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It's been quite a while since oldunreal had an overhaul, but we are moving to another server which require some updates and changes. The biggest change is the migration of our old reliable YaBB forum to phpBB. This system expects you to login with your username and old password known from YaBB.
If you experience any problems there is also the usual "password forgotten" function. Don't forget to clear your browser cache!
If you have any further concerns feel free to contact me: Smirftsch@oldunreal.com
[227] New flashlight with decal - [UPDATE]
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
[227] New flashlight with decal - [UPDATE]
Since 227 brings us decals
I've did something I've always wanted in U1 - Doom 3-styled flashlight decal. To use it just type: summon U1DFlashlight.UIDFlashlight or summon U1DFlashlight.UIDSearchLight. Texture decal was created by me, and if anyone can use it. Flashlight code was created by UsAaR33, so he's got all the credits for that (I've got his permission for using few of scripts). Here's download link: http://www.sendspace.com/file/1zm6g6
Last edited by Raven on Sun Jan 13, 2008 12:53 pm, edited 1 time in total.

- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Flashlight with dynamic Decal release (for 227
oh my that looks really pretty neat
i've seen some of these for Ut before.
although i have a minor suggestion: wouldn't it be more logical if the decal grows and fades depending on the distance? (i don't know about decal restrictions to realize that though)
although i have a minor suggestion: wouldn't it be more logical if the decal grows and fades depending on the distance? (i don't know about decal restrictions to realize that though)
Last edited by Turboman. on Thu Dec 27, 2007 5:15 pm, edited 1 time in total.
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: Flashlight with dynamic Decal release (for 227
What I've did is just copy/paste from TCO. I'll add this features tomorrow. Also I'm planning to bring more TCO features to U1. ANd maybe Qtit the Brave will convert his Computer Panel to U1 ( and ).

- Turboman.
- OldUnreal Member
- Posts: 897
- Joined: Tue Feb 04, 2003 6:40 pm
Re: Flashlight with dynamic Decal release (for 227
oh my, thats great news! seems 227 is really bridging the gap between u1 and ut modding community 
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: Flashlight with dynamic Decal release (for 227
Updates on this one. Decal changes its size on distance. You can define max distance and growing factor. Here's link: http://www.sendspace.com/file/1zm6g6
EDIT:
I'm working on fake projectors for U1. It'll allow mappers to create decal using special actor. Decal will be able to trace other actor's rotation/position, change size in distance (grow or shrink). Right now I'm adding new features. I'll try to release public beta next week.
EDIT:
I'm working on fake projectors for U1. It'll allow mappers to create decal using special actor. Decal will be able to trace other actor's rotation/position, change size in distance (grow or shrink). Right now I'm adding new features. I'll try to release public beta next week.
Last edited by Raven on Sun Dec 30, 2007 2:57 pm, edited 1 time in total.

