i still lurk plenty but only 15 posts in 4 years.i'll have to try harder 8-)hund_schraube? its been a while i read this name. Indeed a larger crosshair might be something to think about.
For direct access use https://forums.oldunreal.com
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
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
THE 227 question...
- hund_schraube
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Re: THE 227 question...
- TCP_Wolf
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Re: THE 227 question...
Larger crosshairs... oh my if you play at 1600x1200 it's your own fault you can't see it in my opinion LOL
-=]HONESTY PAYS[=-
- snakehunt3r
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Re: THE 227 question...
Ehhh, will there be a 227 Patch for Unreal Gold or only for Unreal? O.o
- DieHard SCWS
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Re: THE 227 question...
The patch will cover any Unreal version, Unreal224, Unreal225f, Unreal226, UnrealGold, Anthology UnrealGold.
The only version that is excluded as far as i know is UnrealMAC.
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The only version that is excluded as far as i know is UnrealMAC.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- ...>next>..
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Re: THE 227 question...
Happy new Year to all unreal lovers 
Im not sure if someone mentioned before.
I would like to see an easy way to save unreal cache downloads. Something like cache.ini used in ut would be nice. Now its nearly imposible to retrive any cool stuff within cache.
Im not sure if someone mentioned before.
I would like to see an easy way to save unreal cache downloads. Something like cache.ini used in ut would be nice. Now its nearly imposible to retrive any cool stuff within cache.
- Shivaxi
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Re: THE 227 question...
Theres a MAC version of unreal? cool!
The only version that is excluded as far as i know is UnrealMAC.
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- PRIMEVAL
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- [C]smokedham
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Re: THE 227 question...
227 patch dead? :-?
no word on da patch n months n Smirftsch da only person left workin on 227?
no word on da patch n months n Smirftsch da only person left workin on 227?

- Smirftsch
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Re: THE 227 question...
nah, ain't dead. Indeed we are getting closer everyday. Its simply way way more work than expected in the end. Some "helpers" left, some others came in. Indeed i managed some things, we were not thinking about in the first place. And we are really short from a first beta. Basicly 227 is working clean and stable already 
Sometimes you have to lose a fight to win the war.
- Shivaxi
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- BrakeDanceJ
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Re: THE 227 question...
Forget about a beta, when can I get a pre-pre-pre-pre experimental alpha release? 
- Smirftsch
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Re: THE 227 question...
lol, not before the anticheat protection is in place and working. Before that it would be a to big risk to have a 227 version which could be abused...
And when its done every single package need to included there, which means we should have done everything else too, because it'll be a lot of work again for every version we release.
So i in theory could release a working version right now, but...
And when its done every single package need to included there, which means we should have done everything else too, because it'll be a lot of work again for every version we release.
So i in theory could release a working version right now, but...
Last edited by Smirftsch on Fri Jul 13, 2007 5:58 am, edited 1 time in total.
Sometimes you have to lose a fight to win the war.
- TCP_Wolf
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Re: THE 227 question...
Oh yea, that's right Smirftsch, thanks for blaming me ... 
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- Buster
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Re: THE 227 question...
I don't blame you Wolf ... LoL. 
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https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
- Smirftsch
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Re: THE 227 question...
gah, this isnt about blaming someone, its just the order of things to do. The anticheat protection couldnt be done in an earlier stage, and it simply takes the time it needsOh yea, that's right Smirftsch, thanks for blaming me ...
If i would have been faster, it might be complete now also, so in the first place i would have to blame me for not having more time
Sometimes you have to lose a fight to win the war.
- Pitbull
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Re: THE 227 question...
He's just yanking your chain. ;D To put things in perspective though, alot of games have been rushed onto the market causing many problems. I'm sure everyone would agree that waiting for a proper release is worth any amount of time needed. ;)gah, this isnt about blaming someone, its just the order of things to do. The anticheat protection couldnt be done in an earlier stage, and it simply takes the time it needsOh yea, that's right Smirftsch, thanks for blaming me ...
If i would have been faster, it might be complete now also, so in the first place i would have to blame me for not having more time
Upon this rock I will build my church
LOADING HATERS..████████████] 99% Complete.
LOADING HATERS..████████████] 99% Complete.
- Shivaxi
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Re: THE 227 question...
Haha...well, if therez one person u can trust Smirf...its me...but ofcourse everyone will be like "oh yeah u can trust me too!" lol...so im not gonna egg on the subject...
HOWEVER!! I really think you should get Pcube to help you...and possibly Cheese to...but mostly Pcube (no offense Cheese
) because Pcube is like UBER with these kinda things...i can contact him for ya if you'd like? 
Oh btw...TODAY IS MY BIRTHDAY!!! WOOHOOOO!!!!!

HOWEVER!! I really think you should get Pcube to help you...and possibly Cheese to...but mostly Pcube (no offense Cheese
Oh btw...TODAY IS MY BIRTHDAY!!! WOOHOOOO!!!!!
Last edited by Shivaxi on Fri Jul 13, 2007 1:31 pm, edited 1 time in total.
- [C]smokedham
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Re: THE 227 question...
tru, also is 227 gonna fix lag spikin dat wireless networks produce n warpy playerpawns caused by da player's wireless network?He's just yanking your chain.To put things in perspective though, alot of games have been rushed onto the market causing many problems. I'm sure everyone would agree that waiting for a proper release is worth any amount of time needed.
SA dun wanna match C til dis is fix'd since sum C's aswell as myself warp out servers n across da screen due 2 wireless networkin
hb shiv
Last edited by [C]smokedham on Mon Jul 16, 2007 2:57 pm, edited 1 time in total.

