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I has a question about 227...

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KillerSkaarj
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I has a question about 227...

Post by KillerSkaarj »

If I make mods with 227, will they automatically be compatible with 226? I want to make a weapon mod but I'm not too sure about this.
Last edited by KillerSkaarj on Fri Jan 02, 2009 4:26 pm, edited 1 time in total.
Skw

Re: I has a question about 227...

Post by Skw »

I am sure they are compatible. To make sure, test-drive your 227 mods on 226.

Remember, don't use 227's emitters if you want your mods compatible to any previous version.
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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

What about decals?
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: I has a question about 227...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Dunno I make everything in 227e, including maps, mods and .umx files.
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.:..:
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Re: I has a question about 227...

Post by .:..: »

What about decals?
Feature from UT, so no.
Best way to keep compatiblity is just to build the mods in older Unreal versions (224v is best for this in order to keep it compatible with every Unreal version).
1823223D2A33224B0 wrote:...and now im stuck trying to fix everything you broke for the next 227 release xD :P
(ಠ_ಠ)
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Smirftsch
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Re: I has a question about 227...

Post by Smirftsch »

a mod created with 227 CAN be compatible with older versions.
However, since the 227 engine is improved in many ways- and offers a lot of new features, functions and fixes it would be a shame not to use it. But if you use any of these things, it won't be compatible anymore. As dots said already- if you want to make a mod which is 100% compatible for all versions stay with 224 or maybe 225.
Last edited by Smirftsch on Fri Jan 02, 2009 5:06 pm, edited 1 time in total.
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Hyper
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Re: I has a question about 227...

Post by Hyper »

I has ...?

Are you a lolcat maybe?
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Hellkeeper
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Re: I has a question about 227...

Post by Hellkeeper »

NO U
You must construct additional pylons.
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[]KAOS[]Casey
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Re: I has a question about 227...

Post by []KAOS[]Casey »

If I make mods with 227, will they automatically be compatible with 226? I want to make a weapon mod but I'm not too sure about this.
If you can code around an interesting way, you can make a mod in 225f that also uses 227 functions.. but you're limited to properties, or a serverside actor with stub functions. be creative.

Like if you want prelogin IP you could use
local string IP;
IP=Level.Game.GetPropertyText("LastPreloginIP");
if (IP ~= "")
log("IP is none, either nobody logged in or pre 227 server")

But generally just use 225f if you want to make it fully compatible.

people who use 224 may have issues with meshes but i blame sweeney
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: I has a question about 227...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

I'z a lolcat.
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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

Actually, I'm not looking to add any fancy new features until I get better with Uscript.

Anyways, the mod I have made was made in 227 and works fine in 226. If anyone could test it in 225 and 224, please do so. I have uploaded a beta version of the mod on my website (see signature).

And Hyper, yes, I was thinking about lolcats when I made the thread. :D

EDIT: Can anyone please tell me how to make weapon replacement mutators? I would really appreciate it.
Last edited by KillerSkaarj on Sat Jan 03, 2009 7:02 am, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: I has a question about 227...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Let's say that you want to replace all Stingers with ASMDs.

Code: Select all

class MyMutator expands Mutator;
function bool CheckReplacement(Actor Other,out byte bSuperRelevant)
{
if(Other.class==Class'Stinger')
{
ReplaceWith(Other,"UnrealShare.ASMD");
return false;
}
BTW, here's my half-working mutator, if somebody could tell me what's wrong that would be so cool:

Code: Select all

class BSMut expands Mutator;
function bool CheckReplacement(Actor Other,out byte bSuperRelevant)
{
if(Other.class==Class'DispersionPistol')
{
ReplaceWith(Other,"UnrealI.QuadShot");
return false;
}
if(Other.class==Class'WeaponPowerUp')
{
ReplaceWith(Other,"UnrealI.Shells");
return false;
}
if(Other.class==Class'Shells'&&Ammo(Other).MaxAmmo==Ammo(Other).Default.MaxAmmo)
{
Ammo(Other).MaxAmmo=5200;
Ammo(Other).AmmoAmount=Ammo(Other).MaxAmmo;
return true;
}
return true;
}
function Class MyDefaultWeapon()
{
return class'UnrealI.QuadShot';
}
Everything is actually fine, but I can't find a way to modify the default weapon's starting ammo.
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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

Ok, I made the mutator, but whenever I try to open a map with it, it crashes and tell me "Failed to spawn player actor" WTF!?!??!
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GreatEmerald
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Re: I has a question about 227...

