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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
Unreal, UT and RtNP improvements
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Unreal, UT and RtNP improvements
What do you think should be improved in TotallyUnreal games (Includes UT, U1, RtNP, UGold, UAnthology etc.)? I wonder what is the most-wanted improvement that could actually be done to all of those games. Maybe some of the ideas could be done and maybe included in 227 patch (you can suggest things that already are there but not implemented into other TotallyUnreal games). So what do you think what should be imporoved?
My list: I should say that TotallyUnreal games need sound improvent the most. Some suggestions:
Footstep sounds (227 almost impletented - neds work on UT) - different sounds when walking on different surfaces, like rock, metal, plastic etc., also different sounds for both legs (when left goes on sand and right on metal). A nice example of that is Unreal 2!
Falling sounds: they should be different for different falling situations. If you fall from like 1 meter, then you should say a small "ooof" and if you drop off 20 meters it could then be a longer "Aaaah!". Then when falling from a very long distance, your character should start screaming ("aaaaaAAAAAAAAAA!"). A good example is SkyTown, when you fall off you hear yourself screaming (but it is not real). That should be made elsewhere (like when falling off NyLeve, Sunspire etc. and in multiplay maps).
Item pickup sounds: That would be great help and quite an easy improvement. Different weapons and ammo should have different sounds. Like in UT2004, it's a very good feeling when you pick up a shock core!
Also, most people should have OpenAL and more maps should use the sound templates, like Room, Hall, Outside etc. They add much more to the game. Also, people could use Nitrogen zones in maps, they are very rare now. Like, there could be Deck15 with Nitrogen instead of engine coolant.
In Unreal, there should be announcers. At lest to know the remaining time, to track if you won or not etc.
Graphics: there could be footprints (227 work; should be in UT). URP and UTRP are good projects and should be developed.
Interface & tools: Unreal should have one-rocket eightball option like UT has (shoots out one as fast as it loads it).
In UT, there could be better translocator support, like it is in UT2004: bots should not only teleport from set places to other set places, but should move around with them (espacially in CTF). Unreal could have a translocator as well.
MaterialTriggers: some triggers should be material, that is, you choose yourself whether you want to trigger it or not. Example: Unreal 2.
Then there could be a Sunlight actor like in other Unreal Tournament games. That would help a lot!
Maybe I forgot something, but anyway, you can comment and suggest more!
My list: I should say that TotallyUnreal games need sound improvent the most. Some suggestions:
Footstep sounds (227 almost impletented - neds work on UT) - different sounds when walking on different surfaces, like rock, metal, plastic etc., also different sounds for both legs (when left goes on sand and right on metal). A nice example of that is Unreal 2!
Falling sounds: they should be different for different falling situations. If you fall from like 1 meter, then you should say a small "ooof" and if you drop off 20 meters it could then be a longer "Aaaah!". Then when falling from a very long distance, your character should start screaming ("aaaaaAAAAAAAAAA!"). A good example is SkyTown, when you fall off you hear yourself screaming (but it is not real). That should be made elsewhere (like when falling off NyLeve, Sunspire etc. and in multiplay maps).
Item pickup sounds: That would be great help and quite an easy improvement. Different weapons and ammo should have different sounds. Like in UT2004, it's a very good feeling when you pick up a shock core!
Also, most people should have OpenAL and more maps should use the sound templates, like Room, Hall, Outside etc. They add much more to the game. Also, people could use Nitrogen zones in maps, they are very rare now. Like, there could be Deck15 with Nitrogen instead of engine coolant.
In Unreal, there should be announcers. At lest to know the remaining time, to track if you won or not etc.
Graphics: there could be footprints (227 work; should be in UT). URP and UTRP are good projects and should be developed.
Interface & tools: Unreal should have one-rocket eightball option like UT has (shoots out one as fast as it loads it).
In UT, there could be better translocator support, like it is in UT2004: bots should not only teleport from set places to other set places, but should move around with them (espacially in CTF). Unreal could have a translocator as well.
MaterialTriggers: some triggers should be material, that is, you choose yourself whether you want to trigger it or not. Example: Unreal 2.
Then there could be a Sunlight actor like in other Unreal Tournament games. That would help a lot!
Maybe I forgot something, but anyway, you can comment and suggest more!
- Seth
- OldUnreal Member
- Posts: 57
- Joined: Sun Jan 22, 2006 5:04 pm
Re: Unreal, UT and RtNP improvements
They should make an ST3C skaarj model. That would be cool.
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal, UT and RtNP improvements
I wouldn't scream like hell if I fell from a long fall.
I'm not that much of a wuss.
I'm not that much of a wuss.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal, UT and RtNP improvements
Well, try and see
Lol JK.
Here's a small sample from U2: http://www.supload.com/sound_confirm.php?get=105227199.wav
And S3TC for Skaarj, hmm, wonder how that would look
Here's a small sample from U2: http://www.supload.com/sound_confirm.php?get=105227199.wav
And S3TC for Skaarj, hmm, wonder how that would look
- スマイル・ドラゴン
- OldUnreal Member
- Posts: 1263
- Joined: Sun Feb 10, 2008 9:07 pm
Re: Unreal, UT and RtNP improvements
I can get the original UAX's from my unreal 2 disc's if I want to. But seriously I wouldn't scream like hell if I was falling without something to break my fall.
S3TC = DXT_1? In that case Unreal needs support of the other DXT formats if possible.
S3TC = DXT_1? In that case Unreal needs support of the other DXT formats if possible.
I am the dragon without a name.
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
Ðàrk-_¦_-Ñïght.: / κυνικός Δράκων / スマイル・ドラゴン / Draco Nihil
- DieHard SCWS
- Global Moderator
- Posts: 2064
- Joined: Sun Mar 16, 2003 11:33 pm
Re: Unreal, UT and RtNP improvements
Since you guys are talking about this, how similar are the UnrealII, UT2003, UT2004 Skaarj skin textures compared to Unreal ?
I never had time for this, but can those skins be used for Unreal? In that case its a simple to done update, if the layout is the same.
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I never had time for this, but can those skins be used for Unreal? In that case its a simple to done update, if the layout is the same.
At this moment the Mergetool only seems to support DXT1 and DXT1 including 1 bit Alpha channel. Theoretically Unreal itself should support all version DXT. But it the current Mregertool which is the handycap.S3TC = DXT_1? In that case Unreal needs support of the other DXT formats if possible.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Unreal, UT and RtNP improvements
Look here, you can see all models: http://liandri.beyondunreal.com/Skaarj
And well they are somewhat different, like the colour scheme etc.
And well they are somewhat different, like the colour scheme etc.


