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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
Assign packages to UnrealEd?
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Assign packages to UnrealEd?
Is it possible to assign different packages, like Textures, Sounds, Music, Code etc. to UnrealEd in WinXP-64 like the Maps are assigned? Like, it has a special icon, and when you double click, it automatically launches UEd and loads the package? The maps are simply assigned by "Path/To/UnrealEd.exe" "%1", but apparently that won't work with other packages.
- Hellkeeper
- Global Moderator
- Posts: 3270
- Joined: Wed May 21, 2008 8:24 pm
- Location: France
- Contact:
Re: Assign packages to UnrealEd?
I don't think it's possible with current Unrealed.
For custom icons though, you have to add an entry to your CURRENT secion of the register, and add a new key specifying the path to the icon you have. I made this once, when i found a custom pack of icons for unrealed, but i have a new system so i didn't remade this.
For custom icons though, you have to add an entry to your CURRENT secion of the register, and add a new key specifying the path to the icon you have. I made this once, when i found a custom pack of icons for unrealed, but i have a new system so i didn't remade this.
You must construct additional pylons.
- Buster
- Global Moderator
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- Joined: Wed Jun 08, 2005 3:02 am
Re: Assign packages to UnrealEd?
I don't think it is either. Just to be clear on things, you're asking if a new package can be added, which will replace one a map uses? That kind of thing.
A few people have told me it's possible, but their explaination was lost on me, so I've not tried it myself.
A few people have told me it's possible, but their explaination was lost on me, so I've not tried it myself.
Gatherstone - Unreal by Design
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
https://gatherstone.oldunreal.com
OK - he falls
Keep it Unreal !!
:-)_~
- Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: Assign packages to UnrealEd?
No, he means that if you double click on a map (assuming everything is set up right in windows, anyways), it'll open Ued on that map. he's asking if it's possible to have it so when you double click on a texture, sound, etc in windows to have it be loaded in Ued, as opposed to having to goto the correct tab, goto open, etc.
While it is possible to change file extension associations manually in windows, you can't make Ued actually use it. I'm pretty sure I tried it myself a few years ago. All you should be able to do is make Ued start when you double click on a texture. Ued won't actually load it or anything. However, it should be possible to modify that for a newer 227 build, if smirf thinks it's feasible and worth it.
While it is possible to change file extension associations manually in windows, you can't make Ued actually use it. I'm pretty sure I tried it myself a few years ago. All you should be able to do is make Ued start when you double click on a texture. Ued won't actually load it or anything. However, it should be possible to modify that for a newer 227 build, if smirf thinks it's feasible and worth it.
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
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
Re: Assign packages to UnrealEd?
Yep UED doesn't open textures, sounds, etc. as maps. Maps (*.unr) for UED are just like (*.psd) for PhotoShop. It's just the difference that PhotoShop opens "gradient", "shape", etc. files too (Open With > Photoshop) and UED doesn't do the same with textures and sounds. I hope this cleares things up.
☆
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Assign packages to UnrealEd?
Aww 
And Hellkeeper, why such a hacky method, go to CP->Folder Options->File Types->Add.
And Hellkeeper, why such a hacky method, go to CP->Folder Options->File Types->Add.
- Bane
- OldUnreal Member
- Posts: 493
- Joined: Sun Mar 03, 2002 6:32 pm
Re: Assign packages to UnrealEd?
Why would you have 227 modify the registry when it wouldn't DO anything useful? I didn't even SUGGEST anything like that.I'd rather 227 not mess with the Windows registry [glow=yellow,2,300]period.[/glow]No, he means that if you double click on a map (assuming everything is set up right in windows, anyways), it'll open Ued on that map. he's asking if it's possible to have it so when you double click on a texture, sound, etc in windows to have it be loaded in Ued, as opposed to having to goto the correct tab, goto open, etc.
While it is possible to change file extension associations manually in windows, you can't make Ued actually use it. I'm pretty sure I tried it myself a few years ago. All you should be able to do is make Ued start when you double click on a texture. Ued won't actually load it or anything. However, it should be possible to modify that for a newer 227 build, if smirf thinks it's feasible and worth it.
As I said, the problem is with Ued. It's easy to change file associations manually, and an installer could do it as well. But without modifying Ued there'd be no point.
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
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Assign packages to UnrealEd?
Period? No way, stick to Full Stop.
And there's no need to change the registry if you wish to make something easy, and if there are tools for that. The "Browse..." button is a life saver, really.
So, back on topic, can this be in 227?
And there's no need to change the registry if you wish to make something easy, and if there are tools for that. The "Browse..." button is a life saver, really.
So, back on topic, can this be in 227?
- Smirftsch
- Administrator
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Re: Assign packages to UnrealEd?
no idea how much work this means. Can't tell yet.
Sometimes you have to lose a fight to win the war.
- [§Ŕ] ŤhěxĐâŕkśîđěŕ
- OldUnreal Member
- Posts: 4425
- Joined: Wed Sep 03, 2008 8:19 am
- GreatEmerald
- OldUnreal Member
- Posts: 5347
- Joined: Mon May 21, 2007 2:30 pm
Re: Assign packages to UnrealEd?
OK, have to admit that the File Types dialog is bugged >_< It won't save my preferences... So what's the registry way again? 