Post by GreatEmerald »

Try spectating that and look at the log...
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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

Here's the log. I couldn't make any sense of it...

Code: Select all

Log: SetClientTravel: nyleve?mutator=smini.sminimuts 0
ScriptLog: Console leaving Typing
Log: Browse: nyleve?Name=KillerSkaarj?Class=Unreali.SkaarjPlayer?Team=255?Skin=SkTrooperSkins.T_Skaarj3?mutator=smini.sminimuts
Log: LoadMap: nyleve?Name=KillerSkaarj?Class=Unreali.SkaarjPlayer?Team=255?Skin=SkTrooperSkins.T_Skaarj3?mutator=smini.sminimuts
DevAudio: Galaxy SetViewport: WindowsViewport0
Log: File loaded nyleve
Log: 14443.0ms Loading: Package nyleve
Log: 14461.0ms Loading: Package Mine
Log: 14463.0ms Loading: Package TCrystal
Log: 14464.0ms Loading: Package HubEffects
Log: 14465.0ms Loading: Package shaneDAY
Log: 14467.0ms Loading: Package AmbModern
Log: 14468.0ms Loading: Package DoorsMod
Log: 14469.0ms Loading: Package SKYBox
Log: 14470.0ms Loading: Package Activates
Log: 14471.0ms Loading: Package Ancient
Log: 14472.0ms Loading: Package GenTerra
Log: 14473.0ms Loading: Package dusk
Log: 14475.0ms Loading: Package Male2Skins
Log: 14476.0ms Loading: Package Male3Skins
Log: 14477.0ms Loading: Package shanesky
Log: 14478.0ms Loading: Package GenWarp
Log: 14480.0ms Loading: Package Male1Skins
Log: 14481.0ms Loading: Package Female1Skins
Init: Shut down moving brush tracker for Level Unreal.MyLevel
Log: File loaded nyleve
Log: Collecting garbage
Log: Purging garbage
Log: 14937.0ms Unloading: Package Unreal
Log: 14937.0ms Unloading: Package NALIFX
Log: 14937.0ms Unloading: Package DoorsAnc
Log: 14938.0ms Unloading: Package Liquids
Log: 14938.0ms Unloading: Package flyby
DevMusic: Unregister music: Music flyby.flyby
Log: 14940.0ms Unloading: Package SkTrooperSkins
Log: Garbage: objects: 19041->17743; refs: 420730
Log: Bringing Level nyleve.MyLevel up for play (0)...
ScriptLog: InitGame: ?Name=KillerSkaarj?Class=Unreali.SkaarjPlayer?Team=255?Skin=SkTrooperSkins.T_Skaarj3?mutator=smini.sminimuts
ScriptLog: Difficulty 1
ScriptLog: Remote Administration with Password 
ScriptLog: Base Mutator is nyleve.Mutator2
ScriptLog: Mutators smini.sminimuts
ScriptLog: Add mutator smini.sminimuts
Log: 14958.0ms Loading: Package smini
Warning: SinglePlayer nyleve.SinglePlayer0 (Function Engine.GameInfo.InitGameReplicationInfo:0007) Accessed None 'GameReplicationInfo'
Log: 1 240 66 163 0 6 0
Warning: SinglePlayer nyleve.SinglePlayer0 (Function Engine.GameInfo.InitGameReplicationInfo:001D) Accessed None 'GameReplicationInfo'
Log: 1 240 66 163 0 5 0
Warning: SinglePlayer nyleve.SinglePlayer0 (Function Engine.GameInfo.InitGameReplicationInfo:0025) Attempt to assign variable through None
Log: Spawning new actor for Viewport WindowsViewport0
ScriptLog: Team 255
ScriptLog: Login: KillerSkaarj
ScriptLog: Couldn't spawn player at nyleve.PlayerStart0
Warning: Login failed: Failed to spawn player actor
Critical: appError called:
Critical: Failed to spawn player actor
Critical: Windows GetLastError: The operation completed successfully. (0)
Exit: Executing UObject::StaticShutdownAfterError
Exit: Executing UWindowsClient::ShutdownAfterError
Exit: UGalaxyAudioSubsystem::ShutdownAfterError
Log: DirectDraw End Mode
Exit: UOpenGLRenderDevice::ShutdownAfterError
Critical: MatchViewportsToActors
Critical: (nyleve)
Critical: ClientInit
Critical: UGameEngine::LoadMap
Critical: LocalMapURL
Critical: UGameEngine::Browse
Critical: ClientTravel
Critical: UGameEngine::Tick
Critical: UpdateWorld
Critical: MainLoop
Exit: Exiting.
Uninitialized: Name subsystem shut down
Uninitialized: Log file closed, 01/03/09 10:48:49
Last edited by KillerSkaarj on Sat Jan 03, 2009 3:50 pm, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: I has a question about 227...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

>_>

I don't know what would be causing the problem, when I was making my mutator, I was just writing the code logically, although I don't even know how to make a "Hello World!" program in C++.