-
sm1key
Re: [227] New flashlight with decal - release
hey raven,
I realy love to use that computer system for our StargateSG1 mod command center for gate controle etc .. me and Diehard talked about thise , (have also seein thise on youtube)
I realy love to use that computer system for our StargateSG1 mod command center for gate controle etc .. me and Diehard talked about thise , (have also seein thise on youtube)
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: [227] New flashlight with decal - release
I was gonna ask that on the SP forums, if they were willing to do a port to Unreal for the Computer Panel. Aside to Sm1keys remark, yeah i saw it a month ago for the first time, and it would be pretty awsome if this could be used for the SG1 project.
More info on this link:
[url=http://www.unrealtexture.com/Unreal/Website/Projects/SGCProject/SGCProject.htm][glow=yellow,2,300]SGCProject[/glow][/url]
And a small gallery from already done work:
[url=http://www.unrealtexture.com/Unreal/Website/Projects/SGCProject/Gallery.htm][glow=yellow,2,300]Gallery[/glow][/url]
All together some 2600 brandnew never seen textures have been created for that project, 25% is actually being used in the map, and the additional 75% has been added for other mappers that want to make spinofs (like Sm1key is doing) or unrelated maps and mods.
The Computer Panel could be very usefull to make the Chefrons lock while dialing in to another planet, in this case Abydos.
Lack of time prevented me from asking, but maybe you could pull some strings there...... Obviously it would also be a super cool addon to any other Unreal mapper
.
.
.
More info on this link:
[url=http://www.unrealtexture.com/Unreal/Website/Projects/SGCProject/SGCProject.htm][glow=yellow,2,300]SGCProject[/glow][/url]
And a small gallery from already done work:
[url=http://www.unrealtexture.com/Unreal/Website/Projects/SGCProject/Gallery.htm][glow=yellow,2,300]Gallery[/glow][/url]
All together some 2600 brandnew never seen textures have been created for that project, 25% is actually being used in the map, and the additional 75% has been added for other mappers that want to make spinofs (like Sm1key is doing) or unrelated maps and mods.
The Computer Panel could be very usefull to make the Chefrons lock while dialing in to another planet, in this case Abydos.
Lack of time prevented me from asking, but maybe you could pull some strings there...... Obviously it would also be a super cool addon to any other Unreal mapper
.
.
.
DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: [227] New flashlight with decal - release
I'll do what I can, but COmputer Panel is not my work (it is being developed by Qtit The Brave), and I can try to convert only when he finish it.

- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: [227] New flashlight with decal - release
I've updated Decal Flashlight. Now there's mutator, so you can replace flashlight in SP or Coop. One bug which prevents to spawn decal in some angle was fixed, and now everything should work fine. Here's link: http://www.sendspace.com/file/u5obpf
EDIT: I've changed whole code, and decal properties
.
EDIT: I've changed whole code, and decal properties
Last edited by Raven on Sun Jan 13, 2008 3:38 pm, edited 1 time in total.

- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: [227] New flashlight with decal - [UPDATE]
OOOH! May I use this in my map pack? It's horror based so since this is based off of Doom 3 (which is, surprise, horror based) it might work well in the maps.
EDIT: Maaaaybe not so well. I was testing the flashlight in ExtremeDark, and sometimes it would leave behind these huge black squares on surfaces. Then Unreal crashed. You might wanna take a look at that.
EDIT: Maaaaybe not so well. I was testing the flashlight in ExtremeDark, and sometimes it would leave behind these huge black squares on surfaces. Then Unreal crashed. You might wanna take a look at that.
Last edited by KillerSkaarj on Fri Jan 25, 2008 4:29 am, edited 1 time in total.
- Raven
- OldUnreal Member
- Posts: 311
- Joined: Fri Jun 10, 2005 5:10 am
Re: [227] New flashlight with decal - [UPDATE]
If you could make some screenshots, and send me the log file, then maybe I could fix it. Oh, and if anyone would like to use it, there's no problem. I've even added mutator, so you can chose to use standard or these flashlight.

- KillerSkaarj
- OldUnreal Member
- Posts: 935
- Joined: Fri Jan 25, 2008 2:04 am
Re: [227] New flashlight with decal - [UPDATE]
Uhhh sure hold on... expect a PM as soon as I can recreate the bug.
EDIT: Ugh, for some reason the log is cut off and all the screenshots I took didn't appear.
EDIT: Ugh, for some reason the log is cut off and all the screenshots I took didn't appear.
Last edited by KillerSkaarj on Mon Jan 28, 2008 2:38 am, edited 1 time in total.
- .:..:
- OldUnreal Member
- Posts: 1637
- Joined: Tue Aug 16, 2005 4:35 am
Re: [227] New flashlight with decal - [UPDATE]
Seams as Screenshot feature is broken on 227, no matter how many times I press F9, it wont take any screenshots.
(ಠ_ಠ)1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD
-
fxsr789
Re: [227] New flashlight with decal - [UPDATE]
I remember some time ago, I was playing in a window, and taking a screenshot results in this monochrome, utterly screwed up mirroring mess.
I loaded up in some image program and it reported that "The data stream is truncated".
It's a wth.
- Fenix
I loaded up in some image program and it reported that "The data stream is truncated".
It's a wth.
- Fenix