- Pitbull
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Re: THE 227 question...
That is not related to unreal. Wireless sucks for gaming. Use a wired router if ya want to game.
tru, also is 227 gonna fix lag spikin dat wireless networks produce n warpy playerpawns caused by da player's wireless network?
SA dun wanna match C til dis is fix'd since sum C's aswell as myself warp out servers n across da screen due 2 wireless networkin
Upon this rock I will build my church
LOADING HATERS..████████████] 99% Complete.
LOADING HATERS..████████████] 99% Complete.
- DieHard SCWS
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Re: THE 227 question...
tru, also is 227 gonna fix lag spikin dat wireless networks produce n warpy playerpawns caused by da player's wireless network?
SA dun wanna match C til dis is fix'd since sum C's aswell as myself warp out servers n across da screen due 2 wireless networkin
hb shiv how old?
I agree with Pitbull there lol. Thats kinda asking the electra company if they can stear and adjust the poweroutlet in the powerplant to fix the broken lightbulbs at your home.
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DìèHárd»§ÇW§ http://www.celticwarriors.net and http://www.unrealtexture.com
- Shivaxi
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- Buster
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Re: THE 227 question...
DieHard quote: "I agree with Pitbull there lol. Thats kinda asking the electra company if they can stear and adjust the poweroutlet in the powerplant to fix the broken lightbulbs at your home."
VERY well said, my friend. Look out Shakespeare, here comes DieHard !!
VERY well said, my friend. Look out Shakespeare, here comes DieHard !!
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
- BrakeDanceJ
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Re: THE 227 question...
Hey,
I know you've probably recieved a bajillion and a half feature-requests, but there are two things that I would really love to see, and have been playing around with for a while now.
-Proper stats collection
-UT-type webmin panel.
The first has already been addressed a few ways. My original solution (http://unrealdestination.com/home.php) relied on a cron job running every few min on a linux server. This would query the server, and based on map name determine if the map had changed, store, track, calculate, and add figures into MySQL. Wolf wrote UGHStats (http://ughstats.thenerdnetwork.net), which is great, but requires a 3rd party tool for moving stats from the file to the database. For machines multiple servers this wouldn't be practical or easy to manage. Stats management would be more efficient if the game actually opened a socket and wrote to SQL, or even an HTTP POST to a php 'handler'. Neither Wolf's nor my solution currently support weapon statistics.
Didn't Unreal originally partially support ngWorldStats? Start a server and look at the settings. You'll see web paths there. How hard would it be to reconstruct the web-end of it, and just rework the ngworld code? I'm not sure what portion of it was actually added to Unreal. I'd be up for re-coding all the web-side of everything, and even hosting the system @ unrealdestination
The UT-type webmin panel. Not a full-blown web server in the game though. How about expanding the serverquery code to support authentication and command passing? A PHP web panel could then simply use fsock or fopen to communicate with the server.
Just my $.02,
BrakeDanceJ
I know you've probably recieved a bajillion and a half feature-requests, but there are two things that I would really love to see, and have been playing around with for a while now.
-Proper stats collection
-UT-type webmin panel.
The first has already been addressed a few ways. My original solution (http://unrealdestination.com/home.php) relied on a cron job running every few min on a linux server. This would query the server, and based on map name determine if the map had changed, store, track, calculate, and add figures into MySQL. Wolf wrote UGHStats (http://ughstats.thenerdnetwork.net), which is great, but requires a 3rd party tool for moving stats from the file to the database. For machines multiple servers this wouldn't be practical or easy to manage. Stats management would be more efficient if the game actually opened a socket and wrote to SQL, or even an HTTP POST to a php 'handler'. Neither Wolf's nor my solution currently support weapon statistics.
Didn't Unreal originally partially support ngWorldStats? Start a server and look at the settings. You'll see web paths there. How hard would it be to reconstruct the web-end of it, and just rework the ngworld code? I'm not sure what portion of it was actually added to Unreal. I'd be up for re-coding all the web-side of everything, and even hosting the system @ unrealdestination
The UT-type webmin panel. Not a full-blown web server in the game though. How about expanding the serverquery code to support authentication and command passing? A PHP web panel could then simply use fsock or fopen to communicate with the server.
Just my $.02,
BrakeDanceJ
- Bane
- OldUnreal Member
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Re: THE 227 question...
The webadmin sounds interesting, but I don't think it'd be worth delaying the 227 patch anymore for it. Maybe as an afterthought release or something.
The stat log should be implementable in UScript. I've never handled any databases or used any internet connection functions, but I believe that one could just make a new stat log class, set it as the world log, and have that statlog use unreal's tcplink class (The chat linker that was made by PCube and posted on this forum is an example) to communicate with the stat server, making it event-driven so you don't need to query the server.
The stat log should be implementable in UScript. I've never handled any databases or used any internet connection functions, but I believe that one could just make a new stat log class, set it as the world log, and have that statlog use unreal's tcplink class (The chat linker that was made by PCube and posted on this forum is an example) to communicate with the stat server, making it event-driven so you don't need to query the server.
Author of Hide and Seek mod, and the NALIBALL mod
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
Hide and Seek can be downloaded from:
http://HideNSeek.5u.com
- TCP_Wolf
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