Can you please post your mutator's code here? Or maybe you made just a syntax error.
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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

Actually there's three mutators. But they're all the same. Here's the code from one of them (I copied the code from one into the other two, so there's no difference in the code save for what gun is replaced by the Stinger Minigun)

Code: Select all

//=============================================================================
// SMinimutM.
// Replaces only the Minigun and its ammo with the Stinger Minigun and ITS ammo
//=============================================================================
class SMinimutM expands Mutator;

function bool CheckReplacement(Actor Other,out byte bSuperRelevant)
{
if(Other.class==Class'MiniGun')
{
ReplaceWith(Other,"Smini.Stingermini");
return false;
}
if(Other.class==Class'Shellbox')
{
ReplaceWith(Other,"Smini.SminiAmmo");
return false;
}
}
Please help me with this. This is the last thing I need before I release another version of the mod.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: I has a question about 227...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Try removing the other two mutators from the package and run with one mutator only.

If it doesn't work, try entering a map and summoning SMini.StingerMini directly.

As for the mutator, I'm not sure whether class' names are case-sensitive or not. In any case, be sure the case is correct.
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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

Oh, I summoned Smini.Stingermini tons of times. Hmm... I'll try making everything with correct cases.

EDIT: Nope, still phucked. I MUST be doing something wrong. How about you copy the code and see if it works on your side?
Last edited by KillerSkaarj on Sat Jan 03, 2009 5:10 pm, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: I has a question about 227...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Well, I need SMini then too. ;)

Cuz for DP->QuadShot it does work.
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Bane
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Re: I has a question about 227...

Post by Bane »

I'll try making everything with correct cases.
Unreal and UScript are case insensitive, so don't worry about doing something like that.

For the code, you aren't returning true ever. I don't feel like looking up the specifics for CheckReplacement, but from your code I assume return false means the actor should be deleted because it was replaced. If that's right then you never return true, so EVERY actor gets deleted, hence the missing player error.
Author of Hide and Seek mod, and the NALIBALL mod

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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

Oh...! I see! Lemme go see if it works
Last edited by KillerSkaarj on Sun Jan 04, 2009 7:43 am, edited 1 time in total.
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[§Ŕ] ŤhěxĐâŕkśîđěŕ
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Re: I has a question about 227...

Post by [§Ŕ] ŤhěxĐâŕkśîđěŕ »

Ahh I get it now.

So it should be like this:

Code: Select all

//=============================================================================
// SMinimutM.
// Replaces only the Minigun and its ammo with the Stinger Minigun and ITS ammo
//=============================================================================
class SMinimutM expands Mutator;

function bool CheckReplacement(Actor Other,out byte bSuperRelevant)
{
if(Other.class==Class'MiniGun')
{
ReplaceWith(Other,"Smini.Stingermini");
return false;
}
if(Other.class==Class'Shellbox')
{
ReplaceWith(Other,"Smini.SminiAmmo");
return false;
}
return true;
}
Yes, that's what my mutator looks like (approximately).
Last edited by [§Ŕ] ŤhěxĐâŕkśîđěŕ on Sat Jan 03, 2009 9:47 pm, edited 1 time in total.
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KillerSkaarj
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Re: I has a question about 227...

Post by KillerSkaarj »

Yes! They all work! Thanks guys! I'll upload the new version right away!

EDIT: On second thought, I might just hold onto the mod for a little longer. I still have some things to do with it.
Last edited by KillerSkaarj on Sun Jan 04, 2009 8:43 am, edited 1 time in total.
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Smirftsch
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Re: I has a question about 227...

Post by Smirftsch »

I'll try making everything with correct cases.
Unreal and UScript are case insensitive, so don't worry about doing something like that.
NOOOO, please don't skip that. Unreal in windows may be case insensitive but Unreal in Linux is (for filenames only). So if you or anyone else ever wants to compile stuff with UCC in Linux- the filenames need to be :)
Sometimes you have to lose a fight to win the war.
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