idea why I coded that though, but I still have it with me, fun to use though. I never got the time to check 227 out fully though, I'll have more time later.

It's still a wonderful patch, Smirftsch. Keep up the good work. Especially those nice improvements on the OpenGL driver. And your inclusion of decals which are my favorite thing to mess around with IN Unreal and UT99, hahaha.

-Fenix

Re: 227 beta is released

Posted: Mon Dec 31, 2007 2:28 pm
by hLk_Havok
imo one of the really nice parts about this patch is the way it handles new video cards. For years we have had to talk people through tweaking their video, installing glide wrappers, etc.. to get the game to look decent (unless they had a 3dfx card). This should make it aimpler for the player new to unreal. I think a lot of peeps that might have gotten the game now dont bother to try the options, they see software rendering and just move on to a better looking game w/o giving unreal 1 a chance. With any luck this patch will help alleviate the issues new players might have upon install, and perhaps keep a few of them around.

Re: 227 beta is released

Posted: Mon Dec 31, 2007 3:56 pm
by Smirftsch
thankya all :)
feels good to see that all the work over the years is appreciated.
Indeed, I have to say that I'm pretty satisfied so far with the result. Some bugs of course, most of em I was able to fix already, but it could have been way worse. All the engine changes, the fixes for new vc++, because its more strict, the work to make it compatible with gcc also for the linux port, and and and...

Re: 227 beta is released

Posted: Mon Dec 31, 2007 5:04 pm
by hLk_Havok
will the final ver of 227 have any sort of mapvoting or mutatorvoting?  its a feature from edm i found really useful.  Used to be I'd just run a server for each gametetype I (or my clan) was interested in (Serpentine, Infiltration, TDM, DM, UT weapons, Instagib, etc..)  I found it easier to run 1 server with EDM and the mutatorvote so peeps could pick what they want, and I only had to run a couple servers.  
I believe stuff like this is better done through mods.

Dots' mapvote is very nice and powerful already, you can vote for different game types already, don't know about mutators (note: may not work with current beta if it uses an inventory item for the mapvote command but I don't know the mod that detailed).
tried dots mapvote, can see the modified console, but nothing else, showvotemenu does not appear to work (unless I messed up again, lol). This is also the same thing that happened when I had edm loaded, could get to 1st edm screen, but mapvote or map/mutatorvote options showed nothing. I since loaded the test server from scratch and tried dots mapvote instead. same results.

[img]http://www.hlkclan.net/images/227patch/votemenu.jpg[/img]
I was thinking it would be nice to have a mapvote built in, w/o having to run a 3rd party mod.

Re: 227 beta is released

Posted: Mon Dec 31, 2007 9:55 pm
by []KAOS[]Casey
Could always just insert dots mapvote, that thing is so powerful I don't see why not

Re: 227 beta is released

Posted: Mon Dec 31, 2007 11:35 pm
by -Hurrikan-
I think it will be fixed in next patch

Smirftsch wrote:
Exec Function Handling "Error" - fixed



AND HAPPY NEW YEAR! ^^

Re: 227 beta is released

Posted: Wed Jan 02, 2008 12:15 am
by BrakeDanceJ
ye the caps or not is a issue i have not had to deal with in previous redirect servers (UT2004, UT3) as yet. Im thinking it might be how im spelling it during compression. Some files work, some dont, I have been running a packet sniffer to grab the 401 file not found errors and then correct the spelling. If this really takes off perhaps those of us with web servers and bandwidth could offer a public redirect. course we'd have to agree on spelling. :-)
I'd step forth and volunteer to be a community file host. UnrealDestination has remained just an unused and buggy map search engine and a home for my private projects for near 5 years now. I'd love to revamp it and offer file hosting. Server is on OC192 in Chicago and has plenty of space left. I've also been working on resurrecting the Yellow Submarine Server (http://riot-girl.net)

Re: 227 beta is released

Posted: Wed Jan 02, 2008 1:22 pm
by TCP_Wolf
Resurrect it? It's running ut2k4 TAM with tons o' good old lag and hilarious ammo settings :D

Re: 227 beta is released

Posted: Wed Jan 02, 2008 2:48 pm
by Hyper
[...]
I'd step forth and volunteer to be a community file host. UnrealDestination has remained just an unused and buggy map search engine and a home for my private projects for near 5 years now. I'd love to revamp it and offer file hosting. Server is on OC192 in Chicago and has plenty of space left. I've also been working on resurrecting the Yellow Submarine Server (http://riot-girl.net)
Nice! I've got some great memories of that server. Do you still have the old forum as well? I used to be regged there.

Re: 227 beta is released

Posted: Wed Jan 02, 2008 8:56 pm
by Zeke
Oh hell yea! Installed it, can't wait to use it.