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Re: THE 227 question...

Posted: Wed Nov 29, 2006 1:57 am
by hund_schraube
hund_schraube? its been a while i read this name. Indeed a larger crosshair might be something to think about. :)
i still lurk plenty but only 15 posts in 4 years.i'll have to try harder 8-)

Re: THE 227 question...

Posted: Thu Dec 14, 2006 12:36 pm
by TCP_Wolf
Larger crosshairs... oh my if you play at 1600x1200 it's your own fault you can't see it in my opinion LOL

Re: THE 227 question...

Posted: Mon Jan 01, 2007 1:18 am
by snakehunt3r
Ehhh, will there be a 227 Patch for Unreal Gold or only for Unreal? O.o

Re: THE 227 question...

Posted: Mon Jan 01, 2007 2:40 am
by DieHard SCWS
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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Re: THE 227 question...

Posted: Tue Jan 02, 2007 10:19 pm
by ...>next>..
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.

Re: THE 227 question...

Posted: Tue Jan 09, 2007 6:33 pm
by Shivaxi

The only version that is excluded as far as i know is UnrealMAC.
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Theres a MAC version of unreal? cool!

Re: THE 227 question...

Posted: Mon May 14, 2007 9:33 pm
by PRIMEVAL
Don't care, more features / secure

Re: THE 227 question...

Posted: Wed Jul 11, 2007 11:29 pm
by [C]smokedham
227 patch dead? :-?

no word on da patch n months n Smirftsch da only person left workin on 227?

Re: THE 227 question...

Posted: Thu Jul 12, 2007 6:31 am
by Smirftsch
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 :)

Re: THE 227 question...

Posted: Thu Jul 12, 2007 2:01 pm
by Shivaxi
woot! go Smirf! ;D

Any idea when a beta will come out? :-?

Re: THE 227 question...

Posted: Fri Jul 13, 2007 12:24 am
by BrakeDanceJ
Forget about a beta, when can I get a pre-pre-pre-pre experimental alpha release? :)

Re: THE 227 question...

Posted: Fri Jul 13, 2007 5:55 am
by Smirftsch
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...

Re: THE 227 question...

Posted: Fri Jul 13, 2007 6:23 am
by TCP_Wolf
Oh yea, that's right Smirftsch, thanks for blaming me ... :-X

Re: THE 227 question...

Posted: Fri Jul 13, 2007 7:30 am
by Buster
I don't blame you Wolf ... LoL. :D

Re: THE 227 question...

Posted: Fri Jul 13, 2007 10:33 am
by Smirftsch
Oh yea, that's right Smirftsch, thanks for blaming me ... :-X
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 needs :)
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 :P

Re: THE 227 question...

Posted: Fri Jul 13, 2007 11:00 am
by Pitbull
Oh yea, that's right Smirftsch, thanks for blaming me ... :-X
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 needs :)
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 :P
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.  ;)

Re: THE 227 question...

Posted: Fri Jul 13, 2007 1:23 pm
by Shivaxi
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 :P) because Pcube is like UBER with these kinda things...i can contact him for ya if you'd like? :P

Oh btw...TODAY IS MY BIRTHDAY!!! WOOHOOOO!!!!! ;D ;D ;D ;D ;D ;D ;D

Re: THE 227 question...

Posted: Mon Jul 16, 2007 2:55 pm
by [C]smokedham
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. ;)
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 :D how old?

Re: THE 227 question...

Posted: Mon Jul 16, 2007 4:13 pm
by Pitbull

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
That is not related to unreal. Wireless sucks for gaming. Use a wired router if ya want to game.

Re: THE 227 question...

Posted: Mon Jul 16, 2007 4:18 pm
by DieHard SCWS
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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Re: THE 227 question...

Posted: Mon Jul 16, 2007 5:53 pm
by Shivaxi
hb shiv :D how old?
16 :)

Re: THE 227 question...

Posted: Tue Jul 17, 2007 1:34 pm
by Buster
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 !! :D

Re: THE 227 question...

Posted: Wed Jul 18, 2007 11:00 pm
by BrakeDanceJ
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

Re: THE 227 question...

Posted: Thu Jul 19, 2007 1:22 am
by Bane
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.

Re: THE 227 question...

Posted: Thu Jul 19, 2007 5:56 am
by TCP_Wolf
:-X